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Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp87
1 files changed, 0 insertions, 87 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
deleted file mode 100644
index 7a78019..0000000
--- a/src/crepe/api/LoopManager.cpp
+++ /dev/null
@@ -1,87 +0,0 @@
-#include "../facade/SDLContext.h"
-#include "../manager/EventManager.h"
-#include "../manager/LoopTimerManager.h"
-#include "../system/AISystem.h"
-#include "../system/AnimatorSystem.h"
-#include "../system/AudioSystem.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 "../util/Log.h"
-
-#include "LoopManager.h"
-
-using namespace crepe;
-using namespace std;
-
-LoopManager::LoopManager() {
- 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->event_manager.subscribe<ShutDownEvent>(
- [this](const ShutDownEvent & event) { return this->on_shutdown(event); });
- this->load_system<AudioSystem>();
- this->load_system<AISystem>();
-}
-void LoopManager::start() {
- this->setup();
- this->loop();
-}
-
-void LoopManager::setup() {
- this->game_running = true;
- this->loop_timer.start();
- this->scene_manager.load_next_scene();
-}
-
-void LoopManager::loop() {
- try {
- while (game_running) {
- this->loop_timer.update();
-
- while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {
- this->fixed_update();
- this->loop_timer.advance_fixed_elapsed_time();
- }
-
- this->frame_update();
- this->loop_timer.enforce_frame_rate();
- }
- } catch (const exception & e) {
- Log::logf(Log::Level::ERROR, "Exception caught in main loop: {}", e.what());
- this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
- }
-}
-
-// 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<ParticleSystem>().update();
- this->get_system<AISystem>().update();
- this->get_system<PhysicsSystem>().update();
- this->get_system<CollisionSystem>().update();
- this->get_system<AudioSystem>().update();
-}
-
-// 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();
-}
-
-bool LoopManager::on_shutdown(const ShutDownEvent & e) {
- this->game_running = false;
- // propagate to possible user ShutDownEvent listeners
- return false;
-}