Input processor interface and sdl implementation added, now frees text textures after displaying text, need to look into caching so we can let manager handle it
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@@ -10,6 +10,7 @@
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#include "game/game.hpp"
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#include <fmt/format.h>
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#include "rendering/renderer.hpp"
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#include "input/inputprocessor.hpp"
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static const std::string MISSING_GAME = "Game pointer is null";
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static const std::string MISSING_RENDERER = "Renderer pointer is null";
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static const bool SHOW_FPS = true;
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@@ -21,7 +22,8 @@ static const TextRenderDetails DEFAULT_FONT = TextRenderDetails(
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);
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class Engine {
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public:
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Engine(std::unique_ptr<Game> game, std::unique_ptr<Renderer> renderer);
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Engine(std::unique_ptr<Game> game, std::unique_ptr<Renderer> renderer,
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std::unique_ptr<InputProcessor> input_processor);
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void start_loop();
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std::chrono::time_point<std::chrono::system_clock> render_fps(std::chrono::time_point<std::chrono::system_clock> end, std::chrono::time_point<std::chrono::system_clock> lastframe);
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@@ -30,6 +32,7 @@ public:
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private:
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std::unique_ptr<Game> game = nullptr;
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std::unique_ptr<Renderer> renderer = nullptr;
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std::unique_ptr<InputProcessor> input_processor = nullptr;
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};
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class MissingGameException : public std::exception {
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