Fixed indentation

This commit is contained in:
stiffly
2015-12-11 15:29:57 +01:00
parent 16d636a87c
commit 3da69c8a1b
5 changed files with 171 additions and 175 deletions
+40 -40
View File
@@ -2,38 +2,38 @@
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create the core event broker
m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create a world
m_World = new World();
@@ -41,34 +41,34 @@ Game::Game(int argc, char* argv[])
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_LastTime = glfwGetTime();
m_LastTime = glfwGetTime();
testIntialize();
}
Game::~Game()
{
delete m_FrameStack;
delete m_EventBroker;
delete m_FrameStack;
delete m_EventBroker;
}
void Game::Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_EventBroker->Swap();
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_EventBroker->Swap();
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
@@ -76,12 +76,12 @@ void Game::Tick()
m_Renderer->Update(dt);
m_RenderQueueFactory->Update(m_World);
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_EventBroker->Swap();
m_EventBroker->Clear();
m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents();
glfwPollEvents();
}
+44 -48
View File
@@ -3,60 +3,56 @@
void PlayerSystem::Update(World * world, ComponentWrapper & player, double dt)
{
if (input.Forward) {
m_Direction.z = -1;
}
else if (input.Back) {
m_Direction.z = 1;
}
else {
m_Direction.z = 0;
}
if (input.Left) {
m_Direction.x = -1;
}
else if (input.Right) {
m_Direction.x = 1;
}
else {
m_Direction.x = 0;
}
m_EventBroker->Process<PlayerSystem>();
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
if (input.Forward) {
m_Direction.z = -1;
} else if (input.Back) {
m_Direction.z = 1;
} else {
m_Direction.z = 0;
}
if (input.Left) {
m_Direction.x = -1;
} else if (input.Right) {
m_Direction.x = 1;
} else {
m_Direction.x = 0;
}
m_EventBroker->Process<PlayerSystem>();
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
bool PlayerSystem::OnKeyDown(const Events::KeyDown & event)
{
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = true;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = true;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = true;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = true;
}
return true;
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = true;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = true;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = true;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = true;
}
return true;
}
bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
{
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = false;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = false;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = false;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = false;
}
return false;
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = false;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = false;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = false;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = false;
}
return false;
}