engine/src/engine.cpp
2022-11-15 19:53:40 +00:00

97 lines
1.9 KiB
C++

#include "engine.hpp"
#include "log.hpp"
#include "window.hpp"
#include "input.hpp"
#include "resource_manager.hpp"
#include "sceneroot.hpp"
#include "gfx_device.hpp"
// To allow the FPS-limiter to put the thread to sleep
#include <thread>
namespace engine {
Application::Application(const char* appName, const char* appVersion)
{
m_win = new Window(appName, true);
gfxdev = new GFXDevice(appName, appVersion, m_win->getHandle());
m_input = new Input(*m_win);
m_res = new ResourceManager();
GameIO things{
m_win,
m_input,
m_res
};
m_scene = new SceneRoot(things);
}
Application::~Application()
{
delete m_scene;
delete m_res;
delete m_input;
delete gfxdev;
delete m_win;
}
void Application::gameLoop()
{
TRACE("Begin game loop...");
uint64_t lastTick = m_win->getNanos();
constexpr int TICKFREQ = 1; // in hz
constexpr int FPS_LIMIT = 240;
constexpr auto FRAMETIME_LIMIT = std::chrono::nanoseconds(1000000000 / FPS_LIMIT);
auto beginFrame = std::chrono::steady_clock::now();
auto endFrame = beginFrame + FRAMETIME_LIMIT;
// single-threaded game loop
while (m_win->isRunning()) {
/* logic */
if (m_win->getLastFrameStamp() >= lastTick + (BILLION / TICKFREQ)) {
lastTick = m_win->getLastFrameStamp();
// do tick stuff here
m_win->setTitle("frame time: " + std::to_string(m_win->dt() * 1000.0f) + " ms, " + std::to_string(m_win->getAvgFPS()) + " fps");
m_win->resetAvgFPS();
}
if (m_win->getKeyPress(inputs::Key::F11)) {
m_win->toggleFullscreen();
}
if (m_win->getKeyPress(inputs::Key::ESCAPE)) {
m_win->setCloseFlag();
}
m_scene->updateStuff();
/* draw */
gfxdev->renderFrame();
/* poll events */
m_win->getInputAndEvents();
/* fps limiter */
std::this_thread::sleep_until(endFrame);
beginFrame = endFrame;
endFrame = beginFrame + FRAMETIME_LIMIT;
}
gfxdev->waitIdle();
}
}