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GameLoop.hpp
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71 lines (56 loc) · 1.75 KB
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#pragma once
#include "Types.hpp"
#include <functional>
namespace Caffeine {
enum class GameState : u8 {
Init,
Running,
Paused,
Shutdown
};
struct GameLoopConfig {
f64 fixedDeltaTime = 1.0 / 60.0;
f64 maxFrameTime = 0.25;
u32 targetFPS = 0;
bool vsync = true;
bool interpolation = true;
};
class IGameCallbacks {
public:
virtual ~IGameCallbacks() = default;
virtual void onBeginFrame() {}
virtual void onFixedUpdate(f64 dt) { (void)dt; }
virtual void onRender(f64 alpha) { (void)alpha; }
virtual void onEndFrame() {}
};
class GameLoop {
public:
explicit GameLoop(const GameLoopConfig& config = {});
~GameLoop();
void init();
void tick(f64 deltaTime);
void pause();
void resume();
void shutdown();
GameState state() const { return m_state; }
f64 elapsedTime() const { return m_elapsedTime; }
f64 interpolationAlpha() const { return m_alpha; }
u64 frameCount() const { return m_frameCount; }
f64 accumulator() const { return m_accumulator; }
void setCallbacks(IGameCallbacks* callbacks);
std::function<void(f64 dt)> onFixedUpdate;
std::function<void(f64 alpha)> onRender;
std::function<void()> onBeginFrame;
std::function<void()> onEndFrame;
const GameLoopConfig& config() const { return m_config; }
private:
void processFixedUpdate(f64 dt);
GameLoopConfig m_config;
IGameCallbacks* m_callbacks = nullptr;
GameState m_state = GameState::Init;
f64 m_accumulator = 0.0;
f64 m_elapsedTime = 0.0;
f64 m_alpha = 0.0;
u64 m_frameCount = 0;
};
}