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-rw-r--r--src/crepe/api/LoopManager.cpp12
-rw-r--r--src/crepe/api/LoopManager.h5
-rw-r--r--src/crepe/api/LoopTimer.cpp27
-rw-r--r--src/crepe/api/LoopTimer.h6
4 files changed, 22 insertions, 28 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 040cb93..5879d79 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,12 +1,12 @@
#include "../facade/SDLContext.h"
+#include "../manager/EventManager.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"
@@ -20,9 +20,8 @@ LoopManager::LoopManager() {
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);
- });
+ 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;
}
@@ -41,7 +40,7 @@ void LoopManager::loop() {
while (game_running) {
this->loop_timer->update();
-
+
while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
@@ -55,7 +54,6 @@ void LoopManager::loop() {
}
void LoopManager::setup() {
-
this->game_running = true;
this->loop_timer->start();
@@ -67,7 +65,7 @@ void LoopManager::render() {
this->get_system<RenderSystem>().update();
}
-bool LoopManager::on_shutdown(const ShutDownEvent & e){
+bool LoopManager::on_shutdown(const ShutDownEvent & e) {
this->game_running = false;
return false;
}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index c50f5aa..6a212eb 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -5,10 +5,8 @@
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/SceneManager.h"
-#include "../manager/SceneManager.h"
#include "../system/System.h"
-
#include "api/Event.h"
#include "api/LoopTimer.h"
@@ -28,7 +26,6 @@ public:
* Developers need to call this function to run the game.
*/
void start();
-
/**
* \brief Add a new concrete scene to the scene manager
@@ -101,8 +98,8 @@ private:
SDLContext & sdl_context = SDLContext::get_instance();
//! loop timer instance
std::unique_ptr<LoopTimer> loop_timer;
+
private:
-
/**
* \brief Callback function for ShutDownEvent
*
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index eedb5ee..8fb7ce8 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -10,13 +10,13 @@ using namespace crepe;
LoopTimer::LoopTimer() { dbg_trace(); }
-
void LoopTimer::start() {
this->last_frame_time = std::chrono::steady_clock::now();
-
+
this->elapsed_time = std::chrono::milliseconds(0);
// by starting the elapsed_fixed_time at (0 - fixed_delta_time) in milliseconds it calls a fixed update at the start of the loop.
- this->elapsed_fixed_time = -std::chrono::duration_cast<std::chrono::milliseconds>(fixed_delta_time);
+ this->elapsed_fixed_time
+ = -std::chrono::duration_cast<std::chrono::milliseconds>(fixed_delta_time);
this->delta_time = std::chrono::milliseconds(0);
}
@@ -30,7 +30,7 @@ void LoopTimer::update() {
this->delta_time = this->maximum_delta_time;
}
this->actual_fps = 1.0 / this->delta_time.count();
-
+
this->delta_time *= this->game_scale;
this->elapsed_time += this->delta_time;
this->last_frame_time = current_frame_time;
@@ -56,17 +56,18 @@ void LoopTimer::set_game_scale(double value) { this->game_scale = value; }
double LoopTimer::get_game_scale() const { return this->game_scale; }
void LoopTimer::enforce_frame_rate() {
- auto current_frame_time = std::chrono::steady_clock::now();
- auto frame_duration = current_frame_time - this->last_frame_time;
+ auto current_frame_time = std::chrono::steady_clock::now();
+ auto frame_duration = current_frame_time - this->last_frame_time;
- // Check if frame duration is less than the target frame time
- if (frame_duration < this->frame_target_time) {
- auto delay_time = std::chrono::duration_cast<std::chrono::microseconds>(this->frame_target_time - frame_duration);
+ // Check if frame duration is less than the target frame time
+ if (frame_duration < this->frame_target_time) {
+ auto delay_time = std::chrono::duration_cast<std::chrono::microseconds>(
+ this->frame_target_time - frame_duration);
- if (delay_time.count() > 0) {
- std::this_thread::sleep_for(delay_time);
- }
- }
+ if (delay_time.count() > 0) {
+ std::this_thread::sleep_for(delay_time);
+ }
+ }
}
double LoopTimer::get_lag() const {
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index e348628..c4294d7 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -90,8 +90,6 @@ private:
*/
double get_lag() const;
-
-
/**
* \brief Update the timer to the current frame.
*
@@ -120,7 +118,8 @@ private:
//! Delta time for the current frame in seconds
std::chrono::duration<double> delta_time{0.0};
//! Target time per frame in seconds
- std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / target_fps;
+ std::chrono::duration<double> frame_target_time
+ = std::chrono::duration<double>(1.0) / target_fps;
//! Fixed delta time for fixed updates in seconds
std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0;
//! Total elapsed game time in seconds
@@ -129,7 +128,6 @@ private:
std::chrono::duration<double> elapsed_fixed_time{0.0};
//! Time of the last frame
std::chrono::steady_clock::time_point last_frame_time;
-
};
} // namespace crepe