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-rw-r--r--ui/gameMainWindow.cpp43
1 files changed, 43 insertions, 0 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
new file mode 100644
index 0000000..4421098
--- /dev/null
+++ b/ui/gameMainWindow.cpp
@@ -0,0 +1,43 @@
+#include "gameMainWindow.h"
+#include "collection.hpp"
+#include "gfx/camera_controller.h"
+#include "manualCameraController.h"
+#include "ui/window.h"
+#include <GL/glew.h>
+#include <SDL2/SDL.h>
+#include <game/gamestate.h>
+#include <game/worldobject.h> // IWYU pragma: keep
+#include <gfx/renderable.h>
+#include <glm/glm.hpp>
+#include <maths.h>
+#include <memory>
+
+GameMainWindow::GameMainWindow(size_t w, size_t h) :
+ Window {static_cast<int>(w), static_cast<int>(h), "I Like Trains"}, uiShader {w, h}, camera {{-1250.0F, -1250.0F,
+ 35.0F},
+ 70.0F, rdiv(w, h),
+ 0.1F, 10000.0F}
+{
+ inputStack.create<ManualCameraController>(glm::vec2 {-1150, -1150});
+
+ 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});
+}
+
+void
+GameMainWindow::tick(TickDuration)
+{
+ inputStack.apply<CameraController>(&CameraController::updateCamera, &camera);
+ shader.setView(camera.GetViewProjection());
+}
+
+void
+GameMainWindow::Refresh(const GameState * gameState) const
+{
+ SDL_GL_MakeCurrent(m_window, m_glContext);
+ glEnable(GL_DEPTH_TEST);
+ gameState->world.apply<Renderable>(&Renderable::render, shader);
+ glDisable(GL_DEPTH_TEST);
+ // do ui bits
+}