diff options
Diffstat (limited to 'src/crepe/api')
| -rw-r--r-- | src/crepe/api/CMakeLists.txt | 6 | ||||
| -rw-r--r-- | src/crepe/api/IKeyListener.cpp | 19 | ||||
| -rw-r--r-- | src/crepe/api/IKeyListener.h | 50 | ||||
| -rw-r--r-- | src/crepe/api/IMouseListener.cpp | 29 | ||||
| -rw-r--r-- | src/crepe/api/IMouseListener.h | 73 | ||||
| -rw-r--r-- | src/crepe/api/LoopManager.cpp | 33 | ||||
| -rw-r--r-- | src/crepe/api/LoopManager.h | 43 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.cpp | 79 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.h | 144 | 
9 files changed, 45 insertions, 431 deletions
| diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 593c4e6..ca4edec 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -15,10 +15,7 @@ target_sources(crepe PUBLIC  	Animator.cpp  	BoxCollider.cpp  	CircleCollider.cpp -	IKeyListener.cpp -	IMouseListener.cpp  	LoopManager.cpp -	LoopTimer.cpp  	Asset.cpp  	EventHandler.cpp  	Script.cpp @@ -51,10 +48,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	EventHandler.h  	EventHandler.hpp  	Event.h -	IKeyListener.h -	IMouseListener.h  	LoopManager.h -	LoopTimer.h  	Asset.h  	Button.h  	UIObject.h diff --git a/src/crepe/api/IKeyListener.cpp b/src/crepe/api/IKeyListener.cpp deleted file mode 100644 index 8642655..0000000 --- a/src/crepe/api/IKeyListener.cpp +++ /dev/null @@ -1,19 +0,0 @@ -#include "IKeyListener.h" - -using namespace crepe; - -// Constructor with specified channel -IKeyListener::IKeyListener(event_channel_t channel) -	: event_manager(EventManager::get_instance()) { -	this->press_id = event_manager.subscribe<KeyPressEvent>( -		[this](const KeyPressEvent & event) { return this->on_key_pressed(event); }, channel); -	this->release_id = event_manager.subscribe<KeyReleaseEvent>( -		[this](const KeyReleaseEvent & event) { return this->on_key_released(event); }, -		channel); -} - -// Destructor, unsubscribe events -IKeyListener::~IKeyListener() { -	event_manager.unsubscribe(this->press_id); -	event_manager.unsubscribe(this->release_id); -} diff --git a/src/crepe/api/IKeyListener.h b/src/crepe/api/IKeyListener.h deleted file mode 100644 index 180a0a6..0000000 --- a/src/crepe/api/IKeyListener.h +++ /dev/null @@ -1,50 +0,0 @@ -#pragma once - -#include "../manager/EventManager.h" - -#include "Event.h" -#include "EventHandler.h" - -namespace crepe { - -/** - * \class IKeyListener - * \brief Interface for keyboard event handling in the application. - */ -class IKeyListener { -public: -	/** -	 * \brief Constructs an IKeyListener with a specified channel. -	 * \param channel The channel ID for event handling. -	 */ -	IKeyListener(event_channel_t channel = EventManager::CHANNEL_ALL); -	virtual ~IKeyListener(); -	IKeyListener(const IKeyListener &) = delete; -	IKeyListener & operator=(const IKeyListener &) = delete; -	IKeyListener & operator=(IKeyListener &&) = delete; -	IKeyListener(IKeyListener &&) = delete; - -	/** -	 * \brief Pure virtual function to handle key press events. -	 * \param event The key press event to handle. -	 * \return True if the event was handled, false otherwise. -	 */ -	virtual bool on_key_pressed(const KeyPressEvent & event) = 0; - -	/** -	 * \brief Pure virtual function to handle key release events. -	 * \param event The key release event to handle. -	 * \return True if the event was handled, false otherwise. -	 */ -	virtual bool on_key_released(const KeyReleaseEvent & event) = 0; - -private: -	//! Key press event id -	subscription_t press_id = -1; -	//! Key release event id -	subscription_t release_id = -1; -	//! EventManager reference -	EventManager & event_manager; -}; - -} // namespace crepe diff --git a/src/crepe/api/IMouseListener.cpp b/src/crepe/api/IMouseListener.cpp deleted file mode 100644 index 989aeb3..0000000 --- a/src/crepe/api/IMouseListener.cpp +++ /dev/null @@ -1,29 +0,0 @@ -#include "IMouseListener.h" - -using namespace crepe; - -IMouseListener::IMouseListener(event_channel_t channel) -	: event_manager(EventManager::get_instance()) { -	this->click_id = event_manager.subscribe<MouseClickEvent>( -		[this](const MouseClickEvent & event) { return this->on_mouse_clicked(event); }, -		channel); - -	this->press_id = event_manager.subscribe<MousePressEvent>( -		[this](const MousePressEvent & event) { return this->on_mouse_pressed(event); }, -		channel); - -	