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#include <segvcatch.h>
#include "../util/Log.h"
#include "../facade/SignalCatch.h"
#include "Engine.h"
using namespace crepe;
using namespace std;
int Engine::main() noexcept {
SignalCatch signal_catch;
try {
this->setup();
} catch (const exception & e) {
Log::logf(Log::Level::ERROR, "Uncaught exception in setup: {}\n", e.what());
return EXIT_FAILURE;
}
try {
this->loop();
} catch (const exception & e) {
Log::logf(Log::Level::ERROR, "Uncaught exception in main loop: {}\n", e.what());
this->event_manager.trigger_event<ShutDownEvent>();
}
return EXIT_SUCCESS;
}
void Engine::setup() {
this->loop_timer.start();
this->scene_manager.load_next_scene();
this->event_manager.subscribe<ShutDownEvent>([this](const ShutDownEvent & event) {
this->game_running = false;
// propagate to possible user ShutDownEvent listeners
return false;
});
}
void Engine::loop() {
LoopTimerManager & timer = this->loop_timer;
while (this->game_running) {
timer.update();
while (timer.get_lag() >= timer.get_fixed_delta_time()) {
try {
this->fixed_update();
} catch (const exception & e) {
Log::logf(
Log::Level::WARNING, "Uncaught exception in fixed update function: {}",
e.what()
);
}
}
try {
this->frame_update();
} catch (const exception & e) {
Log::logf(
Log::Level::WARNING, "Uncaught exception in frame update function: {}",
e.what()
);
}
}
}
void Engine::fixed_update() {
this->system_manager.fixed_update();
this->loop_timer.advance_fixed_elapsed_time();
}
void Engine::frame_update() {
this->system_manager.frame_update();
this->loop_timer.enforce_frame_rate();
}
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