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SFMLGameEngine.cpp
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68 lines (49 loc) · 1.79 KB
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#include "SFMLGameEngine.h"
dh::SFMLGameEngine::SFMLGameEngine(GameDataRef m_gameData, sf::Vector2u uWindowSize, std::string appName, unsigned int maxUpdatesPerSecond, uint8_t fpsLimit, bool fullscreen) :
m_gameData(m_gameData),
graphics(m_gameData, uWindowSize, appName, fullscreen, 1.0f / static_cast<float>(fpsLimit)),
logic(m_gameData, 1.0f / static_cast<float>(maxUpdatesPerSecond))
{
std::cout << "Engine constructed.\n" << std::endl;
}
dh::SFMLGameEngine::SFMLGameEngine(GameDataRef m_gameData, std::string appName, unsigned int maxUpdatesPerSecond, uint8_t fpsLimit, bool fullscreen) :
m_gameData(m_gameData),
graphics(m_gameData,appName, fullscreen, 1.0f / static_cast<float>(fpsLimit)),
logic(m_gameData, 1.0f / static_cast<float>(maxUpdatesPerSecond))
{
std::cout << "Engine constructed.\n" << std::endl;
}
dh::SFMLGameEngine::~SFMLGameEngine()
{
}
dh::GraphicsEngine & dh::SFMLGameEngine::getGraphics()
{
return graphics;
}
bool dh::SFMLGameEngine::isGameRunning()
{
return this->m_gameData->bGameRunning;
}
void dh::SFMLGameEngine::Run()
{
this->m_gameData->bGameRunning = true;
graphics.getRenderWindow().setActive(false);
std::cout << "Creating threads..." << std::endl;
graphics.startRenderingThread(std::bind(&dh::SFMLGameEngine::handleDrawing, this));
logic.startLogicThread(std::bind(&dh::SFMLGameEngine::handleLogic, this));
std::cout << "\tThreads created.\n" << std::endl;
std::cout << "Engine started!" << std::endl;
while (this->m_gameData->bGameRunning)
{
fEventsElapsedTime = eventsClk.restart().asSeconds();
m_pollEvents();
}
}
void dh::SFMLGameEngine::m_pollEvents()
{
sf::Event events;
while (graphics.getRenderWindow().pollEvent(events)) {
handleEvents(events);
}
handleInput();
}