6fbb962b5e
# Conflicts: # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/RenderQueueFactory.h # include/Engine/Rendering/Renderer.h # include/Engine/Rendering/ShaderProgram.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
158 lines
5.0 KiB
C++
158 lines
5.0 KiB
C++
#include "Game.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Game/HealthSystem.h"
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#include "Core/EntityFileWriter.h"
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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<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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ResourceManager::RegisterType<Font>("FontFile");
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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 renderer
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m_Renderer = new Renderer(m_EventBroker, m_World);
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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::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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m_InputProxy = new InputProxy(m_EventBroker);
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m_InputProxy->AddHandler<KeyboardInputHandler>();
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m_InputProxy->AddHandler<MouseInputHandler>();
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m_InputProxy->LoadBindings("Input.ini");
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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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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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m_RenderFrame = new RenderFrame();
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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//All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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}
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m_LastTime = glfwGetTime();
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}
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Game::~Game()
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{
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delete m_SystemPipeline;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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delete m_InputManager;
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delete m_RenderFrame;
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delete m_Renderer;
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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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glfwPollEvents();
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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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// Handle input in a weird looking but responsive way
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m_EventBroker->Process<InputManager>();
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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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m_InputProxy->Update(dt);
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m_EventBroker->Swap();
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m_InputProxy->Process();
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m_EventBroker->Swap();
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// Update network
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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}
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void Game::debugTick(double dt)
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{
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m_EventBroker->Process<Game>();
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}
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void Game::networkFunction()
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{
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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if (!isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Client(m_Config);
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}
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if (isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Server();
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}
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m_ClientOrServer->Start(m_World, m_EventBroker);
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// I don't think we are reaching this part of the code right now.
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// ~Game() is not called if the game is exited by closing console windows
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// When server or client is done set it to false.
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//m_IsClientOrServer = false;
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// Destroy it
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//delete m_ClientOrServer;
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} |