aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api/LoopManager.h
blob: 28aa423b46075366e20d2b924e3c42abb667a88a (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
#pragma once

#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
#include "../manager/SaveManager.h"
#include "../manager/SceneManager.h"
#include "../system/System.h"

#include "LoopTimer.h"
#include "manager/ResourceManager.h"

namespace crepe {

/**
 * \brief Main game loop manager
 *
 * This class is responsible for managing the game loop, including initialization and updating.
 */
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 Per-frame update.
	 *
	 * Updates the game state based on the elapsed time since the last frame.
	 */
	void frame_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();

	bool game_running = false;

private:
	//! Global context
	Mediator mediator;

	//! Component manager instance
	ComponentManager component_manager{mediator};
	//! Scene manager instance
	SceneManager scene_manager{mediator};
	//! Resource manager instance
	ResourceManager resource_manager{mediator};
	//! Save manager instance
	SaveManager save_manager{mediator};
	//! SDLContext instance
	SDLContext sdl_context{mediator};
	//! LoopTimer instance
	LoopTimer loop_timer{mediator};

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"