#ifndef Game_h__ #define Game_h__ #include "Core/ResourceManager.h" #include "Core/ConfigFile.h" #include "Core/EventBroker.h" #include "Rendering/Renderer.h" #include "Core/InputManager.h" #include "GUI/Frame.h" #include "Core/World.h" #include "Rendering/RenderQueueFactory.h" #include "Input/InputProxy.h" #include "Input/KeyboardInputHandler.h" #include "Input/MouseInputHandler.h" #include "Core/EKeyDown.h" #include "Core/EntityXMLFile.h" #include "Core/SystemPipeline.h" #include "RaptorCopterSystem.h" #include "PlayerSystem.h" #include "Editor/EditorSystem.h" #include "OctTreeTestHardCodedTestWorld.h" #include "Collision/Collision.h" class Game { public: Game(int argc, char* argv[]); ~Game(); bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); } void Tick(); private: double m_LastTime; ConfigFile* m_Config = nullptr; EventBroker* m_EventBroker; IRenderer* m_Renderer; InputManager* m_InputManager; GUI::Frame* m_FrameStack; HardcodedTestWorld* m_World; RenderQueueFactory* m_RenderQueueFactory; InputProxy* m_InputProxy; SystemPipeline* m_SystemPipeline; //Test1 int frameCounter = 0; glm::vec3 minPos = glm::vec3(0.1f, 0.1f, 0.1f); glm::vec3 maxPos = glm::vec3(0.2f, 0.2f, 0.2f); //Test2 bool m_UpdatedOnce = false; unsigned int m_BoxID; glm::vec3 m_PrevPos; glm::quat m_PrevOri; glm::vec3 worldSize = glm::vec3(50, 50, 50); OctTree someOctTree; }; #endif