#include "Game.h" #include "Collision/TriggerSystem.h" #include "Collision/CollisionSystem.h" #include "Game/HealthSystem.h" Game::Game(int argc, char* argv[]) { ResourceManager::RegisterType("ConfigFile"); ResourceManager::RegisterType("Model"); ResourceManager::RegisterType("Texture"); ResourceManager::RegisterType("EntityXMLFile"); ResourceManager::RegisterType("ShaderProgram"); 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(); m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get("Video.FOV", 90.f))); // Create input manager m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker); m_InputProxy = new InputProxy(m_EventBroker); m_InputProxy->AddHandler(); m_InputProxy->AddHandler(); m_InputProxy->LoadBindings("Input.ini"); // 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); //All systems with orderlevel 0 will be updated first. unsigned int updateOrderLevel = 0; m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); m_SystemPipeline->AddSystem(updateOrderLevel); //Collision and TriggerSystem should update after player. ++updateOrderLevel; m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); // Invoke network if (m_Config->Get("Networking.StartNetwork", false)) { //boost::thread workerThread(&Game::networkFunction, this); networkFunction(); } m_LastTime = glfwGetTime(); } Game::~Game() { delete m_SystemPipeline; delete m_World; delete m_FrameStack; delete m_InputProxy; delete m_InputManager; delete m_Renderer; delete m_RenderQueueFactory; delete m_EventBroker; } void Game::Tick() { glfwPollEvents(); double currentTime = glfwGetTime(); double dt = currentTime - m_LastTime; m_LastTime = currentTime; // Handle input in a weird looking but responsive way m_EventBroker->Process(); m_EventBroker->Swap(); m_InputManager->Update(dt); m_EventBroker->Swap(); m_InputProxy->Update(dt); m_EventBroker->Swap(); m_InputProxy->Process(); m_EventBroker->Swap(); // Update network if (m_IsClientOrServer) { m_ClientOrServer->Update(); } // Iterate through systems and update world! m_SystemPipeline->Update(m_World, dt); m_Renderer->Update(dt); m_EventBroker->Process(); m_RenderQueueFactory->Update(m_World); GLERROR("Game::Tick m_RenderQueueFactory->Update"); m_Renderer->Draw(m_RenderQueueFactory->RenderQueues()); GLERROR("Game::Tick m_Renderer->Draw"); m_EventBroker->Swap(); m_EventBroker->Clear(); } void Game::debugTick(double dt) { m_EventBroker->Process(); } void Game::networkFunction() { bool isServer = m_Config->Get("Networking.IsServer", false); if (!isServer) { m_IsClientOrServer = true; m_ClientOrServer = new Client(m_Config); } if (isServer) { m_IsClientOrServer = true; m_ClientOrServer = new Server(); } m_ClientOrServer->Start(m_World, m_EventBroker); // I don't think we are reaching this part of the code right now. // ~Game() is not called if the game is exited by closing console windows // When server or client is done set it to false. //m_IsClientOrServer = false; // Destroy it //delete m_ClientOrServer; }