Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# Conflicts: # include/Game/Game.h
This commit is contained in:
+3
-1
@@ -8,6 +8,7 @@
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Client.h"
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@@ -29,7 +30,8 @@ private:
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InputManager* m_InputManager;
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GUI::Frame* m_FrameStack;
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World* m_World;
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// Network viriables
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RenderQueueFactory* m_RenderQueueFactory;
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// Network variables
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boost::thread m_NetworkThread;
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Client m_Client;
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@@ -19,6 +19,7 @@ private:
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void registerTestComponents()
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{
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ComponentWrapperFactory f;
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f = ComponentWrapperFactory("Test");
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f.AddProperty("TestInteger", 1337);
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@@ -79,5 +80,31 @@ private:
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ComponentWrapper debug = world.GetComponent(transform.EntityID, "Debug");
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std::cout << "Name: " << (std::string)debug["Name"] << std::endl;
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}
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//Create some test widgets
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{
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EntityID entityScaleWidget = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityScaleWidget, "Transform");
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transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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ComponentWrapper model = world.AttachComponent(entityScaleWidget, "Model");
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model["Resource"] = "Models/ScaleWidget.obj";
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}
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{
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EntityID entityRotationWidget = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityRotationWidget, "Transform");
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transform["Position"] = glm::vec3(1.5f, 0.f, 0.f);
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ComponentWrapper model = world.AttachComponent(entityRotationWidget, "Model");
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model["Resource"] = "Models/RotationWidget.obj";
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}
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{
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EntityID entityDummyScene = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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transform["Position"] = glm::vec3(0, 0.f, 0.f);
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ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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model["Resource"] = "Models/DummyScene.obj";
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}
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}
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};
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