this->release_id = event_manager.subscribe<MouseReleaseEvent>( -		[this](const MouseReleaseEvent & event) { return this->on_mouse_released(event); }, -		channel); - -	this->move_id = event_manager.subscribe<MouseMoveEvent>( -		[this](const MouseMoveEvent & event) { return this->on_mouse_moved(event); }, channel); -} - -IMouseListener::~IMouseListener() { -	// Unsubscribe event handlers -	event_manager.unsubscribe(this->click_id); -	event_manager.unsubscribe(this->press_id); -	event_manager.unsubscribe(this->release_id); -	event_manager.unsubscribe(this->move_id); -} diff --git a/src/crepe/api/IMouseListener.h b/src/crepe/api/IMouseListener.h deleted file mode 100644 index e19897d..0000000 --- a/src/crepe/api/IMouseListener.h +++ /dev/null @@ -1,73 +0,0 @@ -#pragma once - -#include "../manager/EventManager.h" - -#include "Event.h" -#include "EventHandler.h" - -namespace crepe { - -/** - * \class IMouseListener - * \brief Interface for mouse event handling in the application. - */ -class IMouseListener { -public: -	/** -	 * \brief Constructs an IMouseListener with a specified channel. -	 * \param channel The channel ID for event handling. -	 */ -	IMouseListener(event_channel_t channel = EventManager::CHANNEL_ALL); -	virtual ~IMouseListener(); -	IMouseListener & operator=(const IMouseListener &) = delete; -	IMouseListener(const IMouseListener &) = delete; -	IMouseListener & operator=(const IMouseListener &&) = delete; -	IMouseListener(IMouseListener &&) = delete; - -	/** -	 * \brief Move assignment operator (deleted). -	 */ -	IMouseListener & operator=(IMouseListener &&) = delete; - -	/** -	 * \brief Handles a mouse click event. -	 * \param event The mouse click event to handle. -	 * \return True if the event was handled, false otherwise. -	 */ -	virtual bool on_mouse_clicked(const MouseClickEvent & event) = 0; - -	/** -	 * \brief Handles a mouse press event. -	 * \param event The mouse press event to handle. -	 * \return True if the event was handled, false otherwise. -	 */ -	virtual bool on_mouse_pressed(const MousePressEvent & event) = 0; - -	/** -	 * \brief Handles a mouse release event. -	 * \param event The mouse release event to handle. -	 * \return True if the event was handled, false otherwise. -	 */ -	virtual bool on_mouse_released(const MouseReleaseEvent & event) = 0; - -	/** -	 * \brief Handles a mouse move event. -	 * \param event The mouse move event to handle. -	 * \return True if the event was handled, false otherwise. -	 */ -	virtual bool on_mouse_moved(const MouseMoveEvent & event) = 0; - -private: -	//! Mouse click event id -	subscription_t click_id = -1; -	//! Mouse press event id -	subscription_t press_id = -1; -	//! Mouse release event id -	subscription_t release_id = -1; -	//! Mouse move event id -	subscription_t move_id = -1; -	//! EventManager reference -	EventManager & event_manager; -}; - -} //namespace crepe diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 044f096..c25e31e 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,3 +1,6 @@ +#include "../facade/SDLContext.h" + +#include "../manager/EventManager.h"  #include "../system/AnimatorSystem.h"  #include "../system/CollisionSystem.h"  #include "../system/InputSystem.h" @@ -20,18 +23,20 @@ LoopManager::LoopManager() {  	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); });  } -void LoopManager::process_input() { this->get_system<InputSystem>().update(); } +void LoopManager::process_input() {  +	this->get_system<InputSystem>().update(); +}  void LoopManager::start() {  	this->setup();  	this->loop();  } -void LoopManager::set_running(bool running) { this->game_running = running; }  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(); @@ -40,31 +45,27 @@ void LoopManager::fixed_update() {  }  void LoopManager::loop() { -	LoopTimer & timer = this->loop_timer; -	timer.start(); +	  	while (game_running) { -		timer.update(); +		this->loop_timer.update(); -		while (timer.get_lag() >= timer.get_fixed_delta_time()) { +		while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {  			this->process_input(); +			event_manager.dispatch_events();  			this->fixed_update(); -			timer.advance_fixed_update(); +			this->loop_timer.advance_fixed_update();  		}  		this->update();  		this->render(); - -		timer.enforce_frame_rate(); +		this->loop_timer.enforce_frame_rate();  	