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Engine.cpp
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Engine.cpp
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#include <iostream>
#include <thread>
#include "Engine.h"
#include "../Game/Game.h"
#include <fstream>
#include <future>
#include "Classes/Component.h"
Game game;
void Engine::Init(Game game_)
{
logs = {};
game = game_;
Input::Initialize();
cout << "Engine initialized." << endl;
game.Start();
lastTime = high_resolution_clock::now();
}
void Engine::UpdateLoop()
{
while (Engine::RUNNING)
{
Tick();
}
OnStop();
}
void Engine::Tick()
{
ticks += 1;
frames += 1;
Engine::RenderObjects();
game.Update();
this_thread::sleep_for(chrono::milliseconds(sleepTime));
}
void Engine::Stop()
{
Engine::RUNNING = false;
}
void Engine::OnStop()
{
game.Exit();
system("cls");
cout << "Engine stopped." << endl;
Input::Cleanup();
}
void Engine::RenderObjects()
{
system("cls");
const std::size_t vectorLength = Object::objects.size();
const std::size_t numThreads = std::thread::hardware_concurrency();
std::vector<std::future<void>> futures;
// Function to process a range of objects in parallel
auto processRange = [](std::size_t start, std::size_t end)
{
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
for (std::size_t j = start; j < end; ++j)
{
auto ¤tObject = Object::objects[j].get();
if (currentObject.GetEnabled())
{
// Move the cursor to the correct position before rendering
COORD cursorPos = {static_cast<SHORT>(currentObject.GetGlobalPosition().x),
static_cast<SHORT>(std::max<SHORT>(0, currentObject.GetGlobalPosition().y))};
SetConsoleCursorPosition(hConsole, cursorPos);
// Render the object directly to the console
currentObject.Render(csbi);
// Get components and run the Update function on each enabled one
const auto &components = currentObject.GetComponents();
for (const auto &componentPtr : components)
{
Component &component = *componentPtr;
if (component.GetEnabled())
{
component.Update();
}
}
}
}
};
// Divide the rendering work among multiple threads
for (std::size_t i = 0; i < numThreads; ++i)
{
std::size_t start = i * vectorLength / numThreads;
std::size_t end = (i + 1) * vectorLength / numThreads;
futures.emplace_back(std::async(std::launch::async, [=]()
{ processRange(start, end); }));
}
// Wait for all threads to finish
for (auto &future : futures)
{
future.wait();
}
}
double Engine::CalculateFPS()
{
high_resolution_clock::time_point currentTime = high_resolution_clock::now();
duration<double> timeElapsed = duration_cast<duration<double>>(currentTime - lastTime);
// Check if one second has passed
if (timeElapsed.count() >= 0.1)
{
double fps = frames / timeElapsed.count();
// Reset counters for the next second
frames = 0;
lastTime = currentTime;
lastFPS = fps;
return fps;
}
return lastFPS;
}
void Engine::LogOut(LogType type, std::string content)
{
Log l;
l.type = type;
l.content = content;
LogOut(l);
}
void Engine::LogOut(Log l)
{
std::string typePrefix = "";
switch (l.type)
{
case Warning:
{
typePrefix = "Warning";
break;
}
case Error:
{
typePrefix = "Error";
break;
}
case None:
{
break;
}
case Debug:
{
typePrefix = "Debug";
break;
}
};
std::ofstream file("logs.txt", std::ios_base::app);
if (!file.is_open())
{
std::cerr << "Error opening logs.txt for writing" << std::endl;
return;
}
auto now = std::chrono::system_clock::to_time_t(std::chrono::system_clock::now());
std::string timestamp = std::ctime(&now);
// Remove newline character from the timestamp
timestamp.pop_back();
file << timestamp << " " << typePrefix << ": " << l.content << std::endl;
file.close();
logs.push_back(l);
}
std::string Engine::screen = "";
bool Engine::RUNNING = true;
CONSOLE_SCREEN_BUFFER_INFO Engine::csbi = {};
std::mutex Engine::screenMutex;
std::vector<std::reference_wrapper<TEG::Object>> TEG::Object::objects = {};
std::vector<Log> Engine::logs;
high_resolution_clock::time_point Engine::lastTime;
int Engine::ticks = 0;
int Engine::frames = 0;
double Engine::lastFPS = 0;
unsigned int Engine::sleepTime = 18;