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#include "App.hpp"
#include <string>
#include <utility>
using namespace std::literals;
App::App()
: mActiveCamera{ &mMainCamera } {
auto& worldRoot = mWorld.GetRoot();
constexpr int kPlayerCount = 2;
for (int i = 0; i < kPlayerCount; ++i) {
auto player = new Player(&mWorld, i);
worldRoot.AddChild(player);
mPlayers.push_back(player);
};
#if defined(BRUSSEL_DEV_ENV)
SetGameRunning(false);
SetEditorVisible(true);
#else
SetGameRunning(true);
#endif
mMainCamera.name = "Main Camera"s;
mMainCamera.Move(glm::vec3(0, 0, 1));
mMainCamera.LookAtAngle(glm::vec3(0, 0, -1));
mMainCamera.SetHasPerspective(false);
}
App::~App() {
}
Camera* App::GetActiveCamera() const {
return mActiveCamera;
}
void App::BindActiveCamera(Camera* camera) {
mActiveCamera = camera;
}
void App::UnbindActiveCamera() {
mActiveCamera = &mMainCamera;
}
bool App::IsGameRunning() const {
return mGameRunning;
}
void App::SetGameRunning(bool running) {
if (mGameRunning != running) {
mGameRunning = running;
if (running) {
mWorld.Awaken();
} else {
mWorld.Resleep();
}
}
}
bool App::IsEditorVisible() const {
return mEditorVisible;
}
void App::SetEditorVisible(bool visible) {
if (mEditorVisible != visible) {
mEditorVisible = visible;
if (visible) {
if (mEditor == nullptr) {
mEditor = std::make_unique<EditorInstance>(this);
}
}
}
}
void App::Show() {
if (mEditorVisible) {
mEditor->Show();
}
}
void App::Update() {
if (IsGameRunning()) {
mWorld.Update();
}
}
void App::Draw(float currentTime, float deltaTime) {
mWorldRenderer.BeginFrame(*mActiveCamera, currentTime, deltaTime);
PodVector<GameObject*> stack;
stack.push_back(&mWorld.GetRoot());
while (!stack.empty()) {
auto obj = stack.back();
stack.pop_back();
for (auto child : obj->GetChildren()) {
stack.push_back(child);
}
auto renderObjects = obj->GetRenderObjects();
mWorldRenderer.Draw(renderObjects.data(), obj, renderObjects.size());
}
mWorldRenderer.EndFrame();
}
void App::HandleMouse(int button, int action) {
}
void App::HandleMouseMotion(double xOff, double yOff) {
}
void App::HandleKey(GLFWkeyboard* keyboard, int key, int action) {
if (!mKeyCaptureCallbacks.empty()) {
auto& callback = mKeyCaptureCallbacks.front();
bool remove = callback(key, action);
if (remove) {
mKeyCaptureCallbacks.pop_front();
}
}
switch (key) {
case GLFW_KEY_F3: {
if (action == GLFW_PRESS) {
SetEditorVisible(!IsEditorVisible());
}
return;
}
}
for (auto& player : mPlayers) {
for (auto playerKeyboard : player->boundKeyboards) {
if (playerKeyboard == keyboard) {
player->HandleKeyInput(key, action);
}
}
}
}
void App::PushKeyCaptureCallback(KeyCaptureCallback callback) {
mKeyCaptureCallbacks.push_back(std::move(callback));
}
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