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-rw-r--r--src/crepe/api/LoopManager.cpp3
-rw-r--r--src/crepe/api/LoopManager.h18
-rw-r--r--src/crepe/api/LoopTimer.cpp95
-rw-r--r--src/crepe/api/LoopTimer.h100
4 files changed, 106 insertions, 110 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index ea63bf6..2e9823f 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -8,8 +8,7 @@
using namespace crepe;
-LoopManager::LoopManager() {
-}
+LoopManager::LoopManager() {}
void LoopManager::process_input() {
SDLContext::get_instance().handle_events(this->game_running);
}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index d4668b8..755e2d2 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -13,8 +13,6 @@ class AnimatorSystem;
class CollisionSystem;
namespace crepe {
-
-
class LoopManager {
public:
void start();
@@ -76,14 +74,14 @@ private:
bool game_running = false;
// For later if singletons are removed cant make them now because destructors are private.
- // std::unique_ptr<RenderSystem> render_system;
- // std::unique_ptr<SDLContext> sdl_context;
- // std::unique_ptr<LoopTimer> loop_timer;
- // std::unique_ptr<ScriptSystem> script_system;
- // std::unique_ptr<ParticleSystem> particle_system;
- // std::unique_ptr<PhysicsSystem> physics_system;
- // std::unique_ptr<AnimatorSystem> animator_system;
- // std::unique_ptr<CollisionSystem> collision_system;
+ // std::unique_ptr<RenderSystem> render_system;
+ // std::unique_ptr<SDLContext> sdl_context;
+ // std::unique_ptr<LoopTimer> loop_timer;
+ // std::unique_ptr<ScriptSystem> script_system;
+ // std::unique_ptr<ParticleSystem> particle_system;
+ // std::unique_ptr<PhysicsSystem> physics_system;
+ // std::unique_ptr<AnimatorSystem> animator_system;
+ // std::unique_ptr<CollisionSystem> collision_system;
};
} // namespace crepe
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index 039e35e..8f09e41 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -7,83 +7,80 @@
using namespace crepe;
-LoopTimer::LoopTimer() {
- dbg_trace();
-}
+LoopTimer::LoopTimer() { dbg_trace(); }
LoopTimer & LoopTimer::get_instance() {
- static LoopTimer instance;
- return 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);
+ 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;
+ 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_delta_time() const { return this->delta_time.count(); }
double LoopTimer::get_current_time() const {
- return this->elapsed_time.count();
+ return this->elapsed_time.count();
}
void LoopTimer::advance_fixed_update() {
- this->elapsed_fixed_time += this->fixed_delta_time;
+ this->elapsed_fixed_time += this->fixed_delta_time;
}
double LoopTimer::get_fixed_delta_time() const {
- return this->fixed_delta_time.count();
+ return this->fixed_delta_time.count();
}
void LoopTimer::set_fps(int fps) {
- this->fps = fps;
+ this->fps = fps;
// target time per frame in seconds
- this->frame_target_time = std::chrono::seconds(1) / fps;
+ this->frame_target_time = std::chrono::seconds(1) / fps;
}
-int LoopTimer::get_fps() const {
- return this->fps;
-}
+int LoopTimer::get_fps() const { return this->fps; }
-void LoopTimer::set_game_scale(double value) {
- this->game_scale = value;
-}
+void LoopTimer::set_game_scale(double value) { this->game_scale = value; }
-double LoopTimer::get_game_scale() const {
- return this->game_scale;
-}
+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;
+ 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();
+ return (this->elapsed_time - this->elapsed_fixed_time).count();
}
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index ec48e4a..85687be 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -1,27 +1,27 @@
- #pragma once
+#pragma once
-#include <cstdint>
#include <chrono>
+#include <cstdint>
namespace crepe {
class LoopTimer {
public:
- /**
+ /**
* \brief Get the singleton instance of LoopTimer.
*
* \return A reference to the LoopTimer instance.
*/
- static LoopTimer& get_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;
+ double get_delta_time() const;
- /**
+ /**
* \brief Get the current game time.
*
* \note The current game time may vary from real-world elapsed time.
@@ -29,55 +29,55 @@ public:
*
* \return Elapsed game time in seconds.
*/
- double get_current_time() const;
+ 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);
+ void set_fps(int fps);
- /**
+ /**
* \brief Get the current frames per second (FPS).
*
* \return Current FPS.
*/
- int get_fps() const;
+ 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;
+ 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);
+ void set_game_scale(double game_scale);
private:
- friend class LoopManager;
+ friend class LoopManager;
- /**
+ /**
* \brief Start the loop timer.
*
* Initializes the timer to begin tracking frame times.
*/
- void start();
+ 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();
+ 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,
@@ -85,9 +85,9 @@ private:
*
* \return Fixed delta time in seconds.
*/
- double get_fixed_delta_time() const;
+ 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
@@ -95,51 +95,53 @@ private:
*
* \return Accumulated lag in seconds.
*/
- double get_lag() const;
+ double get_lag() const;
- /**
+ /**
* \brief Construct a new LoopTimer object.
*
* Private constructor for singleton pattern to restrict instantiation
* outside the class.
*/
- LoopTimer();
+ 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();
+ 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();
+ 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::seconds(1) / fps;
- //! Fixed delta time for fixed updates in seconds
- std::chrono::duration<double> fixed_delta_time = std::chrono::seconds(1) / 50;
- //! 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;
+ //! 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::seconds(1) / fps;
+ //! Fixed delta time for fixed updates in seconds
+ std::chrono::duration<double> fixed_delta_time
+ = std::chrono::seconds(1) / 50;
+ //! 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