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-rw-r--r--src/crepe/api/LoopManager.h119
1 files changed, 0 insertions, 119 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
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--- a/src/crepe/api/LoopManager.h
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-#pragma once
-
-#include <memory>
-
-#include "../ComponentManager.h"
-#include "../system/System.h"
-#include "api/SceneManager.h"
-
-namespace crepe {
-
-/**
- * \brief Main game loop manager
- *
- * This class is responsible for managing the game loop, including initialization and updating.
- */
-class LoopManager {
-public:
- void start();
- LoopManager();
-
- /**
- * \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 Function for handling input-related system calls.
- *
- * Processes user inputs from keyboard and mouse.
- */
- void process_input();
-
- /**
- * \brief Per-frame update.
- *
- * Updates the game state based on the elapsed time since the last frame.
- */
- void update();
-
- /**
- * \brief Late update which is called after update().
- *
- * This function can be used for final adjustments before rendering.
- */
- void late_update();
-
- /**
- * \brief Fixed update executed at a fixed rate.
- *
- * This function updates physics and game logic based on LoopTimer's fixed_delta_time.
- */
- void fixed_update();
-
- /**
- * \brief Set game running variable
- *
- * \param running running (false = game shutdown, true = game running)
- */
- void set_running(bool running);
-
- /**
- * \brief Function for executing render-related systems.
- *
- * Renders the current state of the game to the screen.
- */
- void render();
-
- bool game_running = false;
-
-private:
- //! Component manager instance
- ComponentManager component_manager{};
- //! Scene manager instance
- SceneManager scene_manager{component_manager};
-
-private:
- /**
- * \brief Collection of System instances
- *
- * This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of \c 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"