#pragma once #include #include "../ComponentManager.h" #include "../system/System.h" namespace crepe { class LoopManager { public: void start(); LoopManager(); private: /** * \brief Setup function for one-time initialization. * * This function initializes necessary components for the game. */ void setup(); /** * \brief Main game loop function. * * This function runs the main loop, handling game updates and rendering. */ 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(); /** * \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(); bool game_running = false; private: //! Component manager instance ComponentManager component_manager{}; private: /** * \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. */ std::unordered_map> systems; /** * \brief Initialize a system * \tparam T System type (must be derivative of \c System) */ template void load_system(); /** * \brief Retrieve a reference to ECS system * \tparam T System type * \returns Reference to system instance * \throws std::runtime_error if the System is not initialized */ template T & get_system(); }; } // namespace crepe #include "LoopManager.hpp"