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#include "World.hpp"
#include "GameObject.hpp"
#include "PodVector.hpp"
#include <glad/glad.h>
namespace ProjectBrussel_UNITY_ID {
template <class TFunction>
void CallGameObjectRecursive(GameObject* start, TFunction&& func) {
PodVector<GameObject*> stack;
stack.push_back(start);
while (!stack.empty()) {
auto obj = stack.back();
stack.pop_back();
for (auto child : obj->GetChildren()) {
stack.push_back(child);
}
func(obj);
}
}
struct DrawCall {
GLuint vao;
GLuint vbo;
};
} // namespace ProjectBrussel_UNITY_ID
struct GameWorld::RenderData {
void SubmitDrawCalls() {
// TODO
}
};
GameWorld::GameWorld()
: mRender{ new RenderData() }
, mRoot{ new GameObject(this) } {
}
GameWorld::~GameWorld() {
if (mAwakened) {
Resleep();
}
delete mRender;
delete mRoot;
}
const GameObject& GameWorld::GetRoot() const {
return *mRoot;
};
void GameWorld::Awaken() {
if (mAwakened) return;
ProjectBrussel_UNITY_ID::CallGameObjectRecursive(mRoot, [](GameObject* obj) { obj->Awaken(); });
mAwakened = true;
}
void GameWorld::Resleep() {
if (!mAwakened) return;
ProjectBrussel_UNITY_ID::CallGameObjectRecursive(mRoot, [](GameObject* obj) { obj->Resleep(); });
mAwakened = false;
}
void GameWorld::Update() {
ProjectBrussel_UNITY_ID::CallGameObjectRecursive(mRoot, [this](GameObject* obj) {
obj->Update();
});
}
void GameWorld::Draw() {
}
GameObject& GameWorld::GetRoot() {
return *mRoot;
}
bool GameWorld::IsAwake() const {
return mAwakened;
}
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