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authorDan Goodliffe <dan@randomdan.homeip.net>2021-01-28 18:51:30 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-01-28 18:51:30 +0000
commit235f128136c7c23a64fa5f0424edf05879b8ee9b (patch)
treef703d173de2e55fdbdf9723cc5993df63bcff200 /application/main.cpp
parentGenerate some random terrain with a water layer (diff)
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Input stack and logical split of camera controller
Diffstat (limited to 'application/main.cpp')
-rw-r--r--application/main.cpp118
1 files changed, 38 insertions, 80 deletions
diff --git a/application/main.cpp b/application/main.cpp
index 912fa4f..0685d5e 100644
--- a/application/main.cpp
+++ b/application/main.cpp
@@ -1,5 +1,7 @@
#include "game/terrain.h"
#include "gfx/window.h"
+#include "inputHandler.h"
+#include "manualCameraController.h"
#include <SDL2/SDL.h>
#include <chrono>
#include <cmath>
@@ -7,6 +9,7 @@
#include <game/physical.h>
#include <game/world.h>
#include <game/worldobject.h>
+#include <gfx/camera_controller.h>
#include <gfx/gl/camera.h>
#include <gfx/gl/shader.h>
#include <gfx/gl/transform.h>
@@ -15,6 +18,7 @@
#include <memory>
#include <numbers>
#include <special_members.hpp>
+#include <vector>
#include <worker.h>
static const int DISPLAY_WIDTH = 800;
@@ -36,7 +40,7 @@ private:
float counter {};
};
-class SDL_Application {
+class SDL_Application : public InputHandler, public std::enable_shared_from_this<SDL_Application> {
public:
SDL_Application()
{
@@ -50,13 +54,26 @@ public:
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
- ~SDL_Application()
+
+ ~SDL_Application() override
{
SDL_Quit();
}
+
NO_COPY(SDL_Application);
NO_MOVE(SDL_Application);
+ bool
+ handleInput(SDL_Event & e) override
+ {
+ switch (e.type) {
+ case SDL_QUIT:
+ isRunning = false;
+ return true;
+ }
+ return false;
+ }
+
void
run()
{
@@ -65,7 +82,6 @@ public:
Worker w;
- World world;
world.create<Monkey>();
world.create<Terrain>();
@@ -76,90 +92,19 @@ public:
shader.Bind();
shader.setView(camera.GetViewProjection());
- SDL_Event e;
- bool isRunning = true;
-
auto t_start = std::chrono::high_resolution_clock::now();
const auto framelen = std::chrono::milliseconds {1000} / 120;
- bool mrb {false}, ctrl {false};
- while (isRunning) {
- while (SDL_PollEvent(&e)) {
- switch (e.type) {
- case SDL_QUIT:
- isRunning = false;
- break;
- case SDL_KEYDOWN:
- switch (e.key.keysym.sym) {
- case SDLK_KP_8:
- camera.MoveForward(1);
- break;
- case SDLK_KP_2:
- camera.MoveForward(-1);
- break;
- case SDLK_KP_4:
- camera.MoveRight(1);
- break;
- case SDLK_KP_6:
- camera.MoveRight(-1);
- break;
- case SDLK_KP_7:
- camera.RotateY(0.04);
- break;
- case SDLK_KP_9:
- camera.RotateY(-0.04);
- break;
- case SDLK_LCTRL:
- case SDLK_RCTRL:
- ctrl = true;
- break;
- }
- shader.setView(camera.GetViewProjection());
- break;
- case SDL_KEYUP:
- switch (e.key.keysym.sym) {
- case SDLK_LCTRL:
- case SDLK_RCTRL:
- ctrl = false;
- break;
- }
- break;
- case SDL_MOUSEBUTTONDOWN:
- switch (e.button.button) {
- case SDL_BUTTON_RIGHT:
- SDL_SetRelativeMouseMode(SDL_TRUE);
- mrb = true;
- break;
- }
- break;
- case SDL_MOUSEBUTTONUP:
- switch (e.button.button) {
- case SDL_BUTTON_RIGHT:
- SDL_SetRelativeMouseMode(SDL_FALSE);
- mrb = false;
- break;
- }
- break;
- case SDL_MOUSEMOTION:
- if (mrb) {
- if (ctrl) {
- camera.RotateY(-0.01F * e.motion.xrel);
- camera.Pitch(-0.01F * e.motion.yrel);
- }
- else {
- camera.MoveRight(e.motion.xrel);
- camera.SlideForward(e.motion.yrel);
- }
- shader.setView(camera.GetViewProjection());
- }
- break;
- }
- }
+ inputStack.objects.push_back(shared_from_this());
+ inputStack.objects.insert(inputStack.objects.begin(), world.create<ManualCameraController>());
+ while (isRunning) {
+ processInputs();
const auto t_end = std::chrono::high_resolution_clock::now();
const auto t_passed = std::chrono::duration_cast<std::chrono::milliseconds>(t_end - t_start);
world.apply(&WorldObject::tick, t_passed);
+ world.apply<CameraController>(&CameraController::updateCamera, &camera, &shader);
windows.apply(&Window::Clear, 0.0F, 0.0F, 0.0F, 1.0F);
world.apply<Renderable>(&Renderable::render, shader);
windows.apply(&Window::SwapBuffers);
@@ -170,12 +115,25 @@ public:
t_start = t_end;
}
}
+
+private:
+ void
+ processInputs()
+ {
+ for (SDL_Event e; SDL_PollEvent(&e);) {
+ inputStack.applyOne(&InputHandler::handleInput, e);
+ }
+ }
+
+ bool isRunning {true};
+ Collection<InputHandler> inputStack;
+ World world;
};
int
main(int, char **)
{
- SDL_Application().run();
+ std::make_shared<SDL_Application>()->run();
return 0;
}