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#include "engine.hpp"
#include "util/function.hpp"
#include <chrono>
#include <thread>
#include <utility>
CLIGameEngine::CLIGameEngine(
IGameFactory game_factory,
ISceneFactory scene_factory,
std::shared_ptr<IUserInputObserver> user_input_observer,
std::shared_ptr<ICursorController> cursor_controller) noexcept
: _game_factory(std::move(game_factory)),
_scene_factory(std::move(scene_factory)),
_user_input_observer(std::move(user_input_observer)),
_cursor_controller(std::move(cursor_controller))
{
}
void CLIGameEngine::start() noexcept
{
std::shared_ptr<IScene> scene = _scene_factory(_cursor_controller);
scene->enter();
_cursor_controller->set_bounds(scene->size());
auto game = _game_factory(scene, _cursor_controller, _user_input_observer);
game->on_start();
std::atexit(normalize_lambda(
[this, scene, &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();
last_update_time = std::chrono::system_clock::now();
_user_input_observer->clear_currently_pressed();
}
}
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