diff options
Diffstat (limited to 'src/crepe/manager')
-rw-r--r-- | src/crepe/manager/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/crepe/manager/EventManager.cpp | 6 | ||||
-rw-r--r-- | src/crepe/manager/EventManager.h | 23 | ||||
-rw-r--r-- | src/crepe/manager/LoopTimerManager.cpp | 94 | ||||
-rw-r--r-- | src/crepe/manager/LoopTimerManager.h | 173 | ||||
-rw-r--r-- | src/crepe/manager/Mediator.h | 10 | ||||
-rw-r--r-- | src/crepe/manager/SceneManager.cpp | 3 |
7 files changed, 285 insertions, 26 deletions
diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt index 480c8ee..f73e165 100644 --- a/src/crepe/manager/CMakeLists.txt +++ b/src/crepe/manager/CMakeLists.txt @@ -4,6 +4,7 @@ target_sources(crepe PUBLIC Manager.cpp SaveManager.cpp SceneManager.cpp + LoopTimerManager.cpp ResourceManager.cpp ) @@ -17,6 +18,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES SaveManager.h SceneManager.h SceneManager.hpp + LoopTimerManager.h ResourceManager.h ResourceManager.hpp ) diff --git a/src/crepe/manager/EventManager.cpp b/src/crepe/manager/EventManager.cpp index 20f0dd3..6aa49ee 100644 --- a/src/crepe/manager/EventManager.cpp +++ b/src/crepe/manager/EventManager.cpp @@ -3,11 +3,9 @@ using namespace crepe; using namespace std; -EventManager & EventManager::get_instance() { - static EventManager instance; - return instance; +EventManager::EventManager(Mediator & mediator) : Manager(mediator) { + this->mediator.event_manager = *this; } - void EventManager::dispatch_events() { for (auto & event : this->events_queue) { this->handle_event(event.type, event.channel, *event.event.get()); diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index ba5e98b..639e37f 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -8,6 +8,8 @@ #include "../api/Event.h" #include "../api/EventHandler.h" +#include "Manager.h" + namespace crepe { //! Event listener unique ID @@ -22,27 +24,19 @@ typedef size_t subscription_t; typedef size_t event_channel_t; /** - * \class EventManager * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. * * The `EventManager` acts as a centralized event system. It allows for registering callbacks * for specific event types, triggering events synchronously, queueing events for later * processing, and managing subscriptions via unique identifiers. */ -class EventManager { +class EventManager : public Manager { public: static constexpr const event_channel_t CHANNEL_ALL = -1; - /** - * \brief Get the singleton instance of the EventManager. - * - * This method returns the unique instance of the EventManager, creating it if it - * doesn't already exist. Ensures only one instance is active in the program. - * - * \return Reference to the singleton instance of the EventManager. + * \param mediator A reference to a Mediator object used for transfering managers. */ - static EventManager & get_instance(); - + EventManager(Mediator & mediator); /** * \brief Subscribe to a specific event type. * @@ -108,13 +102,6 @@ public: private: /** - * \brief Default constructor for the EventManager. - * - * Constructor is private to enforce the singleton pattern. - */ - EventManager() = default; - - /** * \struct QueueEntry * \brief Represents an entry in the event queue. */ diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp new file mode 100644 index 0000000..a306eb7 --- /dev/null +++ b/src/crepe/manager/LoopTimerManager.cpp @@ -0,0 +1,94 @@ +#include <chrono> +#include <thread> + +#include "../util/Log.h" + +#include "LoopTimerManager.h" + +using namespace crepe; +using namespace std::chrono_literals; +LoopTimerManager::LoopTimerManager(Mediator & mediator) : Manager(mediator) { + this->mediator.loop_timer = *this; + dbg_trace(); +} + +void LoopTimerManager::start() { + this->last_frame_time = std::chrono::steady_clock::now(); + + this->elapsed_time = 0s; + // 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<ElapsedTime_t>(this->fixed_delta_time); + this->delta_time = 0s; +} + +void LoopTimerManager::update() { + TimePoint_t current_frame_time + = std::chrono::steady_clock::now(); + // Convert to duration in seconds for delta time + this->delta_time = current_frame_time - last_frame_time; + + if (this->delta_time > this->maximum_delta_time) { + this->delta_time = this->maximum_delta_time; + } + if (this->delta_time > 0s) { + this->actual_fps = 1.0 / this->delta_time.count(); + } else { + this->actual_fps = 0; + } + this->elapsed_time += std::chrono::duration_cast<ElapsedTime_t>(this->delta_time); + this->last_frame_time = current_frame_time; +} + +Duration_t LoopTimerManager::get_delta_time() const {return this->delta_time * this->time_scale;} + +ElapsedTime_t LoopTimerManager::get_elapsed_time() const { return this->elapsed_time; } + +void LoopTimerManager::advance_fixed_elapsed_time() { + this->elapsed_fixed_time += std::chrono::duration_cast<ElapsedTime_t>(this->fixed_delta_time); +} + +void LoopTimerManager::set_target_framerate(unsigned fps) { + this->target_fps = fps; + //check if fps is lower or equals 0 + if (fps <= 0) return; + // target time per frame in seconds + this->frame_target_time = Duration_t(1s) / this->target_fps; +} + +unsigned LoopTimerManager::get_fps() const { return this->actual_fps; } + +void LoopTimerManager::set_time_scale(double value) { this->time_scale = value; } + +float LoopTimerManager::get_time_scale() const { return this->time_scale; } + +void LoopTimerManager::enforce_frame_rate() { + TimePoint_t current_frame_time + = std::chrono::steady_clock::now(); + Duration_t 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) { + std::chrono::microseconds 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); + } + } +} + +Duration_t LoopTimerManager::get_lag() const { + return (this->elapsed_time - this->elapsed_fixed_time); +} + +Duration_t LoopTimerManager::get_scaled_fixed_delta_time() const { + return this->fixed_delta_time * this->time_scale; +} +void LoopTimerManager::set_fixed_delta_time(float seconds) { + this->fixed_delta_time = Duration_t(seconds); +} + +Duration_t LoopTimerManager::get_fixed_delta_time() const { + return this->fixed_delta_time; +} diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h new file mode 100644 index 0000000..c5f3cb0 --- /dev/null +++ b/src/crepe/manager/LoopTimerManager.h @@ -0,0 +1,173 @@ +#pragma once + +#include <chrono> + +#include "Manager.h" + +namespace crepe { +typedef std::chrono::duration<float> Duration_t; +typedef std::chrono::duration<unsigned long long, std::micro> ElapsedTime_t; +typedef std::chrono::steady_clock::time_point TimePoint_t; +/** + * \brief Manages timing and frame rate for the game loop. + * + * The LoopTimerManager class is responsible for calculating and managing timing functions + * such as delta time, frames per second (FPS), fixed time steps, and time scaling. It ensures + * consistent frame updates and supports game loop operations, such as handling fixed updates + * for physics and other time-sensitive operations. + */ +class LoopTimerManager : public Manager { +public: + /** + * \param mediator A reference to a Mediator object used for transfering managers. + */ + LoopTimerManager(Mediator & mediator); + /** + * \brief Get the current delta time for the current frame. + * + * This value represents the estimated frame duration of the current frame. + * This value can be used in the frame_update to convert pixel based values to time based values. + * + * \return Delta time in seconds since the last frame. + */ + Duration_t get_delta_time() const; + + /** + * \brief Get the current elapsed time (total time passed ) + * + * \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. + */ + ElapsedTime_t get_elapsed_time() const; + + /** + * \brief Set the target frames per second (FPS). + * + * \param fps The desired frames rendered per second. + */ + void set_target_framerate(unsigned fps); + + /** + * \brief Get the current frames per second (FPS). + * + * \return Current FPS. + */ + unsigned get_fps() const; + + /** + * \brief Get the current time scale. + * + * \return The current time scale, where (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). + * up the game. + */ + float get_time_scale() const; + + /** + * \brief Set the time scale. + * + * time_scale is a value that changes the delta time that can be retrieved using get_delta_time function. + * + * \param time_scale The desired time