Merge branch 'master' of github.com:teamfisk/AgileBreakOut
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@@ -53,6 +53,13 @@
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
|
||||
#include "Game/EGameStart.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "Game/MainMenu.h"
|
||||
#include "Game/HUD.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -70,12 +77,16 @@ public:
|
||||
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
|
||||
m_Renderer->Initialize();
|
||||
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker.get());
|
||||
m_FrameStack->Width = 675;
|
||||
m_FrameStack->Height = 1080;
|
||||
auto hud = new GUI::HUD(m_FrameStack, "HUD");
|
||||
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
|
||||
|
||||
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
|
||||
|
||||
m_World = std::make_shared<World>(m_EventBroker);
|
||||
|
||||
|
||||
|
||||
//TODO: Move this out of engine.h
|
||||
m_World->ComponentFactory.Register<Components::Transform>();
|
||||
m_World->SystemFactory.Register<Systems::TransformSystem>(
|
||||
@@ -123,7 +134,7 @@ public:
|
||||
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
|
||||
@@ -134,14 +145,14 @@ public:
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
}
|
||||
|
||||
//PointLightTest
|
||||
{
|
||||
@@ -316,6 +327,11 @@ public:
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
|
||||
//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
|
||||
m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
|
||||
m_EventBroker->Subscribe(m_EGameStart);
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
@@ -327,27 +343,32 @@ public:
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
ResourceManager::Update();
|
||||
|
||||
// Update input
|
||||
m_InputManager->Update(dt);
|
||||
// Swap event queues to get fresh input data in the read queue
|
||||
//m_EventBroker->Swap();
|
||||
|
||||
m_World->Update(dt);
|
||||
|
||||
|
||||
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
|
||||
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
|
||||
ResourceManager::Update();
|
||||
if (m_GameIsRunning) {
|
||||
m_World->Update(dt);
|
||||
}
|
||||
m_EventBroker->Process<GUI::Frame>();
|
||||
m_FrameStack->UpdateLayered(dt);
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
m_FrameStack->DrawLayered(m_RendererQueue);
|
||||
//TODO Fill up the renderQueue with models (Temp fix)
|
||||
TEMPAddToRenderQueue();
|
||||
if (m_GameIsRunning) {
|
||||
TEMPAddToRenderQueue();
|
||||
}
|
||||
|
||||
// Render scene
|
||||
//TODO send renderqueue to draw.
|
||||
m_Renderer->Draw(m_RendererQueue);
|
||||
|
||||
m_EventBroker->Process<Engine>();
|
||||
// Swap event queues
|
||||
m_EventBroker->Clear();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
@@ -358,12 +379,9 @@ public:
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
@@ -443,7 +461,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
m_RendererQueue.Sort();
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
@@ -462,7 +479,6 @@ public:
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.fileName = fileName;
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
@@ -508,14 +524,34 @@ 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;
|
||||
std::shared_ptr<World> m_World;
|
||||
|
||||
|
||||
//TODO: Redo
|
||||
bool m_GameIsRunning = false;
|
||||
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
|
||||
bool OnGameStart(const dd::Events::GameStart &event)
|
||||
{
|
||||
m_GameIsRunning = true;
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
|
||||
@@ -119,7 +119,7 @@ public:
|
||||
template <typename ContextType>
|
||||
int Process();
|
||||
int Process(std::string contextTypeName);
|
||||
void Clear();
|
||||
void Swap();
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
|
||||
private:
|
||||
|
||||
@@ -33,9 +33,6 @@ class PNG : public Image
|
||||
public:
|
||||
PNG(std::string path);
|
||||
~PNG();
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -22,8 +22,9 @@
|
||||
#include <cstdint>
|
||||
#include <forward_list>
|
||||
|
||||
#include "Texture.h"
|
||||
#include "Model.h"
|
||||
#include "Core/Util/Rectangle.h"
|
||||
#include "Core/Texture.h"
|
||||
#include "Core/Model.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -52,8 +53,8 @@ struct ModelJob : RenderJob
