Added comments and cleaned up in Game.cpp/h
This commit is contained in:
+2
-6
@@ -29,10 +29,6 @@
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// Sound
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// Sound
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#include "Sound/SoundSystem.h"
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#include "Sound/SoundSystem.h"
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//#include "Sound/EPlaySound.h"
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//#include "Sound/EPlaySoundOnEntity.h"
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//#include "Sound/EPlaySoundOnPosition.h"
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class Game
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class Game
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{
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{
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@@ -65,8 +61,8 @@ private:
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// Sound
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// Sound
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SoundSystem* m_SoundSystem;
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SoundSystem* m_SoundSystem;
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EventRelay<Game, Events::InputCommand> m_EInputCommand;
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//EventRelay<Game, Events::InputCommand> m_EInputCommand;
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bool debugOnInputCommand(const Events::InputCommand& e);
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//bool debugOnInputCommand(const Events::InputCommand& e);
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void debugInitialize();
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void debugInitialize();
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void debugTick(double dt);
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void debugTick(double dt);
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@@ -49,6 +49,7 @@ void SoundSystem::stopEmitters()
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void SoundSystem::Update()
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void SoundSystem::Update()
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{
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{
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m_EventBroker->Process<SoundSystem>();
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addNewEmitters(); // can be optimized with "EEntityCreated"
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addNewEmitters(); // can be optimized with "EEntityCreated"
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deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
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deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
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updateEmitters();
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updateEmitters();
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@@ -66,14 +67,14 @@ void SoundSystem::deleteInactiveEmitters()
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it++;
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it++;
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continue;
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continue;
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} else {
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} else {
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// Sound has been stopped / finished playing. And has correct component.
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// Sound has been stopped / finished playing.
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alDeleteBuffers(1, &it->second->ALsource);
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alDeleteBuffers(1, &it->second->ALsource);
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alDeleteSources(1, &it->second->ALsource);
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alDeleteSources(1, &it->second->ALsource);
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m_World->DeleteEntity(it->first);
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m_World->DeleteEntity(it->first);
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it = m_Sources.erase(it);
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it = m_Sources.erase(it);
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}
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}
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} else {
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} else {
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// Entity has been removed
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// Entity / Component has been removed
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stopSound((*it).second);
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stopSound((*it).second);
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alDeleteBuffers(1, &it->second->ALsource);
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alDeleteBuffers(1, &it->second->ALsource);
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alDeleteSources(1, &it->second->ALsource);
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alDeleteSources(1, &it->second->ALsource);
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@@ -251,6 +252,7 @@ bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
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void SoundSystem::setListenerOri(glm::vec3 ori)
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void SoundSystem::setListenerOri(glm::vec3 ori)
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{
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{
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// Calculate forward and up vector.
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glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
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glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
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forward = glm::rotateX(forward, ori.x);
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forward = glm::rotateX(forward, ori.x);
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forward = glm::rotateY(forward, ori.y);
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forward = glm::rotateY(forward, ori.y);
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+3
-7
@@ -77,7 +77,8 @@ Game::Game(int argc, char* argv[])
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//boost::thread workerThread(&Game::networkFunction, this);
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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networkFunction();
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}
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}
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
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// Invoke sound system
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m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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m_LastTime = glfwGetTime();
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m_LastTime = glfwGetTime();
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@@ -86,6 +87,7 @@ Game::Game(int argc, char* argv[])
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Game::~Game()
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Game::~Game()
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{
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{
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delete m_SystemPipeline;
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delete m_SystemPipeline;
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delete m_SoundSystem;
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delete m_World;
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delete m_World;
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delete m_FrameStack;
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delete m_FrameStack;
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delete m_InputProxy;
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delete m_InputProxy;
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@@ -122,7 +124,6 @@ void Game::Tick()
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debugTick(dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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m_EventBroker->Process<Client>();
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m_EventBroker->Process<SoundSystem>();
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m_SoundSystem->Update();
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m_SoundSystem->Update();
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m_RenderQueueFactory->Update(m_World);
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m_RenderQueueFactory->Update(m_World);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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@@ -132,11 +133,6 @@ void Game::Tick()
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m_EventBroker->Clear();
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m_EventBroker->Clear();
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}
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}
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bool Game::debugOnInputCommand(const Events::InputCommand & e)
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{
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return true;
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}
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void Game::debugTick(double dt)
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void Game::debugTick(double dt)
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{
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{
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m_EventBroker->Process<Game>();
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m_EventBroker->Process<Game>();
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