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#include "gameMainWindow.h"
#include "editNetwork.h"
#include "gameMainSelector.h"
#include "gfx/camera_controller.h"
#include "manualCameraController.h"
#include "modeHelper.h"
#include "toolbar.h"
#include "window.h"
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <collection.h>
#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
{
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
r->render(shader);
}
}
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
{
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
r->shadows(shadowMapper);
}
}
gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper);
}
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