#include "loopManager.h" LoopManager::LoopManager() {} void LoopManager::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(); while (timer.getLag() >= timer.getFixedDeltaTime()) { processInput(); 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); } void LoopManager::render() { //fprintf(stderr, "**********render********** \n"); if (gameRunning) { //window.render(objectList); } } void LoopManager::update() { //fprintf(stderr, "**********normal update********** \n"); LoopTimer & timer = LoopTimer::getInstance(); float delta = timer.getDeltaTime(); // for (int i = 0; i < objectList.size(); i++) { // objectList[i]->setX(objectList[i]->getX() + 50 * delta); // objectList[i]->setY(objectList[i]->getY() + 50 * delta); // } }