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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-12-13 23:47:30 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-12-13 23:47:30 +0000 |
commit | 1686a01b6ae7467e71eac247078248de4a3b3423 (patch) | |
tree | 53716ce767b1b775dc06f658a41a647bddbbeac1 /application | |
parent | Move TickDuration to its own files (diff) | |
download | ilt-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.cpp | 75 |
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 |