|
||||
unsigned int ShaderID;
|
||||
unsigned int TextureID;
|
||||
|
||||
std::string fileName;
|
||||
|
||||
glm::mat4 ProjectionMatrix;
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
@@ -90,6 +91,8 @@ struct SpriteJob : RenderJob
|
||||
unsigned int ShaderID;
|
||||
unsigned int TextureID;
|
||||
|
||||
glm::mat4 ProjectionMatrix;
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
@@ -115,6 +118,18 @@ struct PointLightJob : RenderJob
|
||||
}
|
||||
};
|
||||
|
||||
struct FrameJob : SpriteJob
|
||||
{
|
||||
Rectangle Scissor;
|
||||
Rectangle Viewport;
|
||||
std::string Name;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct WaterParticleJob : RenderJob
|
||||
{
|
||||
glm::vec3 Position;
|
||||
@@ -134,7 +149,7 @@ public:
|
||||
void Add(T &job)
|
||||
{
|
||||
job.CalculateHash();
|
||||
Jobs.push_front(std::shared_ptr<T>(new T(job)));
|
||||
Jobs.push_back(std::shared_ptr<T>(new T(job)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
@@ -150,18 +165,17 @@ public:
|
||||
}
|
||||
|
||||
int Size() const { return m_Size; }
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
{
|
||||
return Jobs.begin();
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
{
|
||||
return Jobs.end();
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>> Jobs;
|
||||
std::list<std::shared_ptr<RenderJob>> Jobs;
|
||||
|
||||
private:
|
||||
int m_Size = 0;
|
||||
@@ -172,12 +186,14 @@ struct RenderQueueCollection
|
||||
RenderQueue Deferred;
|
||||
RenderQueue Forward;
|
||||
RenderQueue Lights;
|
||||
RenderQueue GUI;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Deferred.Clear();
|
||||
Forward.Clear();
|
||||
Lights.Clear();
|
||||
GUI.Clear();
|
||||
}
|
||||
|
||||
void Sort()
|
||||
@@ -185,6 +201,7 @@ struct RenderQueueCollection
|
||||
Deferred.Sort();
|
||||
Forward.Sort();
|
||||
Lights.Sort();
|
||||
GUI.Sort();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -117,6 +117,7 @@ private:
|
||||
void DrawScene(RenderQueue &objects, ShaderProgram &program);
|
||||
void DrawLightSpheres(RenderQueue &lights);
|
||||
void DrawWater(RenderQueue &objects);
|
||||
void DrawGUI(RenderQueue& rq);
|
||||
void DebugKeys();
|
||||
};
|
||||
|
||||
|
||||
@@ -43,6 +43,9 @@ public:
|
||||
|
||||
operator GLuint() const { return m_Texture; }
|
||||
|
||||
unsigned int Width = 0;
|
||||
unsigned int Height = 0;
|
||||
|
||||
private:
|
||||
GLuint m_Texture = 0;
|
||||
};
|
||||
|
||||
@@ -44,29 +44,30 @@ struct Rectangle
|
||||
int Height;
|
||||
|
||||
virtual int Left() const { return X; }
|
||||
void SetLeft(int left)
|
||||
virtual void SetLeft(int left)
|
||||
{
|
||||
Width += X - left;
|
||||
//Width += X - left;
|
||||
X = left;
|
||||
}
|
||||
virtual int Right() const { return X + Width; }
|
||||
void SetRight(int right)
|
||||
virtual void SetRight(int right)
|
||||
{
|
||||
Width = right - X;
|
||||
}
|
||||
virtual int Top() const { return Y; }
|
||||
void SetTop(int top)
|
||||
virtual void SetTop(int top)
|
||||
{
|
||||
Height += Y - top;
|
||||
//Height += Y - top;
|
||||
Y = top;
|
||||
}
|
||||
virtual int Bottom() const { return Y + Height; }
|
||||
int SetBottom(int bottom)
|
||||
virtual void SetBottom(int bottom)
|
||||
{
|
||||
Height = bottom - Y;
|
||||
}
|
||||
|
||||
Rectangle& operator+=(const Rectangle &rhs) {
|
||||
Rectangle& operator+=(const Rectangle &rhs)
|
||||
{
|
||||
SetLeft(std::min(Left(), rhs.Left()));
|
||||
SetRight(std::max(Right(), rhs.Right()));
|
||||
SetTop(std::min(Top(), rhs.Top()));
|
||||
|
||||
@@ -0,0 +1,147 @@
|
||||
#ifndef GUI_BUTTON_H__
|
||||
#define GUI_BUTTON_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/EButtonEnter.h"
|
||||
#include "GUI/EButtonLeave.h"
|
||||
#include "GUI/EButtonPress.h"
|
||||
#include "GUI/EButtonRelease.h"
|
||||
#include "Core/EMouseMove.h"
|
||||
#include "Core/EMousePress.h"
|
||||
#include "Core/EMouseRelease.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Button : public TextureFrame
|
||||
{
|
||||
public:
|
||||
Button(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
|
||||
}
|
||||
|
||||
void SetTextureHover(std::string resourceName)
|
||||
{
|
||||
m_TextureHover = resourceName;
|
||||
}
|
||||
void SetTextureReleased(std::string resourceName)
|
||||
{
|
||||
m_TextureReleased = resourceName;
|
||||
