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#include "gameMainWindow.h"
#include "editNetwork.h"
#include "gameMainSelector.h"
#include "gfx/camera_controller.h"
#include "manualCameraController.h"
#include "maths.h"
#include "toolbar.h"
#include "window.h"
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <collection.hpp>
#include <game/gamestate.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <utility>
class GameMainToolbar : public Toolbar {
public:
explicit GameMainToolbar(GameMainSelector * gms_) :
Toolbar {
{"ui/icon/network.png",
[this](const SDL_Event &) {
toggleSetMode<EditNetwork>();
}},
},
gms {gms_}
{
}
private:
template<typename UiMode, typename... Params>
void
toggleSetMode(Params &&... params)
{
if (dynamic_cast<UiMode *>(gms->target.get())) {
gms->target.reset();
}
else {
gms->target = std::make_unique<UiMode>(std::forward<Params>(params)...);
}
}
GameMainSelector * gms;
};
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F}
{
uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});
auto gms = uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
uiComponents.create<GameMainToolbar>(gms.get());
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)
{
uiComponents.apply<CameraController>(&CameraController::updateCamera, &camera);
shader.setView(camera.GetViewProjection());
}
void
GameMainWindow::render() const
{
glEnable(GL_DEPTH_TEST);
gameState->world.apply<Renderable>(&Renderable::render, shader);
Window::render();
}
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