#include "loopManager.h" LoopManager::LoopManager() : inputSystem(std::make_unique()){ shutdownHandler = [this](const ShutDownEvent& event) { this->onShutdown(event); }; subscribe(shutdownHandler); } void LoopManager::processInput() { inputSystem->processInput(); // SDL_Event event; // SDL_PollEvent(&event); // switch (event.type) { // case SDL_QUIT: // gameRunning = false; // break; // case SDL_KEYDOWN: // triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym))); // break; // case SDL_MOUSEBUTTONDOWN: // int x, y; // SDL_GetMouseState(&x, &y); // triggerEvent(MousePressedEvent(x, y)); // break; // } } void LoopManager::setRunning(bool running) { this->gameRunning = running; } void LoopManager::fixedUpdate() { //fprintf(stderr, "fixed update\n"); } void LoopManager::loop() { LoopTimer & timer = LoopTimer::getInstance(); timer.start(); while (gameRunning) { timer.update(); processInput(); while (timer.getLag() >= timer.getFixedDeltaTime()) { fixedUpdate(); timer.advanceFixedUpdate(); } update(); render(); timer.enforceFrameRate(); } window.destroyWindow(); } void onKey(const KeyPressedEvent & e) { int keyCode = e.getKeyCode(); std::cout << "keycode pressed: " << keyCode << std::endl; } void onMouse(const MousePressedEvent & e) { fprintf(stderr, "mouse Position X: %d Y: %d\n", e.getMousePosition().first, e.getMousePosition().second); } void LoopManager::setup() { gameRunning = window.initWindow(); LoopTimer::getInstance().start(); LoopTimer::getInstance().setFPS(50); EventHandler callback = onKey; subscribe(callback, false); EventHandler mouseCallback = onMouse; subscribe(mouseCallback, false); EventHandler closeWindowCallback = [this](const KeyPressedEvent & e) { if (e.getKeyCode() == Escape) { this->setRunning(false); } }; subscribe(closeWindowCallback, false); Button* testButton = new Button(200,200); testButton->color = {100,0,100}; testButton->onClick = []() { std::cout << "Button was clicked" << std::endl; }; testButton->x = 200; testButton->y = 200; inputSystem->registerButton(testButton); window.addUIObject(testButton); } void LoopManager::render() { //fprintf(stderr, "**********render********** \n"); if (gameRunning) { window.renderUIObjects(); } } void LoopManager::onShutdown(const ShutDownEvent& e){ this->gameRunning = false; } void LoopManager::update() { //fprintf(stderr, "**********normal update********** \n"); LoopTimer & timer = LoopTimer::getInstance(); float delta = timer.getDeltaTime(); }