diff options
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 26 |
1 files changed, 14 insertions, 12 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 46831e8..e4b1609 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,32 +1,33 @@ #include "../facade/SDLContext.h" - #include "../system/AISystem.h" #include "../system/AnimatorSystem.h" #include "../system/CollisionSystem.h" +#include "../system/InputSystem.h" #include "../system/ParticleSystem.h" #include "../system/PhysicsSystem.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" #include "LoopManager.h" -#include "LoopTimer.h" using namespace crepe; using namespace std; LoopManager::LoopManager() { + this->mediator.component_manager = this->component_manager; + this->mediator.scene_manager = this->scene_manager; + this->load_system<AnimatorSystem>(); this->load_system<CollisionSystem>(); this->load_system<ParticleSystem>(); this->load_system<PhysicsSystem>(); this->load_system<RenderSystem>(); this->load_system<ScriptSystem>(); + this->load_system<InputSystem>(); this->load_system<AISystem>(); } -void LoopManager::process_input() { - SDLContext::get_instance().handle_events(this->game_running); -} +void LoopManager::process_input() { this->get_system<InputSystem>().update(); } void LoopManager::start() { this->setup(); @@ -37,7 +38,7 @@ void LoopManager::set_running(bool running) { this->game_running = running; } void LoopManager::fixed_update() {} void LoopManager::loop() { - LoopTimer & timer = LoopTimer::get_instance(); + LoopTimer & timer = this->loop_timer; timer.start(); while (game_running) { @@ -62,20 +63,21 @@ void LoopManager::loop() { } void LoopManager::setup() { + LoopTimer & timer = this->loop_timer; + this->game_running = true; - LoopTimer::get_instance().start(); - LoopTimer::get_instance().set_fps(200); + timer.start(); + timer.set_fps(200); this->scene_manager.load_next_scene(); } void LoopManager::render() { - if (this->game_running) { - this->get_system<RenderSystem>().update(); - } + if (!this->game_running) return; + + this->get_system<RenderSystem>().update(); } void LoopManager::update() { - LoopTimer & timer = LoopTimer::get_instance(); this->get_system<AnimatorSystem>().update(); this->get_system<AISystem>().update(); } |