Files
axyz/src/Game/Game.cpp
T
2015-12-17 13:23:15 +01:00

156 lines
4.8 KiB
C++

#include "Game.h"
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("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<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle::Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("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<KeyboardInputHandler>();
m_InputProxy->AddHandler<MouseInputHandler>();
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<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<EditorSystem>();
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false) == true)
boost::thread workerThread(&Game::NetworkFunction, this);
m_LastTime = glfwGetTime();
debugInitialize();
}
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()
{
glfwPollEvents();
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Handle input in a weird looking but responsive way
m_EventBroker->Process<InputManager>();
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);
debugTick(dt);
m_Renderer->Update(dt);
m_EventBroker->Process<Client>();
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();
}
bool Game::debugOnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "DebugReload" && e.Value == 1) {
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
delete m_World;
m_World = new World();
ResourceManager::Release("EntityXMLFile", mapToLoad);
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
}
return false;
}
void Game::debugInitialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
}
void Game::debugTick(double dt)
{
m_EventBroker->Process<Game>();
}
void Game::NetworkFunction()
{
std::string inputMessage;
LOG_INFO("Start client or server? (c/s)");
std::cin >> inputMessage;
if (inputMessage == "c" || inputMessage == "C") {
m_IsClientOrServer = true;
m_ClientOrServer = new Client();
}
if (inputMessage == "s" || inputMessage == "S") {
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.
// When server or client is done set it to false.
m_IsClientOrServer = false;
// Destroy it! (with fire)
delete m_ClientOrServer;
}