Merge branch 'master' of github.com:teamfisk/TacticalZ
# Conflicts: # src/Game/Game.cpp
This commit is contained in:
+42
-39
@@ -2,39 +2,39 @@
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Game::Game(int argc, char* argv[])
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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// Create the core event broker
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m_EventBroker = new EventBroker();
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m_RenderQueueFactory = new RenderQueueFactory();
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// Create the renderer
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m_Renderer = new Renderer();
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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0,
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0,
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m_Config->Get<int>("Video.Width", 1280),
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m_Config->Get<int>("Video.Height", 720)
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));
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m_Renderer->Initialize();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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0,
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0,
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m_Config->Get<int>("Video.Width", 1280),
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m_Config->Get<int>("Video.Height", 720)
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));
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m_Renderer->Initialize();
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m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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// Create input manager
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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// Create input manager
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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// Create the root level GUI frame
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m_FrameStack = new GUI::Frame(m_EventBroker);
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m_FrameStack->Width = m_Renderer->Resolution().Width;
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m_FrameStack->Height = m_Renderer->Resolution().Height;
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// Create the root level GUI frame
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m_FrameStack = new GUI::Frame(m_EventBroker);
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m_FrameStack->Width = m_Renderer->Resolution().Width;
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m_FrameStack->Height = m_Renderer->Resolution().Height;
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// Create a world
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m_World = new World();
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@@ -42,44 +42,47 @@ Game::Game(int argc, char* argv[])
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_LastTime = glfwGetTime();
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m_LastTime = glfwGetTime();
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testIntialize();
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}
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Game::~Game()
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{
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delete m_FrameStack;
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delete m_EventBroker;
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delete m_FrameStack;
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delete m_EventBroker;
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}
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void Game::Tick()
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{
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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m_EventBroker->Swap();
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m_InputManager->Update(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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m_EventBroker->Swap();
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m_InputManager->Update(dt);
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m_EventBroker->Swap();
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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testTick(dt);
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m_Renderer->Update(dt);
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m_RenderQueueFactory->Update(m_World);
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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glfwPollEvents();
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glfwPollEvents();
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}
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