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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();
}
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