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path: root/src/libjin/game/application.cpp
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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