Closed TheRealKaup closed 4 months ago
At one point, one could create a game loop that would continue to the next tick after Input::Get() would return. Currently, that is not an option, as:
Input::Get()
Get()
Input::Loop()
Also find a way to integrate it alongside invocations.
An alternative would be "render on demand" - only when things change, that could be when the tick had input or invocations.
This is a dependency for TextureCreator.
// ... in game loop if (engine.time.invokedThisTick && engine.input.inputThisTick) { ui.Render(); engine.output.Draw(ui.image); engine.output.Print(); } // ...
At one point, one could create a game loop that would continue to the next tick after
Input::Get()
would return. Currently, that is not an option, as:Input::Get()
is a private and static member function.Get()
's functionality has been moved toInput::Loop()
.Also find a way to integrate it alongside invocations.
An alternative would be "render on demand" - only when things change, that could be when the tick had input or invocations.
This is a dependency for TextureCreator.