blob: 4a6d2cdabdfa1b342d5ac056fd64543dd10cdc44 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
#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 "../api/EventManager.h"
#include "LoopManager.h"
#include "LoopTimer.h"
#include <iostream>
using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
this->loop_timer = make_unique<LoopTimer>();
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);
});
}
void LoopManager::process_input() {
SDLContext::get_instance().handle_events(this->game_running);
}
void LoopManager::start() {
this->setup();
this->loop();
}
void LoopManager::set_running(bool running) { this->game_running = running; }
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_fps(60);
}
void LoopManager::render() {
if (this->game_running) {
this->get_system<RenderSystem>().update();
}
}
bool LoopManager::on_shutdown(const ShutDownEvent & e){
this->game_running = false;
return false;
}
void LoopManager::update() {}
|