scale (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). + */ + void set_time_scale(double time_scale); + + /** + * \brief Get the fixed delta time in seconds without scaling by the time scale. + * + * This value is used in the LoopManager to determine how many times + * the fixed_update should be called within a given interval. + * + * \return The unscaled fixed delta time in seconds. + */ + Duration_t get_fixed_delta_time() const; + + /** + * \brief Set the fixed_delta_time in seconds. + * + * \param seconds fixed_delta_time in seconds. + * + * The fixed_delta_time value is used to determine how many times per second the fixed_update and process_input functions are called. + * + */ + void set_fixed_delta_time(float seconds); + + /** + * \brief Retrieves the scaled fixed delta time in seconds. + * + * The scaled fixed delta time is the timing value used within the `fixed_update` function. + * It is adjusted by the time_scale to account for any changes in the simulation's + * speed. + * + * \return The fixed delta time, scaled by the current time scale, in seconds. + */ + Duration_t get_scaled_fixed_delta_time() const; + +private: + //! Friend relation to use start,enforce_frame_rate,get_lag,update,advance_fixed_update. + 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 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. + */ + Duration_t get_lag() const; + + /** + * \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 Progress the elapsed fixed time by the fixed delta time interval. + * + * This method advances the game's fixed update loop by adding the fixed_delta_time + * to elapsed_fixed_time, ensuring the fixed update catches up with the elapsed time. + */ + void advance_fixed_elapsed_time(); + +private: + //! Target frames per second. + int target_fps = 60; + //! Actual frames per second. + int actual_fps = 0; + //! Time scale for speeding up or slowing down the game (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). + float time_scale = 1; + //! Maximum delta time in seconds to avoid large jumps. + Duration_t maximum_delta_time{0.25}; + //! Delta time for the current frame in seconds. + Duration_t delta_time{0.0}; + //! Target time per frame in seconds + Duration_t frame_target_time + = Duration_t(1.0) / target_fps; + //! Fixed delta time for fixed updates in seconds. + Duration_t fixed_delta_time = Duration_t(1.0) / 50.0; + //! Total elapsed game time in microseconds. + ElapsedTime_t elapsed_time{0}; + //! Total elapsed time for fixed updates in microseconds. + ElapsedTime_t elapsed_fixed_time{0}; + //! Time of the last frame. + TimePoint_t last_frame_time; +}; + +} // namespace crepe diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index 35ac181..dfb37dc 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -4,8 +4,8 @@ // TODO: remove these singletons: #include "../facade/SDLContext.h" -#include "EventManager.h" -#include "api/LoopTimer.h" + +#include "SaveManager.h" namespace crepe { @@ -14,6 +14,8 @@ class SceneManager; class SaveManager; class ResourceManager; +class LoopTimerManager; +class EventManager; /** * Struct to pass references to classes that would otherwise need to be singletons down to * other classes within the engine hierarchy. Made to prevent constant changes to subclasses to @@ -29,11 +31,11 @@ class ResourceManager; struct Mediator { OptionalRef<ComponentManager> component_manager; OptionalRef<SceneManager> scene_manager; + OptionalRef<EventManager> event_manager; + OptionalRef<LoopTimerManager> loop_timer; OptionalRef<SaveManager> save_manager; - OptionalRef<EventManager> event_manager = EventManager::get_instance(); OptionalRef<ResourceManager> resource_manager; OptionalRef<SDLContext> sdl_context = SDLContext::get_instance(); - OptionalRef<LoopTimer> timer = LoopTimer::get_instance(); }; } // namespace crepe diff --git a/src/crepe/manager/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp index 50a9fbb..d4ca90b 100644 --- a/src/crepe/manager/SceneManager.cpp +++ b/src/crepe/manager/SceneManager.cpp @@ -32,4 +32,7 @@ void SceneManager::load_next_scene() { // Load the new scene scene->load_scene(); + + //clear the next scene + next_scene.clear(); } |