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Diffstat (limited to 'src/crepe/api/LoopManager.h')
-rw-r--r-- | src/crepe/api/LoopManager.h | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h new file mode 100644 index 0000000..1d23cbf --- /dev/null +++ b/src/crepe/api/LoopManager.h @@ -0,0 +1,122 @@ +#pragma once + +#include <memory> + +#include "../facade/SDLContext.h" +#include "../manager/ComponentManager.h" +#include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h" +#include "../manager/Mediator.h" +#include "../manager/ResourceManager.h" +#include "../manager/SaveManager.h" +#include "../manager/SceneManager.h" +#include "../system/System.h" + +namespace crepe { +/** + * \brief Main game loop manager + * + * This class is responsible for managing the game loop, including initialization and updating. + */ +class LoopManager { +public: + LoopManager(); + /** + * \brief Start the gameloop + * + * This is the start of the engine where the setup is called and then the loop keeps running until the game stops running. + * The Game programmer needs to call this function to run the game. This should be done after creating and adding all scenes. + */ + void start(); + + /** + * \brief Add a new concrete scene to the scene manager + * + * \tparam T Type of concrete scene + */ + template <typename T> + void add_scene(); + +private: + /** + * \brief Setup function for one-time initialization. + * + * This function initializes necessary components for the game. + */ + void setup(); + /** + * \brief Main game loop function. + * + * This function runs the main loop, handling game updates and rendering. + */ + void loop(); + + /** + * \brief Per-frame update. + * + * Updates the game state based on the elapsed time since the last frame. + */ + virtual void frame_update(); + + /** + * \brief Fixed update executed at a fixed rate. + * + * This function updates physics and game logic based on LoopTimer's fixed_delta_time. + */ + virtual void fixed_update(); + + //! Indicates whether the game is running. + bool game_running = false; + +private: + //! Global context + Mediator mediator; + + //! SDLContext instance + SDLContext sdl_context{mediator}; + //! Component manager instance + ComponentManager component_manager{mediator}; + //! Scene manager instance + SceneManager scene_manager{mediator}; + //! LoopTimerManager instance + LoopTimerManager loop_timer{mediator}; + //! EventManager instance + EventManager event_manager{mediator}; + //! Resource manager instance + ResourceManager resource_manager{mediator}; + //! Save manager instance + SaveManager save_manager{mediator}; + +private: + /** + * \brief Callback function for ShutDownEvent + * + * This function sets the game_running variable to false, stopping the gameloop and therefor quitting the game. + */ + bool on_shutdown(const ShutDownEvent & e); + /** + * \brief Collection of System instances + * + * This map holds System instances indexed by the system's class typeid. It is filled in the + * constructor of LoopManager using LoopManager::load_system. + */ + std::unordered_map<std::type_index, std::unique_ptr<System>> systems; + /** + * \brief Initialize a system + * \tparam T System type (must be derivative of \c System) + */ + template <class T> + void load_system(); + /** + * \brief Retrieve a reference to ECS system + * \tparam T System type + * \returns Reference to system instance + * \throws std::runtime_error if the System is not initialized + */ + template <class T> + T & get_system(); +}; + +} // namespace crepe + +#include "LoopManager.hpp" |