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#include "ThreadGame.hpp"
ThreadGame::ThreadGame() {
}
ThreadGame::~ThreadGame() {
}
void ThreadGame::Execute() {
EventListener listener;
listener.RegisterHandler(EventType::GlobalAppState, [this](EventData eventData) {
auto data = std::get<GlobalAppStateData>(eventData);
state = data.state;
});
listener.RegisterHandler(EventType::ConnectionSuccessfull, [this](EventData eventData) {
auto data = std::get<ConnectionSuccessfullData>(eventData);
gs = new GameState(data.ptr);
});
LoopExecutionTimeController timer(std::chrono::milliseconds(int(1.0f / 60.0f * 1000.0f)));
while (state != GlobalState::Exiting) {
listener.HandleEvent();
if (gs != nullptr)
gs->Update(timer.GetDeltaMs());
timer.Update();
}
delete gs;
}
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