Files
axyz/src/Game/Game.cpp
T
viktorljung 6fbb962b5e Merge branch 'Rendering' into TextRendering
# 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
2016-01-15 13:23:42 +01:00

158 lines
5.0 KiB
C++

#include "Game.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Game/HealthSystem.h"
#include "Core/EntityFileWriter.h"
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
ResourceManager::RegisterType<EntityFile>("EntityFile");
ResourceManager::RegisterType<Font>("FontFile");
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();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_World);
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()) {
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
}
m_RenderFrame = new RenderFrame();
// 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<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
//Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
// Invoke network
if (m_Config->Get<bool>("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_RenderFrame;
delete m_Renderer;
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);
m_Renderer->Update(dt);
m_EventBroker->Process<Client>();
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();
}
void Game::debugTick(double dt)
{
m_EventBroker->Process<Game>();
}
void Game::networkFunction()
{
bool isServer = m_Config->Get<bool>("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;
}