/**
* @file engine.cpp
* Manages all game systems.
*
* Copyright (C) 2019 Clyne Sullivan
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "engine.hpp"
#include "gamerun.hpp"
#include "input.hpp"
#include "window.hpp"
int Engine::init(void)
{
systems.add();
systems.add();
systems.add();
systems.configure();
return 0;
}
void Engine::logicLoop(void)
{
using namespace std::chrono_literals;
entityx::TimeDelta dt = 0;
while (shouldRun()) {
systems.update(dt);
std::this_thread::sleep_for(100ms);
}
}
void Engine::renderLoop(void)
{
while (shouldRun()) {
systems.update(0);
std::this_thread::yield();
}
}
void Engine::run(void)
{
// Start logic thread
logicThread = std::thread([this](void) {
logicLoop();
});
// Keep render loop on main thread
renderLoop();
// Done, bring logic thread back
logicThread.join();
}
bool Engine::shouldRun(void)
{
auto grs = systems.system();
return grs ? grs->shouldRun() : true;
}