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#include "engine.hpp"
#include "util/function.hpp"
#include <fmt/core.h>
#include <chrono>
#include <exception>
#include <thread>
#include <utility>
CLIGameEngine::CLIGameEngine(
IGameFactory game_factory,
IComponentRendererFactory component_renderer_factory,
std::shared_ptr<IUserInputObserver> user_input_observer,
std::shared_ptr<ICursorController> cursor_controller,
std::shared_ptr<IScene> scene) noexcept
: _game_factory(std::move(game_factory)),
_component_renderer_factory(std::move(component_renderer_factory)),
_user_input_observer(std::move(user_input_observer)),
_cursor_controller(std::move(cursor_controller)),
_scene(std::move(scene))
{
}
void CLIGameEngine::start() noexcept
{
auto component_renderer = _component_renderer_factory(_cursor_controller);
_scene->enter();
_cursor_controller->set_bounds(_scene->size());
auto game = _game_factory(_scene, _cursor_controller, _user_input_observer);
try
{
game->on_start();
}
catch (const std::exception &error)
{
_scene->leave();
fmt::print("Error: {}\n", error.what());
return;
}
std::atexit(normalize_lambda(
[this, &game]()
{
_scene->leave();
game->on_exit();
}));
auto listen_input_thread = std::thread(normalize_lambda(
[this]()
{
_user_input_observer->listen();
}));
auto last_update_time = std::chrono::system_clock::now();
const auto get_millis_since_update = [&last_update_time]()
{
return std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now() - last_update_time);
};
while (true)
{
const auto time_since_last_update = get_millis_since_update();
if (time_since_last_update.count() < MIN_TIME_SINCE_LAST_UPDATE_MILLIS)
{
while (get_millis_since_update().count() < MIN_TIME_SINCE_LAST_UPDATE_MILLIS)
{
}
}
game->on_update();
for (auto [component, position] : _scene->get_components())
{
if (component->get_need_render())
{
component_renderer->render(component, position);
component->set_need_render(false);
}
}
last_update_time = std::chrono::system_clock::now();
}
}
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