}  }  void LoopManager::setup() { -	LoopTimer & timer = this->loop_timer;  	this->game_running = true; -	this->scene_manager.load_next_scene(); -	timer.start(); -	timer.set_fps(200); +	this->loop_timer.start();  	this->scene_manager.load_next_scene();  } @@ -74,5 +75,9 @@ void LoopManager::render() {  	this->get_system<AnimatorSystem>().update();  	this->get_system<RenderSystem>().update();  } +bool LoopManager::on_shutdown(const ShutDownEvent & e) { +	this->game_running = false; +	return false; +}  void LoopManager::update() {} diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index d8910a0..9986aa5 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -5,12 +5,14 @@  #include "../facade/SDLContext.h"  #include "../manager/ComponentManager.h"  #include "../manager/SceneManager.h" +#include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h"  #include "../system/System.h" +#include "../manager/Mediator.h" -#include "LoopTimer.h" +#include "api/Event.h"  namespace crepe { -  /**   * \brief Main game loop manager   * @@ -18,8 +20,14 @@ namespace crepe {   */  class LoopManager {  public: -	void start();  	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. +	 * Developers need to call this function to run the game. +	 */ +	void start();  	/**  	 * \brief Add a new concrete scene to the scene manager @@ -55,7 +63,7 @@ private:  	 *  	 * Updates the game state based on the elapsed time since the last frame.  	 */ -	void update(); +	virtual void update();  	/**  	 * \brief Late update which is called after update(). @@ -69,21 +77,13 @@ private:  	 *  	 * 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); - +	virtual void fixed_update();  	/**  	 * \brief Function for executing render-related systems.  	 *  	 * Renders the current state of the game to the screen.  	 */ -	void render(); +	virtual void render();  	bool game_running = false; @@ -95,18 +95,27 @@ private:  	ComponentManager component_manager{mediator};  	//! Scene manager instance  	SceneManager scene_manager{mediator}; +	//! LoopTimerManager instance +	LoopTimerManager loop_timer{mediator}; +	//! EventManager instance +	EventManager event_manager{mediator};  	//! SDL context \todo no more singletons!  	SDLContext & sdl_context = SDLContext::get_instance(); -	//! Loop timer \todo no more singletons! -	LoopTimer & loop_timer = LoopTimer::get_instance(); +  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 \c LoopManager using LoopManager::load_system. +	 * constructor of LoopManager using LoopManager::load_system.  	 */  	std::unordered_map<std::type_index, std::unique_ptr<System>> systems;  	/** diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp deleted file mode 100644 index 15a0e3a..0000000 --- a/src/crepe/api/LoopTimer.cpp +++ /dev/null @@ -1,79 +0,0 @@ -#include <chrono> - -#include "../facade/SDLContext.h" -#include "../util/Log.h" - -#include "LoopTimer.h" - -using namespace crepe; - -LoopTimer::LoopTimer() { dbg_trace(); } - -LoopTimer & LoopTimer::get_instance() { -	static LoopTimer instance; -	return instance; -} - -void LoopTimer::start() { -	this->last_frame_time = std::chrono::steady_clock::now(); -	this->elapsed_time = std::chrono::milliseconds(0); -	this->elapsed_fixed_time = std::chrono::milliseconds(0); -	this->delta_time = std::chrono::milliseconds(0); -} - -void LoopTimer::update() { -	auto current_frame_time = std::chrono::steady_clock::now(); -	// Convert to duration in seconds for delta time -	this->delta_time = std::chrono::duration_cast<std::chrono::duration<double>>( -		current_frame_time - last_frame_time); - -	if (this->delta_time > this->maximum_delta_time) { -		this->delta_time = this->maximum_delta_time; -	} - -	this->delta_time *= this->game_scale; -	this->elapsed_time += this->delta_time; -	this->last_frame_time = current_frame_time; -} - -double LoopTimer::get_delta_time() const { return this->delta_time.count(); } - -double LoopTimer::get_current_time() const { return this->elapsed_time.count(); } - -void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; } - -double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); } - -void LoopTimer::set_fps(int fps) { -	this->fps = fps; -	// target time per frame in seconds -	this->frame_target_time = std::chrono::duration<double>(1.0) / fps; -} - -int LoopTimer::get_fps() const { return this->fps; } - -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() { -	std::chrono::steady_clock::time_point current_frame_time -		= std::chrono::steady_clock::now(); -	std::chrono::milliseconds frame_duration -		= std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time -																- this->last_frame_time); - -	if (frame_duration < this->frame_target_time) { -		std::chrono::milliseconds delay_time -			= std::chrono::duration_cast<std::chrono::milliseconds>(this->frame_target_time -																	- frame_duration); -		if (delay_time.count() > 0) { -			SDLContext::get_instance().delay(delay_time.count()); -		} -	} - -	this->last_frame_time = current_frame_time; -} - -double LoopTimer::get_lag() const { -	return (this->elapsed_time - this->elapsed_fixed_time).count(); -} diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h deleted file mode 100644 index 9393439..0000000 --- a/src/crepe/api/LoopTimer.h +++ /dev/null @@ -1,144 +0,0 @@ -#pragma once - -#include <chrono> - -namespace crepe { - -class LoopTimer { -public: -	/** -	 * \brief Get the singleton instance of LoopTimer. -	 * -	 * \return A reference to the LoopTimer instance. -	 */ -	static LoopTimer & get_instance(); - -	/** -	 * \brief Get the current delta time for the current frame. -	 * -	 * \return Delta time in seconds since the last frame. -	 */ -	double get_delta_time() const; - -	/** -	 * \brief Get the current game time. -	 * -	 * \note The current game time may vary from real-world elapsed time. It is the cumulative -	 * sum of each frame's delta time. -	 * -	 * \return Elapsed game time in seconds. -	 */ -	double get_current_time() const; - -	/** -	 * \brief Set the target frames per second (FPS). -	 * -	 * \param fps The desired frames rendered per second. -	 */ -	void set_fps(int fps); - -	/** -	 * \brief Get the current frames per second (FPS). -	 * -	 * \return Current FPS. -	 */ -	int get_fps() const; - -	/** -	 * \brief Get the current game scale. -	 * -	 * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed -	 * up the game. -	 */ -	double get_game_scale() const; - -	/** -	 * \brief Set the game scale. -	 * -	 * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). -	 */ -	void set_game_scale(double game_scale); - -private: -	friend class LoopManager; - -	/** -	 * \brief Start the loop timer. -	 * -	 * Initializes the timer to begin tracking frame times. -	 */ -	void start(); - -	/** -	 * \brief Enforce the frame rate limit. -	 * -	 * Ensures that the game loop does not exceed the target FPS by delaying frame updates as -	 * necessary. -	 */ -	void enforce_frame_rate(); - -	/** -	 * \brief Get the fixed delta time for consistent updates. -	 * -	 * Fixed delta time is used for operations that require uniform time steps, such as physics -	 * calculations. -	 * -	 * \return Fixed delta time in seconds. -	 */ -	double get_fixed_delta_time() const; - -	/** -	 * \brief Get the accumulated lag in the game loop. -	 * -	 * Lag represents the difference between the target frame time and the actual frame time, -	 * useful for managing fixed update intervals. -	 * -	 * \return Accumulated lag in seconds. -	 */ -	double get_lag() const; - -	/** -	 * \brief Construct a new LoopTimer object. -	 * -	 * Private constructor for singleton pattern to restrict instantiation outside the class. -	 */ -	LoopTimer(); - -	/** -	 * \brief Update the timer to the current frame. -	 * -	 * Calculates and updates the delta time for the current frame and adds it to the cumulative -	 * game time. -	 */ -	void update(); - -	/** -	 * \brief Advance the game loop by a fixed update interval. -	 * -	 * This method progresses the game state by a consistent, fixed time step, allowing for -	 * stable updates independent of frame rate fluctuations. -	 */ -	void advance_fixed_update(); - -private: -	//! Current frames per second -	int fps = 50; -	//! Current game scale -	double game_scale = 1; -	//! Maximum delta time in seconds to avoid large jumps -	std::chrono::duration<double> maximum_delta_time{0.25}; -	//! 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) / 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 -	std::chrono::duration<double> elapsed_time{0.0}; -	//! Total elapsed time for fixed updates in seconds -	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 |