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#pragma once
#include <memory>
class RenderSystem;
class SDLContext;
class LoopTimer;
class ScriptSystem;
class SoundSystem;
class ParticleSystem;
class PhysicsSystem;
class AnimatorSystem;
class CollisionSystem;
namespace crepe {
class LoopManager {
public:
void start();
LoopManager();
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;
// For later if singletons are removed cant make them now because destructors are private.
// std::unique_ptr<RenderSystem> render_system;
// std::unique_ptr<SDLContext> sdl_context;
// std::unique_ptr<LoopTimer> loop_timer;
// std::unique_ptr<ScriptSystem> script_system;
// std::unique_ptr<ParticleSystem> particle_system;
// std::unique_ptr<PhysicsSystem> physics_system;
// std::unique_ptr<AnimatorSystem> animator_system;
// std::unique_ptr<CollisionSystem> collision_system;
};
} // namespace crepe
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