diff options
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 72 |
1 files changed, 38 insertions, 34 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 1f0ba72..4ca9928 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,3 +1,4 @@ +#include "../facade/SDLContext.h" #include "../system/AISystem.h" #include "../system/AnimatorSystem.h" #include "../system/AudioSystem.h" @@ -7,7 +8,9 @@ #include "../system/PhysicsSystem.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" -#include "manager/EventManager.h" +#include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h" +#include "../util/Log.h" #include "LoopManager.h" @@ -22,62 +25,63 @@ LoopManager::LoopManager() { this->load_system<RenderSystem>(); this->load_system<ScriptSystem>(); this->load_system<InputSystem>(); + this->event_manager.subscribe<ShutDownEvent>( + [this](const ShutDownEvent & event) { return this->on_shutdown(event); }); this->load_system<AudioSystem>(); this->load_system<AISystem>(); } - -void LoopManager::process_input() { this->get_system<InputSystem>().update(); } - void LoopManager::start() { this->setup(); this->loop(); } -void LoopManager::set_running(bool running) { this->game_running = running; } -void LoopManager::fixed_update() { - // TODO: retrieve EventManager from direct member after singleton refactor - EventManager & ev = this->mediator.event_manager; - ev.dispatch_events(); - this->get_system<ScriptSystem>().update(); - this->get_system<AISystem>().update(); - this->get_system<PhysicsSystem>().update(); - this->get_system<CollisionSystem>().update(); - this->get_system<AudioSystem>().update(); +void LoopManager::setup() { + this->game_running = true; + this->loop_timer.start(); + this->scene_manager.load_next_scene(); } void LoopManager::loop() { - LoopTimer & timer = this->loop_timer; - timer.start(); + try { while (game_running) { - timer.update(); + this->loop_timer.update(); - while (timer.get_lag() >= timer.get_fixed_delta_time()) { - this->process_input(); + while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) { this->fixed_update(); - timer.advance_fixed_update(); + this->loop_timer.advance_fixed_elapsed_time(); } - this->update(); - this->render(); - - timer.enforce_frame_rate(); + this->frame_update(); + this->loop_timer.enforce_frame_rate(); + } + }catch(const exception & e){ + Log::logf(Log::Level::ERROR, "Exception caught in main loop: %s", e.what()); + this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{}); } } -void LoopManager::setup() { - LoopTimer & timer = this->loop_timer; - this->game_running = true; - this->scene_manager.load_next_scene(); - timer.start(); - timer.set_fps(200); +// will be called at a fixed interval +void LoopManager::fixed_update() { + this->get_system<InputSystem>().update(); + this->event_manager.dispatch_events(); + this->get_system<ScriptSystem>().update(); + this->get_system<AISystem>().update(); + this->get_system<PhysicsSystem>().update(); + this->get_system<CollisionSystem>().update(); + this->get_system<AudioSystem>().update(); } -void LoopManager::render() { - if (!this->game_running) return; - +// will be called every frame +void LoopManager::frame_update() { + this->scene_manager.load_next_scene(); this->get_system<AnimatorSystem>().update(); + //render this->get_system<RenderSystem>().update(); } -void LoopManager::update() {} +bool LoopManager::on_shutdown(const ShutDownEvent & e) { + this->game_running = false; + // propagate to possible user ShutDownEvent listeners + return false; +} |