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#include "../facade/SDLContext.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
#include "../manager/EventManager.h"
#include "LoopManager.h"
using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
this->load_system<AnimatorSystem>();
this->load_system<CollisionSystem>();
this->load_system<ParticleSystem>();
this->load_system<PhysicsSystem>();
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
EventManager::get_instance().subscribe<ShutDownEvent>([this](const ShutDownEvent& event) {
return this->on_shutdown(event);
});
this->loop_timer = make_unique<LoopTimer>();
this->mediator.loop_timer = *loop_timer;
}
void LoopManager::process_input() { this->sdl_context.handle_events(this->game_running); }
void LoopManager::start() {
this->setup();
this->loop();
}
void LoopManager::fixed_update() {}
void LoopManager::loop() {
this->loop_timer->start();
while (game_running) {
this->loop_timer->update();
while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
this->loop_timer->advance_fixed_update();
}
this->update();
this->render();
this->loop_timer->enforce_frame_rate();
}
}
void LoopManager::setup() {
this->game_running = true;
this->loop_timer->start();
this->loop_timer->set_target_fps(200);
}
void LoopManager::render() {
if (!this->game_running) return;
this->get_system<RenderSystem>().update();
}
bool LoopManager::on_shutdown(const ShutDownEvent & e){
this->game_running = false;
return false;
}
void LoopManager::update() {}
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