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 | 72 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.h | 63 | ||||
-rw-r--r-- | src/crepe/api/LoopTimer.cpp | 79 | ||||
-rw-r--r-- | src/crepe/api/LoopTimer.h | 144 |
9 files changed, 64 insertions, 471 deletions
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 118c7ce..35161e4 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -14,10 +14,7 @@ target_sources(crepe PUBLIC Animator.cpp BoxCollider.cpp CircleCollider.cpp - IKeyListener.cpp - IMouseListener.cpp LoopManager.cpp - LoopTimer.cpp Asset.cpp EventHandler.cpp Script.cpp @@ -49,10 +46,7 @@ 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 1f0ba72..4ca9928 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,3 +1,4 @@ +#include "../facade/SDLContext.h" #include "../system/AISystem.h" #include "../system/AnimatorSystem.h" #include "../system/AudioSystem.h" @@ -7,7 +8,9 @@ #include "../system/PhysicsSystem.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" -#include "manager/EventManager.h" +#include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h" +#include "../util/Log.h" #include "LoopManager.h" @@ -22,62 +25,63 @@ 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); }); this->load_system<AudioSystem>(); this->load_system<AISystem>(); } - -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(); - this->get_system<AISystem>().update(); - this->get_system<PhysicsSystem>().update(); - this->get_system<CollisionSystem>().update(); - this->get_system<AudioSystem>().update(); +void LoopManager::setup() { + this->game_running = true; + this->loop_timer.start(); + this->scene_manager.load_next_scene(); } void LoopManager::loop() { - LoopTimer & timer = this->loop_timer; - timer.start(); + try { while (game_running) { - timer.update(); + this->loop_timer.update(); - while (timer.get_lag() >= timer.get_fixed_delta_time()) { - this->process_input(); + while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) { this->fixed_update(); - timer.advance_fixed_update(); + this->loop_timer.advance_fixed_elapsed_time(); } - this->update(); - this->render(); - - timer.enforce_frame_rate(); + this->frame_update(); + this->loop_timer.enforce_frame_rate(); + } + }catch(const exception & e){ + Log::logf(Log::Level::ERROR, "Exception caught in main loop: %s", e.what()); + this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{}); } } -void LoopManager::setup() { - LoopTimer & timer = this->loop_timer; - this->game_running = true; - this->scene_manager.load_next_scene(); - timer.start(); - timer.set_fps(200); +// will be called at a fixed interval +void LoopManager::fixed_update() { + this->get_system<InputSystem>().update(); + this->event_manager.dispatch_events(); + this->get_system<ScriptSystem>().update(); + this->get_system<AISystem>().update(); + this->get_system<PhysicsSystem>().update(); + this->get_system<CollisionSystem>().update(); + this->get_system<AudioSystem>().update(); } -void LoopManager::render() { - if (!this->game_running) return; - +// will be called every frame +void LoopManager::frame_update() { + this->scene_manager.load_next_scene(); this->get_system<AnimatorSystem>().update(); + //render this->get_system<RenderSystem>().update(); } -void LoopManager::update() {} +bool LoopManager::on_shutdown(const ShutDownEvent & e) { + this->game_running = false; + // propagate to possible user ShutDownEvent listeners + return false; +} diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 700afe4..0110695 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -4,15 +4,17 @@ #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" -#include "LoopTimer.h" +#include "api/Event.h" namespace crepe { - /** * \brief Main game loop manager * @@ -20,8 +22,14 @@ 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. + * 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 @@ -46,49 +54,21 @@ private: 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(); + 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. */ - 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(); + virtual void fixed_update(); + //! Indicates whether the game is running. bool game_running = false; - private: //! Global context Mediator mediator; @@ -97,6 +77,10 @@ private: 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 @@ -104,15 +88,20 @@ private: //! 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 |