SetTexture(resourceName);
|
||||
}
|
||||
void SetTexturePressed(std::string resourceName)
|
||||
{
|
||||
m_TexturePressed = resourceName;
|
||||
}
|
||||
|
||||
void Draw(RenderQueueCollection& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
|
||||
TextureFrame::Draw(rq);
|
||||
}
|
||||
|
||||
virtual void OnEnter() { }
|
||||
virtual void OnLeave() { }
|
||||
virtual void OnPress() { }
|
||||
virtual void OnRelease() { }
|
||||
|
||||
protected:
|
||||
bool m_MouseIsOver = false;
|
||||
bool m_IsDown = false;
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (isOver && !m_MouseIsOver) { // Enter
|
||||
if (!m_IsDown) {
|
||||
if (!m_TextureHover.empty()) {
|
||||
SetTexture(m_TextureHover);
|
||||
}
|
||||
}
|
||||
OnEnter();
|
||||
Events::ButtonEnter e;
|
||||
e.FrameName = m_Name;
|
||||
EventBroker->Publish(e);
|
||||
} else if (!isOver && m_MouseIsOver) { // Leave
|
||||
if (!m_IsDown) {
|
||||
if (!m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
}
|
||||
OnLeave();
|
||||
Events::ButtonLeave e;
|
||||
e.FrameName = m_Name;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
m_MouseIsOver = isOver;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual bool OnMousePress(const Events::MousePress& event)
|
||||
{
|
||||
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!m_TexturePressed.empty()) {
|
||||
SetTexture(m_TexturePressed);
|
||||
}
|
||||
|
||||
m_IsDown = true;
|
||||
OnPress();
|
||||
Events::ButtonPress e;
|
||||
e.FrameName = m_Name;
|
||||
e.Button = this;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual bool OnMouseRelease(const Events::MouseRelease& event)
|
||||
{
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (!isOver && !m_IsDown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_MouseIsOver) {
|
||||
if (!m_TextureHover.empty()) {
|
||||
SetTexture(m_TextureHover);
|
||||
}
|
||||
} else {
|
||||
if (!m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
}
|
||||
|
||||
m_IsDown = false;
|
||||
OnRelease();
|
||||
Events::ButtonRelease e;
|
||||
e.FrameName = m_Name;
|
||||
e.Button = this;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
|
||||
EventRelay<Frame, Events::MousePress> m_EMousePress;
|
||||
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
|
||||
|
||||
std::string m_TextureHover;
|
||||
std::string m_TexturePressed;
|
||||
std::string m_TextureReleased;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonEnter_h__
|
||||
#define Events_ButtonEnter_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button hover. */
|
||||
struct ButtonEnter : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonEnter_h__
|
||||
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonLeave_h__
|
||||
#define Events_ButtonLeave_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button hover. */
|
||||
struct ButtonLeave : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonLeave_h__
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonPress_h__
|
||||
#define Events_ButtonPress_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace GUI { class Button; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button press. */
|
||||
struct ButtonPress : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Button* Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonPress_h__
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonRelease_h__
|
||||
#define Events_ButtonRelease_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace GUI { class Button; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button release. */
|
||||
struct ButtonRelease : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Button* Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonRelease_h__
|
||||
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_SliderUpdate_h__
|
||||
#define Events_SliderUpdate_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace GUI { class Slider; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown when GUI slider is moved. */
|
||||
struct SliderUpdate : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Slider* Slider;
|
||||
float Percentage;
|
||||
float DeltaPercentage;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_SliderUpdate_h__
|
||||
@@ -0,0 +1,264 @@
|
||||
#ifndef GUI_Frame_h__
|
||||
#define GUI_Frame_h__
|
||||
|
||||
