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#include "mainApplication.h"
#include "game/gamestate.h"
#include "game/worldobject.h"
void
MainApplication::mainLoop()
{
auto t_start = std::chrono::high_resolution_clock::now();
while (isRunning) {
processInputs();
const auto t_end = std::chrono::high_resolution_clock::now();
const auto t_passed = std::chrono::duration_cast<TickDuration>(t_end - t_start);
if (gameState) {
gameState->world.apply(&WorldObject::tick, t_passed);
}
windows.apply(&Window::tick, t_passed);
windows.apply(&Window::refresh);
t_start = t_end;
}
}
void
MainApplication::processInputs()
{
for (SDL_Event e; SDL_PollEvent(&e);) {
if (e.type == SDL_QUIT) {
isRunning = false;
return;
}
windows.applyOne(&Window::handleInput, e);
}
}
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