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path: root/mwe/events/src/loopManager.cpp
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#include "loopManager.h"

LoopManager::LoopManager() : inputSystem(std::make_unique<InputSystem>()) {
	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<KeyPressedEvent> callback = onKey;
	subscribe<KeyPressedEvent>(callback, false);
	EventHandler<MousePressedEvent> mouseCallback = onMouse;
	subscribe<MousePressedEvent>(mouseCallback, false);
	EventHandler<KeyPressedEvent> closeWindowCallback = [this](const KeyPressedEvent & e) {
		if (e.getKeyCode() == Escape) {
			this->setRunning(false);
		}
	};
	subscribe<KeyPressedEvent>(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);

	TextInput * testInput = new TextInput(200, 200);
	testInput->x = 100;
	testInput->y = 100;
	testInput->backgroundColor = {20, 50, 80};
	inputSystem->registerTextInput(testInput);
	window.addUIObject(testInput);
}
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();
}