aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api/LoopManager.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp36
1 files changed, 21 insertions, 15 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 731cfb7..040cb93 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,9 +1,12 @@
+#include "../facade/SDLContext.h"
+
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
+#include "../manager/EventManager.h"
#include "LoopManager.h"
@@ -11,15 +14,17 @@ 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>();
+ EventManager::get_instance().subscribe<ShutDownEvent>([this](const ShutDownEvent& event) {
+ return this->on_shutdown(event);
+ });
+ this->loop_timer = make_unique<LoopTimer>();
+ this->mediator.loop_timer = *loop_timer;
}
void LoopManager::process_input() { this->sdl_context.handle_events(this->game_running); }
@@ -28,36 +33,33 @@ void LoopManager::start() {
this->setup();
this->loop();
}
-void LoopManager::set_running(bool running) { this->game_running = running; }
void LoopManager::fixed_update() {}
void LoopManager::loop() {
- LoopTimer & timer = this->loop_timer;
- timer.start();
+ this->loop_timer->start();
while (game_running) {
- timer.update();
-
- while (timer.get_lag() >= timer.get_fixed_delta_time()) {
+ this->loop_timer->update();
+
+ while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
- timer.advance_fixed_update();
+ this->loop_timer->advance_fixed_update();
}
this->update();
this->render();
-
- timer.enforce_frame_rate();
+ this->loop_timer->enforce_frame_rate();
}
}
void LoopManager::setup() {
- LoopTimer & timer = this->loop_timer;
+
this->game_running = true;
- timer.start();
- timer.set_fps(200);
+ this->loop_timer->start();
+ this->loop_timer->set_target_fps(200);
}
void LoopManager::render() {
@@ -65,5 +67,9 @@ void LoopManager::render() {
this->get_system<RenderSystem>().update();
}
+bool LoopManager::on_shutdown(const ShutDownEvent & e){
+ this->game_running = false;
+ return false;
+}
void LoopManager::update() {}