summaryrefslogtreecommitdiff
path: root/application
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2021-12-13 23:47:30 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-12-13 23:47:30 +0000
commit1686a01b6ae7467e71eac247078248de4a3b3423 (patch)
tree53716ce767b1b775dc06f658a41a647bddbbeac1 /application
parentMove TickDuration to its own files (diff)
downloadilt-1686a01b6ae7467e71eac247078248de4a3b3423.tar.bz2
ilt-1686a01b6ae7467e71eac247078248de4a3b3423.tar.xz
ilt-1686a01b6ae7467e71eac247078248de4a3b3423.zip
Refactor to start splitting out UI components
Diffstat (limited to 'application')
-rw-r--r--application/main.cpp75
1 files changed, 19 insertions, 56 deletions
diff --git a/application/main.cpp b/application/main.cpp
index 07a593b..9992ec0 100644
--- a/application/main.cpp
+++ b/application/main.cpp
@@ -16,22 +16,19 @@
#include <game/vehicles/railVehicleClass.h>
#include <game/vehicles/train.h>
#include <game/worldobject.h>
-#include <gfx/camera_controller.h>
-#include <gfx/gl/camera.h>
-#include <gfx/gl/shader.h>
-#include <gfx/inputHandler.h>
-#include <gfx/manualCameraController.h>
-#include <gfx/renderable.h>
-#include <gfx/window.h>
#include <glm/glm.hpp>
+#include <glm/gtx/transform.hpp> // IWYU pragma: keep
#include <memory>
#include <special_members.hpp>
+#include <ui/gameMainWindow.h>
+#include <ui/inputHandler.h>
+#include <ui/window.h>
#include <vector>
static const int DISPLAY_WIDTH = 1280;
static const int DISPLAY_HEIGHT = 1024;
-class SDL_Application : public InputHandler, public std::enable_shared_from_this<SDL_Application>, GameState {
+class SDL_Application : public GameState {
public:
SDL_Application()
{
@@ -46,7 +43,7 @@ public:
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
- ~SDL_Application() override
+ ~SDL_Application()
{
SDL_Quit();
}
@@ -54,35 +51,12 @@ public:
NO_COPY(SDL_Application);
NO_MOVE(SDL_Application);
- std::shared_ptr<Train> train;
- bool
- handleInput(SDL_Event & e) override
- {
- switch (e.type) {
- case SDL_QUIT:
- isRunning = false;
- return true;
- case SDL_KEYUP:
- switch (e.key.keysym.scancode) {
- case SDL_SCANCODE_G:
- train->currentActivity = std::make_unique<Go>();
- break;
- case SDL_SCANCODE_I:
- train->currentActivity = std::make_unique<Idle>();
- break;
- default:
- return false;
- }
- return true;
- }
- return false;
- }
-
+ using Windows = Collection<Window>;
int
run()
{
- Collection<Window> windows;
- windows.create(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL");
+ Windows windows;
+ windows.create<GameMainWindow>(DISPLAY_WIDTH, DISPLAY_HEIGHT);
world.create<Terrain>();
@@ -109,7 +83,7 @@ public:
rl->addLinksBetween(l, s);
rl->addLinksBetween(t, u);
rl->addLinksBetween(u, m);
- train = world.create<Train>(l3);
+ std::shared_ptr<Train> train = world.create<Train>(l3);
auto b47 = std::make_shared<RailVehicleClass>("brush47");
for (int N = 0; N < 6; N++) {
train->create<RailVehicle>(b47);
@@ -119,49 +93,38 @@ public:
train->currentActivity = train->orders.current()->createActivity();
}
- Shader shader;
- Camera camera({-1250.0F, -1250.0F, 35.0F}, 70.0F, rdiv(DISPLAY_WIDTH, DISPLAY_HEIGHT), 0.1F, 10000.0F);
- shader.setView(camera.GetViewProjection());
- shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1}));
- shader.setUniform("lightColor", {.6, .6, .6});
- shader.setUniform("ambientColor", {0.5, 0.5, 0.5});
-
auto t_start = std::chrono::high_resolution_clock::now();
-
- inputStack.objects.push_back(shared_from_this());
- inputStack.objects.insert(
- inputStack.objects.begin(), world.create<ManualCameraController>(glm::vec2 {-1150, -1150}));
-
while (isRunning) {
- processInputs();
+ processInputs(windows);
const auto t_end = std::chrono::high_resolution_clock::now();
const auto t_passed = std::chrono::duration_cast<TickDuration>(t_end - t_start);
world.apply(&WorldObject::tick, t_passed);
- world.apply<CameraController>(&CameraController::updateCamera, &camera);
- shader.setView(camera.GetViewProjection());
+ windows.apply(&Window::tick, t_passed);
windows.apply(&Window::Clear, 0.0F, 0.0F, 0.0F, 1.0F);
- world.apply<Renderable>(&Renderable::render, shader);
+ windows.apply(&Window::Refresh, this);
windows.apply(&Window::SwapBuffers);
t_start = t_end;
}
- inputStack.removeAll();
return 0;
}
private:
void
- processInputs()
+ processInputs(const Windows & windows)
{
for (SDL_Event e; SDL_PollEvent(&e);) {
- inputStack.applyOne(&InputHandler::handleInput, e);
+ if (e.type == SDL_QUIT) {
+ isRunning = false;
+ return;
+ }
+ windows.applyOne(&Window::handleInput, e);
}
}
bool isRunning {true};
- Collection<InputHandler> inputStack;
};
int