#include <memory>
|
||||
#include <map>
|
||||
|
||||
#include "Core/Util/Rectangle.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Renderer.h"
|
||||
#include "Core/RenderQueue.h"
|
||||
#include "Core/Texture.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Frame : public Rectangle
|
||||
{
|
||||
public:
|
||||
enum class Anchor
|
||||
{
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom
|
||||
};
|
||||
|
||||
static const int BaseWidth = 1280;
|
||||
static const int BaseHeight = 720;
|
||||
|
||||
// Set up a base frame with an event broker
|
||||
Frame(dd::EventBroker* eventBroker)
|
||||
: EventBroker(eventBroker)
|
||||
, BaseFrame(this)
|
||||
, Rectangle() { }
|
||||
|
||||
// Create a frame as a child
|
||||
Frame(Frame* parent, std::string name)
|
||||
: m_Name(name)
|
||||
{
|
||||
SetParent(parent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
|
||||
}
|
||||
|
||||
~Frame()
|
||||
{
|
||||
/*for (auto layer : m_Children)
|
||||
{
|
||||
for (auto child : layer.second)
|
||||
{
|
||||
delete child.second;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Parent)
|
||||
{
|
||||
m_Parent->RemoveChild(this);
|
||||
}*/
|
||||
}
|
||||
|
||||
Frame* Parent() const { return m_Parent; }
|
||||
|
||||
void SetParent(Frame* parent)
|
||||
{
|
||||
if (parent == nullptr) {
|
||||
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
m_Layer = parent->Layer() + 1;
|
||||
parent->AddChild(this);
|
||||
m_Parent = parent;
|
||||
EventBroker = parent->EventBroker;
|
||||
BaseFrame = parent->BaseFrame;
|
||||
}
|
||||
|
||||
void AddChild(Frame* child)
|
||||
{
|
||||
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
|
||||
if (m_Parent) {
|
||||
m_Parent->AddChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
void RemoveChild(Frame* child)
|
||||
{
|
||||
auto it = m_Children.find(child->m_Layer);
|
||||
if (it != m_Children.end()) {
|
||||
m_Children.erase(it);
|
||||
}
|
||||
|
||||
if (m_Parent) {
|
||||
m_Parent->RemoveChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
std::string Name() const { return m_Name; }
|
||||
void SetName(std::string val) { m_Name = val; }
|
||||
|
||||
int Layer() const { return m_Layer; }
|
||||
|
||||
bool Hidden() const
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Hidden() || m_Hidden;
|
||||
else
|
||||
return m_Hidden;
|
||||
}
|
||||
bool Visible() const
|
||||
{
|
||||
return !Hidden();
|
||||
}
|
||||
|
||||
virtual void Hide() { m_Hidden = true; }
|
||||
virtual void Show() { m_Hidden = false; }
|
||||
|
||||
int Left() const override
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Left() + X;
|
||||
else
|
||||
return X;
|
||||
}
|
||||
void SetLeft(int absLeft) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
X = absLeft - m_Parent->Left();
|
||||
} else {
|
||||
X = absLeft;
|
||||
}
|
||||
}
|
||||
int Right() const override
|
||||
{
|
||||
return Left() + Width;
|
||||
}
|
||||
void SetRight(int absRight) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
X = absRight - Width - m_Parent->Left();
|
||||
} else {
|
||||
X = absRight - Width;
|
||||
}
|
||||
}
|
||||
int Top() const override
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Top() + Y;
|
||||
else
|
||||
return Y;
|
||||
}
|
||||
void SetTop(int absTop) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
Y = absTop - m_Parent->Top();
|
||||
} else {
|
||||
Y = absTop;
|
||||
}
|
||||
}
|
||||
int Bottom() const override
|
||||
{
|
||||
return Top() + Height;
|
||||
}
|
||||
void SetBottom(int absBottom) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
Y = absBottom - Height - m_Parent->Top();
|
||||
} else {
|
||||
Y = absBottom - Height;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec2 Scale()
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Scale();
|
||||
else
|
||||
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
|
||||
}
|
||||
|
||||
Rectangle AbsoluteRectangle()
|
||||
{
|
||||
int left = Left();
|
||||
if (m_Parent)
|
||||
left = std::max(left, m_Parent->Left());
|
||||
int top = Top();
|
||||
if (m_Parent)
|
||||
top = std::max(top, m_Parent->Top());
|
||||
int width = Right() - left;
|
||||
int height = Bottom() - top;
|
||||
return Rectangle(left, top, width, height);
|
||||
}
|
||||
|
||||
void UpdateLayered(double dt)
|
||||
{
|
||||
