First iteration of GUI code. GUI is rendered on top of everything, world still separate.

This commit is contained in:
2015-09-22 14:39:08 +02:00
parent 0e6fcfb2ba
commit 1d500eb4f6
12 changed files with 855 additions and 54 deletions
+14 -9
View File
@@ -52,6 +52,8 @@
#include "Physics/CBoxShape.h"
#include "Physics/ESetImpulse.h"
#include "GUI/Frame.h"
#include "GUI/TextureFrame.h"
namespace dd
{
@@ -68,6 +70,16 @@ public:
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
m_Renderer->Initialize();
m_FrameStack = new GUI::Frame(m_EventBroker.get());
m_FrameStack->Width = 1920;
m_FrameStack->Height = 1080;
{
auto button = new GUI::TextureFrame(m_FrameStack, "SuperButt");
button->SetTexture("Textures/Test/TestBrick_Diffuse.png");
button->Width = 100;
button->Height = 25;
}
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
@@ -250,13 +262,6 @@ public:
// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
// }
//
//TODO Fill up the renderQueue with models (Temp fix)
// TEMPAddToRenderQueue();
// Render scene
//TODO send renderqueue to draw.
// m_Renderer->Draw(m_RendererQueue);
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
@@ -264,6 +269,7 @@ public:
//TODO Fill up the renderQueue with models (Temp fix)
TEMPAddToRenderQueue();
m_FrameStack->DrawLayered(m_RendererQueue);
// Render scene
//TODO send renderqueue to draw.
@@ -374,7 +380,6 @@ public:
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.fileName = fileName;
m_RendererQueue.Deferred.Add(job);
}
@@ -409,8 +414,8 @@ public:
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
GUI::Frame* m_FrameStack = nullptr;
std::shared_ptr<Renderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;