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#include "../core/configuration.h"
#if defined(jin_game)

#include <iostream>

#include "../time/timer.h"
#include "../input/event.h"
#include "../graphics/window.h"
#include "../graphics/opengl.h"
#include "../math/math.h"

#include "application.h"

using namespace JinEngine::Graphics;
using namespace JinEngine::Input;
using namespace JinEngine::Time;
using namespace JinEngine::Math;

namespace JinEngine
{
	namespace Game
	{

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

		/* default game loop */
		void Application::run()
		{
			if (_onLoad != nullptr)
				_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 current = getMilliSecond();
			int previous = current;
			int dt = 0;
			while (_running)
			{
				while (JinEngine::Input::pollEvent(&e))
				{
					if (_onEvent != nullptr)
						_onEvent(&e);
					if (!_running) 
						goto quitloop;
				}
				previous = current;
				current = getMilliSecond();
				dt = current - previous;
				if (_onUpdate != nullptr) 
					_onUpdate(dt);
				glClear(GL_COLOR_BUFFER_BIT);
				if (_onDraw != nullptr) 
					_onDraw();
				wnd->present();
				sleep(16);
			}
		quitloop:;
		}

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

		void Application::quitSystem()
		{
			SDL_Quit();
		}

	} // namespace Core
} // namespace JinEngine

#endif // jin_game