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-rw-r--r--src/crepe/api/CMakeLists.txt6
-rw-r--r--src/crepe/api/IKeyListener.cpp19
-rw-r--r--src/crepe/api/IKeyListener.h50
-rw-r--r--src/crepe/api/IMouseListener.cpp29
-rw-r--r--src/crepe/api/IMouseListener.h73
-rw-r--r--src/crepe/api/LoopManager.cpp72
-rw-r--r--src/crepe/api/LoopManager.h63
-rw-r--r--src/crepe/api/LoopTimer.cpp79
-rw-r--r--src/crepe/api/LoopTimer.h144
-rw-r--r--src/crepe/facade/SDLContext.cpp4
-rw-r--r--src/crepe/facade/SDLContext.h18
-rw-r--r--src/crepe/manager/CMakeLists.txt2
-rw-r--r--src/crepe/manager/EventManager.cpp6
-rw-r--r--src/crepe/manager/EventManager.h23
-rw-r--r--src/crepe/manager/LoopTimerManager.cpp94
-rw-r--r--src/crepe/manager/LoopTimerManager.h173
-rw-r--r--src/crepe/manager/Mediator.h10
-rw-r--r--src/crepe/manager/SceneManager.cpp3
-rw-r--r--src/crepe/system/AnimatorSystem.cpp6
19 files changed, 352 insertions, 522 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
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 6becf60..abdfed0 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -340,8 +340,6 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) {
return ret_cam;
}
-uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
-
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
SDLContext::texture_from_path(const std::string & path) {
@@ -372,8 +370,6 @@ ivec2 SDLContext::get_size(const Texture & ctx) {
return size;
}
-void SDLContext::delay(int ms) const { SDL_Delay(ms); }
-
std::vector<SDLContext::EventData> SDLContext::get_events() {
std::vector<SDLContext::EventData> event_list;
SDL_Event event;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index e232511..31646a6 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -140,24 +140,6 @@ private:
MouseButton sdl_to_mousebutton(Uint8 sdl_button);
private:
- //! Will only use delay
- friend class LoopTimer;
- /**
- * \brief Gets the current SDL ticks since the program started.
- * \return Current ticks in milliseconds as a constant uint64_t.
- */
- uint64_t get_ticks() const;
- /**
- * \brief Pauses the execution for a specified duration.
- *
- * This function uses SDL's delay function to halt the program execution for a given number
- * of milliseconds, allowing for frame rate control or other timing-related functionality.
- *
- * \param ms Duration of the delay in milliseconds.
- */
- void delay(int ms) const;
-
-private:
/**
* \brief Constructs an SDLContext instance.
* Initializes SDL, creates a window and renderer.
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();
}
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 549c35d..690b45b 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -2,7 +2,7 @@
#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
-#include "api/LoopTimer.h"
+#include "../manager/LoopTimerManager.h"
#include "AnimatorSystem.h"
@@ -10,10 +10,10 @@ using namespace crepe;
void AnimatorSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
- LoopTimer & timer = this->mediator.timer;
+ LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- double elapsed_time = timer.get_current_time();
+ unsigned long long elapsed_time = timer.get_elapsed_time().count();
for (Animator & a : animations) {
if (!a.active) continue;