// Update ourselves
|
||||
this->Update(dt);
|
||||
|
||||
// Update children
|
||||
for (auto& pairLayer : m_Children) {
|
||||
auto children = pairLayer.second;
|
||||
for (auto& pairChild : children) {
|
||||
auto child = pairChild.second;
|
||||
child->Update(dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
void DrawLayered(RenderQueueCollection& rq)
|
||||
{
|
||||
if (this->Hidden())
|
||||
return;
|
||||
|
||||
// Draw ourselves
|
||||
this->Draw(rq);
|
||||
|
||||
// Draw children
|
||||
for (auto& pairLayer : m_Children) {
|
||||
auto children = pairLayer.second;
|
||||
for (auto& pairChild : children) {
|
||||
auto child = pairChild.second;
|
||||
if (child->Hidden())
|
||||
continue;
|
||||
child->Draw(rq);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Draw(RenderQueueCollection& rq) { }
|
||||
|
||||
protected:
|
||||
dd::EventBroker* EventBroker;
|
||||
Frame* BaseFrame = nullptr;
|
||||
|
||||
std::string m_Name = "UIParent";
|
||||
int m_Layer = 0;
|
||||
bool m_Hidden = false;
|
||||
|
||||
Frame* m_Parent = nullptr;
|
||||
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
|
||||
std::map<int, Children_t> m_Children; // layer -> Children_t
|
||||
|
||||
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
|
||||
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
|
||||
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
|
||||
|
||||
private:
|
||||
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
|
||||
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
|
||||
EventRelay<Frame, Events::InputCommand> m_EInputCommand;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // GUI_Frame_h__
|
||||
@@ -0,0 +1,124 @@
|
||||
#ifndef GUI_SLIDER_H__
|
||||
#define GUI_SLIDER_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "GUI/EButtonPress.h"
|
||||
#include "GUI/EButtonRelease.h"
|
||||
#include "GUI/ESliderUpdate.h"
|
||||
#include "Core/EMouseMove.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Slider : public TextureFrame
|
||||
{
|
||||
public:
|
||||
Slider(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
m_SliderButton = new GUI::Button(this, "SliderButton");
|
||||
m_SliderButton->DisableScissor();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EButtonPress, &Slider::OnButtonPress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EButtonRelease, &Slider::OnButtonRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Slider::OnMouseMove);
|
||||
}
|
||||
|
||||
float Percentage() const { return m_Percentage; }
|
||||
void SetPercentage(const float percentage)
|
||||
{
|
||||
m_Percentage = percentage;
|
||||
m_SliderButton->X = percentage * (Width - m_SliderButton->Width);
|
||||
}
|
||||
|
||||
void SetTextureHover(std::string resourceName)
|
||||
{
|
||||
m_SliderButton->SetTextureHover(resourceName);
|
||||
}
|
||||
void SetTextureReleased(std::string resourceName)
|
||||
{
|
||||
m_SliderButton->SetTextureReleased(resourceName);
|
||||
}
|
||||
void SetTexturePressed(std::string resourceName)
|
||||
{
|
||||
m_SliderButton->SetTexturePressed(resourceName);
|
||||
}
|
||||
|
||||
void AlignVertically()
|
||||
{
|
||||
m_SliderButton->Y = (Height / 2) - (m_SliderButton->Height / 2);
|
||||
}
|
||||
|
||||
~Slider()
|
||||
{
|
||||
if (m_SliderButton != nullptr) {
|
||||
delete m_SliderButton;
|
||||
m_SliderButton = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
Button* m_SliderButton = nullptr;
|
||||
bool m_IsGrabbed = false;
|
||||
float m_Percentage = 0.f;
|
||||
|
||||
EventRelay<Frame, Events::ButtonPress> m_EButtonPress;
|
||||
EventRelay<Frame, Events::ButtonRelease> m_EButtonRelease;
|
||||
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
|
||||
|
||||
virtual bool OnButtonPress(const Events::ButtonPress& event)
|
||||
{
|
||||
if (event.Button == m_SliderButton) {
|
||||
m_IsGrabbed = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool OnButtonRelease(const Events::ButtonRelease& event)
|
||||
{
|
||||
if (event.Button == m_SliderButton) {
|
||||
m_IsGrabbed = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
if (m_IsGrabbed) {
|
||||
// Set horizontal position
|
||||
m_SliderButton->X += event.DeltaX;
|
||||
if (m_SliderButton->Left() < Left()) {
|
||||
m_SliderButton->SetLeft(Left());
|
||||
} else if (m_SliderButton->Right() > Right()) {
|
||||
