blob: 25b833ab03bcb3c37199f9deea45577de7255ce6 (
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
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
#pragma once
#include <memory>
#include "../ComponentManager.h"
#include "../system/System.h"
#include "api/SceneManager.h"
namespace crepe {
class LoopManager {
public:
void start();
LoopManager();
/**
* \brief Add a new concrete scene to the scene manager
*
* \tparam T Type of concrete scene
*/
template <typename T>
void add_scene();
private:
/**
* \brief Setup function for one-time initialization.
*
* This function initializes necessary components for the game.
*/
void setup();
/**
* \brief Main game loop function.
*
* This function runs the main loop, handling game updates and rendering.
*/
void loop();
/**
* \brief Function for handling input-related system calls.
*
* Processes user inputs from keyboard and mouse.
*/
void process_input();
/**
* \brief Per-frame update.
*
* Updates the game state based on the elapsed time since the last frame.
*/
void update();
/**
* \brief Late update which is called after update().
*
* This function can be used for final adjustments before rendering.
*/
void late_update();
/**
* \brief Fixed update executed at a fixed rate.
*
* This function updates physics and game logic based on LoopTimer's fixed_delta_time.
*/
void fixed_update();
/**
* \brief Set game running variable
*
* \param running running (false = game shutdown, true = game running)
*/
void set_running(bool running);
/**
* \brief Function for executing render-related systems.
*
* Renders the current state of the game to the screen.
*/
void render();
bool game_running = false;
private:
//! Component manager instance
ComponentManager component_manager{};
//! Scene manager instance
SceneManager scene_manager{component_manager};
private:
/**
* \brief Collection of System instances
*
* This map holds System instances indexed by the system's class typeid. It is filled in the
* constructor of \c LoopManager using LoopManager::load_system.
*/
std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
/**
* \brief Initialize a system
* \tparam T System type (must be derivative of \c System)
*/
template <class T>
void load_system();
/**
* \brief Retrieve a reference to ECS system
* \tparam T System type
* \returns Reference to system instance
* \throws std::runtime_error if the System is not initialized
*/
template <class T>
T & get_system();
};
} // namespace crepe
#include "LoopManager.hpp"
|