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Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 731cfb7..88243c4 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,9 +1,11 @@
#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 "manager/EventManager.h"
#include "LoopManager.h"
@@ -11,18 +13,16 @@ 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>();
}
-void LoopManager::process_input() { this->sdl_context.handle_events(this->game_running); }
+void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
void LoopManager::start() {
this->setup();
@@ -30,7 +30,14 @@ void LoopManager::start() {
}
void LoopManager::set_running(bool running) { this->game_running = running; }
-void LoopManager::fixed_update() {}
+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<PhysicsSystem>().update();
+ this->get_system<CollisionSystem>().update();
+}
void LoopManager::loop() {
LoopTimer & timer = this->loop_timer;
@@ -54,8 +61,8 @@ void LoopManager::loop() {
void LoopManager::setup() {
LoopTimer & timer = this->loop_timer;
-
this->game_running = true;
+ this->scene_manager.load_next_scene();
timer.start();
timer.set_fps(200);
}
@@ -63,6 +70,7 @@ void LoopManager::setup() {
void LoopManager::render() {
if (!this->game_running) return;
+ this->get_system<AnimatorSystem>().update();
this->get_system<RenderSystem>().update();
}