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/**
*
* @file GameRuntime.cpp
* @author Gaspard Kirira
*
* Copyright 2026, Gaspard Kirira.
* All rights reserved.
* https://github.com/vixcpp/game
*
* Use of this source code is governed by a MIT license
* that can be found in the LICENSE file.
*
* Vix.cpp
*
*/
#include <vix/game/GameRuntime.hpp>
#include <vix/game/App.hpp>
#include <vix/game/GameError.hpp>
#include <vix/game/Camera2D.hpp>
#include <vix/game/WindowEvent.hpp>
#include <vix/game/Registry.hpp>
namespace vix::game
{
GameRuntime::GameRuntime(App &app) noexcept
: context_(app),
initialized_(false),
running_(false)
{
}
GameBoolResult GameRuntime::init()
{
if (initialized_)
{
return make_game_error(
GameErrorCode::InvalidState,
"game runtime is already initialized");
}
auto context_result = context_.init();
if (!context_result)
{
return context_result.error();
}
initialized_ = true;
return true;
}
void GameRuntime::shutdown() noexcept
{
if (!initialized_)
{
return;
}
running_ = false;
context_.shutdown();
initialized_ = false;
}
bool GameRuntime::initialized() const noexcept
{
return initialized_;
}
bool GameRuntime::running() const noexcept
{
return running_;
}
void GameRuntime::begin_run() noexcept
{
running_ = true;
}
void GameRuntime::end_run() noexcept
{
running_ = false;
}
void GameRuntime::begin_frame(const Frame &frame)
{
if (!initialized_)
{
return;
}
diagnostics_.frame_index = frame.index;
diagnostics_.delta_ms = frame.delta_ms();
context_.begin_frame();
auto events = context_.window().poll_events();
for (const auto &event : events)
{
if (event.is_close_request())
{
context_.app().stop();
}
if (event.type == WindowEventType::Resized &&
event.width > 0 &&
event.height > 0)
{
context_.renderer().resize(event.width, event.height);
context_.renderer2d().set_camera(
Camera2D::from_size(event.width, event.height));
}
context_.input().handle_window_event(event);
}
auto &renderer2d = context_.renderer2d();
if (renderer2d.attached())
{
renderer2d.begin_frame();
}
}
void GameRuntime::update(const Frame &frame)
{
if (!initialized_)
{
return;
}
context_.scenes().update(frame);
}
void GameRuntime::fixed_update(const Frame &frame)
{
if (!initialized_)
{
return;
}
context_.scenes().fixed_update(frame);
}
void GameRuntime::render(const Frame &frame)
{
if (!initialized_)
{
return;
}
(void)frame;
auto &renderer2d = context_.renderer2d();
if (!renderer2d.attached())
{
return;
}
if (!renderer2d.frame_active())
{
return;
}
diagnostics_.sprite_command_count = renderer2d.command_count();
renderer2d.end_frame();
}
void GameRuntime::end_frame(const Frame &frame)
{
if (!initialized_)
{
return;
}
(void)frame;
diagnostics_.window_backend = context_.window().backend_name();
diagnostics_.renderer_backend = context_.renderer().backend_name();
diagnostics_.window_width = context_.window().width();
diagnostics_.window_height = context_.window().height();
diagnostics_.loaded_asset_count = context_.assets().size();
diagnostics_.scene_count = context_.scenes().size();
diagnostics_.active_scene = context_.scenes().active_name();
context_.end_frame();
}
GameContext &GameRuntime::context() noexcept
{
return context_;
}
const GameContext &GameRuntime::context() const noexcept
{
return context_;
}
RuntimeDiagnostics GameRuntime::diagnostics() const
{
return diagnostics_;
}
} // namespace vix::game