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path: root/src/libjin/Core/Game.cpp
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#include "game.h"
#include "../Time/Timer.h"
#include "../input/Event.h"
#include "../Graphics/Window.h"
#include "../Math/Math.h"
#include <iostream>

namespace jin
{
namespace core
{

    using namespace jin::graphics;
    using namespace jin::input;
    using namespace jin::time;
    using namespace jin::math;

    Game::Game() :_running(true) {};

    void Game::run()
    {
        SAFECALL(_onLoad);
        Window* wnd = Window::get();
        const int FPS = wnd ? wnd->getFPS() : 60;
        const int MS_PER_UPDATE = 1000.0f / FPS;
        _running = true;
        Event e;
        int previous = getMilliSecond();
        int dt = MS_PER_UPDATE;
        while (_running)
        {
            while (jin::input::pollEvent(&e))
            {
                SAFECALL(_onEvent, &e);
                if (!_running) goto stoploop;
            }
            SAFECALL(_onUpdate, dt);
            SAFECALL(_onDraw);
            wnd->swapBuffers();
            const int current = getMilliSecond();
            dt = current - previous;
            const int wait = MS_PER_UPDATE - (current - previous);
            previous += MS_PER_UPDATE;
            if (wait > 0)
            {
                sleep(wait);
                dt = MS_PER_UPDATE;
            }
            else
                previous = current;
        }
    stoploop:;
    }

    bool Game::initSystem(const SettingBase* setting)
    {
        if (setting == nullptr)
            return false; 
        Game::Setting* s = (Game::Setting*) setting;
        _onEvent = s->eventHandler;
        _onUpdate = s->updater;
        _onDraw = s->drawer;
        _onLoad = s->loader;
        return true;
    }

    void Game::quitSystem()
    {
    }

} // core
} // jin