diff options
Diffstat (limited to 'ui')
-rw-r--r-- | ui/gameMainWindow.cpp | 43 | ||||
-rw-r--r-- | ui/gameMainWindow.h | 27 | ||||
-rw-r--r-- | ui/inputHandler.h | 18 | ||||
-rw-r--r-- | ui/manualCameraController.cpp | 67 | ||||
-rw-r--r-- | ui/manualCameraController.h | 26 | ||||
-rw-r--r-- | ui/window.cpp | 42 | ||||
-rw-r--r-- | ui/window.h | 38 |
7 files changed, 261 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 +} diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h new file mode 100644 index 0000000..affb389 --- /dev/null +++ b/ui/gameMainWindow.h @@ -0,0 +1,27 @@ +#ifndef UI_GAMEMAINWINDOW_H +#define UI_GAMEMAINWINDOW_H + +#include "chronology.hpp" +#include "gfx/gl/camera.h" +#include "gfx/gl/shader.h" +#include "gfx/gl/uiShader.h" +#include "window.h" +#include <cstddef> + +class GameState; + +class GameMainWindow : public Window { +public: + GameMainWindow(size_t w, size_t h); + + void tick(TickDuration) override; + + void Refresh(const GameState * gameState) const override; + +private: + UIShader uiShader; + Shader shader; + Camera camera; +}; + +#endif diff --git a/ui/inputHandler.h b/ui/inputHandler.h new file mode 100644 index 0000000..aac323b --- /dev/null +++ b/ui/inputHandler.h @@ -0,0 +1,18 @@ +#ifndef INPUT_HANDLER_H +#define INPUT_HANDLER_H + +#include <special_members.hpp> + +union SDL_Event; + +class InputHandler { +public: + InputHandler() = default; + virtual ~InputHandler() = default; + + DEFAULT_MOVE_COPY(InputHandler); + + virtual bool handleInput(const SDL_Event &) = 0; +}; + +#endif diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp new file mode 100644 index 0000000..1d3a067 --- /dev/null +++ b/ui/manualCameraController.cpp @@ -0,0 +1,67 @@ +#include "manualCameraController.h" +#include <algorithm> +#include <cmath> +#include <gfx/gl/camera.h> +#include <maths.h> + +bool +ManualCameraController::handleInput(const SDL_Event & e) +{ + switch (e.type) { + case SDL_KEYDOWN: + switch (e.key.keysym.sym) { + case SDLK_LCTRL: + case SDLK_RCTRL: + ctrl = true; + return true; + } + break; + case SDL_KEYUP: + switch (e.key.keysym.sym) { + case SDLK_LCTRL: + case SDLK_RCTRL: + ctrl = false; + return true; + } + break; + case SDL_MOUSEBUTTONDOWN: + switch (e.button.button) { + case SDL_BUTTON_RIGHT: + SDL_SetRelativeMouseMode(SDL_TRUE); + mrb = true; + return true; + } + break; + case SDL_MOUSEBUTTONUP: + switch (e.button.button) { + case SDL_BUTTON_RIGHT: + SDL_SetRelativeMouseMode(SDL_FALSE); + mrb = false; + return true; + } + break; + case SDL_MOUSEMOTION: + if (mrb) { + if (ctrl) { + direction -= 0.01F * static_cast<float>(e.motion.xrel); + pitch = std::clamp(pitch - 0.01F * static_cast<float>(e.motion.yrel), 0.1F, half_pi); + } + else { + focus += rotate_flat(-direction) * glm::vec2 {-e.motion.xrel, e.motion.yrel}; + } + } + return true; + case SDL_MOUSEWHEEL: + dist = std::clamp(dist - static_cast<float>(e.wheel.y) * 4.F, 5.F, 200.F); + break; + } + return false; +} + +void +ManualCameraController::updateCamera(Camera * camera) const +{ + camera->forward = glm::normalize(sincosf(direction) ^ -sin(pitch)); + camera->pos = !focus + up * 3.F - (camera->forward * std::pow(dist, 1.3F)); + camera->up = up; +} diff --git a/ui/manualCameraController.h b/ui/manualCameraController.h new file mode 100644 index 0000000..ceff9ac --- /dev/null +++ b/ui/manualCameraController.h @@ -0,0 +1,26 @@ +#ifndef MANUAL_CAMERA_CONTROLLER_H +#define MANUAL_CAMERA_CONTROLLER_H + +#include "inputHandler.h" +#include <SDL2/SDL.h> +#include <gfx/camera_controller.h> +#include <glm/glm.hpp> +#include <maths.h> + +class Camera; + +class ManualCameraController : public CameraController, public InputHandler { +public: + explicit ManualCameraController(glm::vec2 f) : focus {f} { } + + bool handleInput(const SDL_Event & e) override; + + void updateCamera(Camera * camera) const override; + +private: + bool ctrl {false}, mrb {false}; + glm::vec2 focus; + float direction {quarter_pi}; + float dist {40}, pitch {quarter_pi}; +}; +#endif diff --git a/ui/window.cpp b/ui/window.cpp new file mode 100644 index 0000000..c451367 --- /dev/null +++ b/ui/window.cpp @@ -0,0 +1,42 @@ +#include "window.h"
+#include "ui/inputHandler.h"
+#include <GL/glew.h>
+#include <stdexcept>
+
+Window::Window(int width, int height, const std::string & title) :
+ m_window {title.c_str(), static_cast<int>(SDL_WINDOWPOS_CENTERED), static_cast<int>(SDL_WINDOWPOS_CENTERED), width,
+ height, static_cast<Uint32>(SDL_WINDOW_OPENGL)},
+ m_glContext {m_window}
+{
+ if (glewInit() != GLEW_OK) {
+ throw std::runtime_error {"Glew failed to initialize!"};
+ }
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void
+Window::Clear(float r, float g, float b, float a) const
+{
+ glClearColor(r, g, b, a);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void
+Window::SwapBuffers() const
+{
+ SDL_GL_SwapWindow(m_window);
+}
+
+bool
+Window::handleInput(const SDL_Event & e)
+{
+ if (SDL_GetWindowID(m_window) == e.window.windowID) {
+ inputStack.applyOne(&InputHandler::handleInput, e);
+ return true;
+ }
+ return false;
+}
diff --git a/ui/window.h b/ui/window.h new file mode 100644 index 0000000..f6279e2 --- /dev/null +++ b/ui/window.h @@ -0,0 +1,38 @@ +#ifndef DISPLAY_INCLUDED_H
+#define DISPLAY_INCLUDED_H
+
+#include "chronology.hpp"
+#include "collection.hpp"
+#include "inputHandler.h" // IWYU pragma: keep
+#include "ptr.hpp"
+#include <SDL2/SDL.h>
+#include <special_members.hpp>
+#include <string>
+#include <type_traits>
+
+class GameState;
+
+class Window {
+public:
+ Window(int width, int height, const std::string & title);
+ virtual ~Window() = default;
+
+ NO_COPY(Window);
+ NO_MOVE(Window);
+
+ void Clear(float r, float g, float b, float a) const;
+ void SwapBuffers() const;
+ virtual void tick(TickDuration elapsed) = 0;
+ virtual void Refresh(const GameState *) const = 0;
+ bool handleInput(const SDL_Event & e);
+
+protected:
+ using GL_Context = std::remove_pointer_t<SDL_GLContext>;
+ using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
+ using SDL_GLContextPtr = wrapped_ptrt<GL_Context, SDL_GL_CreateContext, SDL_GL_DeleteContext>;
+ SDL_WindowPtr m_window;
+ SDL_GLContextPtr m_glContext;
+ Collection<InputHandler> inputStack;
+};
+
+#endif
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