#include "gameMainWindow.h" #include "editNetwork.h" #include "gameMainSelector.h" #include "gfx/camera_controller.h" #include "manualCameraController.h" #include "modeHelper.hpp" #include "toolbar.h" #include "window.h" #include <GL/glew.h> #include <SDL2/SDL.h> #include <collection.hpp> #include <game/gamestate.h> #include <game/network/rail.h> #include <game/worldobject.h> // IWYU pragma: keep #include <gfx/renderable.h> #include <glm/glm.hpp> #include <memory> #include <utility> class GameMainToolbar : Mode<decltype(GameMainSelector::target)>, public Toolbar { public: explicit GameMainToolbar(GameMainSelector * gms_) : Mode<decltype(GameMainSelector::target)> {gms_->target}, Toolbar { {"ui/icon/network.png", toggle<EditNetworkOf<RailLinks>>()}, } { } }; GameMainWindow::GameMainWindow(size_t w, size_t h) : Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0} { uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150}); auto gms = uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h}); uiComponents.create<GameMainToolbar>(gms.get()); } void GameMainWindow::tick(TickDuration) { uiComponents.apply<CameraController>(&CameraController::updateCamera, &camera); } void GameMainWindow::render() const { SceneRenderer::render(*this); Window::render(); } void GameMainWindow::content(const SceneShader & shader) const { gameState->world.apply<Renderable>(&Renderable::render, shader); uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader); } void GameMainWindow::environment(const SceneShader & s, const SceneRenderer & r) const { // default for now SceneProvider::environment(s, r); } void GameMainWindow::lights(const SceneShader & shader) const { gameState->world.apply<Renderable>(&Renderable::lights, shader); } void GameMainWindow::shadows(const ShadowMapper & shadowMapper) const { gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper); }