#include "Game.h" Game::Game(int argc, char* argv[]) { ResourceManager::RegisterType("ConfigFile"); ResourceManager::RegisterType("Model"); ResourceManager::RegisterType("Texture"); ResourceManager::RegisterType("EntityXMLFile"); m_Config = ResourceManager::Load("Config.ini"); LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get("Debug.LogLevel", 1)); // 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("Video.Fullscreen", false)); m_Renderer->SetVSYNC(m_Config->Get("Video.VSYNC", false)); m_Renderer->SetResolution(Rectangle::Rectangle( 0, 0, m_Config->Get("Video.Width", 1280), m_Config->Get("Video.Height", 720) )); m_Renderer->Initialize(); // 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 a world m_World = new World(); std::string mapToLoad = m_Config->Get("Debug.LoadMap", ""); if (!mapToLoad.empty()) { ResourceManager::Load(mapToLoad)->PopulateWorld(m_World); } // Create system pipeline m_SystemPipeline = new SystemPipeline(m_EventBroker); m_SystemPipeline->AddSystem(); // Invoke network if(m_Config->Get("Networking.StartNetwork", false) == true) boost::thread workerThread(&Game::NetworkFunction, this); m_LastTime = glfwGetTime(); testIntialize(); } Game::~Game() { // Call before to ensure that thread closes correctly. //m_Client.Close(); //m_Server.Close(); delete m_FrameStack; delete m_EventBroker; } void Game::Tick() { double currentTime = glfwGetTime(); double dt = currentTime - m_LastTime; m_LastTime = currentTime; m_EventBroker->Swap(); m_InputManager->Update(dt); m_EventBroker->Swap(); // Iterate through systems and update world! m_SystemPipeline->Update(m_World, dt); // DO SYSTEM SHIT HERE m_EventBroker->Process(); testTick(dt); m_Renderer->Update(dt); m_RenderQueueFactory->Update(m_World); m_Renderer->Update(dt); m_RenderQueueFactory->Update(m_World); m_Renderer->Draw(m_RenderQueueFactory->RenderQueues()); m_EventBroker->Swap(); m_EventBroker->Clear(); glfwPollEvents(); } bool Game::testOnKeyUp(const Events::KeyUp& e) { if (e.KeyCode == GLFW_KEY_R) { std::string mapToLoad = m_Config->Get("Debug.LoadMap", ""); if (!mapToLoad.empty()) { delete m_World; m_World = new World(); ResourceManager::Release("EntityXMLFile", mapToLoad); ResourceManager::Load(mapToLoad)->PopulateWorld(m_World); } } return false; } void Game::testIntialize() { EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Game::testOnKeyUp); } void Game::testTick(double dt) { m_EventBroker->Process(); } void Game::NetworkFunction() { std::string inputMessage; std::cout << "Start client or server? (c/s)" << std::endl; std::cin >> inputMessage; if (inputMessage == "c" || inputMessage == "C") { Client m_Client; m_Client.Start(m_World, m_EventBroker); } if (inputMessage == "s" || inputMessage == "S") { Server m_Server; m_Server.Start(m_World); } }