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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
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