One hell of a GUI interface (minus graphical)

"how does this even work lol"
This commit is contained in:
2014-05-26 02:37:45 +02:00
parent 07c74ff9f5
commit 22442708cc
34 changed files with 466 additions and 353 deletions
+10 -10
View File
@@ -7,26 +7,26 @@
#include "Renderer.h"
#include "InputManager.h"
#include "GUI/Frame.h"
#include "GameWorld.h"
#include "GUI/GameFrame.h"
class Engine
{
public:
Engine(int argc, char* argv[])
{
m_ResourceManager = std::make_shared<ResourceManager>();
m_EventBroker = std::make_shared<EventBroker>();
m_ResourceManager = std::make_shared<ResourceManager>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
m_FrameStack = std::make_shared<GUI::Frame>(m_EventBroker, m_Renderer);
m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
new GUI::GameFrame(m_FrameStack, "GameFrame");
m_World = std::make_shared<GameWorld>(m_EventBroker, m_Renderer);
m_World->Initialize();
//m_World = std::make_shared<GameWorld>(m_EventBroker, m_ResourceManager);
//m_World->Initialize();
m_LastTime = glfwGetTime();
}
@@ -40,8 +40,8 @@ public:
m_LastTime = currentTime;
m_InputManager->Update(dt);
m_World->Update(dt);
m_Renderer->Draw(dt);
m_FrameStack->DrawLayered(m_Renderer);
m_EventBroker->Clear();
glfwPollEvents();
@@ -52,9 +52,9 @@ private:
std::shared_ptr<EventBroker> m_EventBroker;
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<GUI::Frame> m_FrameStack;
GUI::Frame* m_FrameStack;
// TODO: This should ultimately live in GameFrame
std::shared_ptr<GameWorld> m_World;
//std::shared_ptr<GameWorld> m_World;
double m_LastTime;
};