m_SliderButton->SetRight(Right());
|
||||
}
|
||||
|
||||
// Update percentage
|
||||
float newPercentage = m_SliderButton->X / (float)(Width - m_SliderButton->Width);
|
||||
Events::SliderUpdate e;
|
||||
e.FrameName = Name();
|
||||
e.Slider = this;
|
||||
e.Percentage = newPercentage;
|
||||
e.DeltaPercentage = newPercentage - m_Percentage;
|
||||
EventBroker->Publish(e);
|
||||
m_Percentage = newPercentage;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,106 @@
|
||||
#ifndef GUI_TextureFrame_h__
|
||||
#define GUI_TextureFrame_h__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/Texture.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class TextureFrame : public Frame
|
||||
{
|
||||
public:
|
||||
TextureFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name) { }
|
||||
|
||||
void EnableScissor() { m_ScissorEnabled = true; }
|
||||
void DisableScissor() { m_ScissorEnabled = false; }
|
||||
|
||||
void Draw(RenderQueueCollection& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr)
|
||||
return;
|
||||
|
||||
// Main texture
|
||||
{
|
||||
FrameJob job;
|
||||
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
|
||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
|
||||
job.TextureID = m_Texture->ResourceID;
|
||||
job.DiffuseTexture = *m_Texture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
|
||||
job.Name = Name();
|
||||
rq.GUI.Add(job);
|
||||
}
|
||||
|
||||
// Texture while fading
|
||||
if (m_FadeTexture && m_CurrentFade < 1) {
|
||||
FrameJob job;
|
||||
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
|
||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
|
||||
job.TextureID = m_FadeTexture->ResourceID;
|
||||
job.DiffuseTexture = *m_FadeTexture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
|
||||
job.Name = Name();
|
||||
rq.GUI.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
dd::Texture* Texture() const { return m_Texture; }
|
||||
|
||||
void SetTexture(std::string resourceName)
|
||||
{
|
||||
m_Texture = ResourceManager::Load<dd::Texture>(resourceName);
|
||||
if (m_Texture == nullptr) {
|
||||
m_Texture = ResourceManager::Load<dd::Texture>("Textures/Core/ErrorTexture.png");
|
||||
}
|
||||
SizeToTexture();
|
||||
}
|
||||
|
||||
void SizeToTexture()
|
||||
{
|
||||
if (m_Texture != nullptr) {
|
||||
this->Width = m_Texture->Width;
|
||||
this->Height = m_Texture->Height;
|
||||
}
|
||||
}
|
||||
|
||||
void FadeToTexture(std::string resourceName, double duration)
|
||||
{
|
||||
m_FadeTexture = m_Texture;
|
||||
SetTexture(resourceName);
|
||||
m_FadeDuration = duration;
|
||||
m_CurrentFade = 0.f;
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
if (m_CurrentFade < 1) {
|
||||
m_CurrentFade += dt / m_FadeDuration;
|
||||
if (m_CurrentFade > 1) {
|
||||
m_FadeTexture = nullptr;
|
||||
m_CurrentFade = 1;
|
||||
m_FadeDuration = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec4 Color() const { return m_Color; }
|
||||
void SetColor(glm::vec4 val) { m_Color = val; }
|
||||
|
||||
protected:
|
||||
bool m_ScissorEnabled = true;
|
||||
dd::Texture* m_Texture = nullptr;
|
||||
dd::Texture* m_FadeTexture = nullptr;
|
||||
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
|
||||
float m_FadeDuration = 0.f;
|
||||
float m_CurrentFade = 1.f;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // GUI_TextureFrame_h__
|
||||
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by Adam on 2015-09-25.
|
||||
//
|
||||
|
||||
#ifndef EVENTS_EGAMESTART_H__
|
||||
#define EVENTS_EGAMESTART_H__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct GameStart : public Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,37 @@
|
||||
#ifndef GUI_HUD_H__
|
||||
#define GUI_HUD_H__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/TextureFrame.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class HUD : public Frame
|
||||
{
|
||||
public:
|
||||
HUD(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
Width = parent->Width;
|
||||
Height = parent->Height;
|
||||
|
||||
m_LevelIndicator = new GUI::TextureFrame(this, "HUDLevelIndicator");
|
||||
m_LevelIndicator->SetTexture("Textures/GUI/HUD/LevelIndicatorBG.png");
|
||||
|
||||
m_ScoreIndicator = new GUI::TextureFrame(this, "HUDScoreIndicator");
|
||||
m_ScoreIndicator->SetTexture("Textures/GUI/HUD/ScoreIndicatorBG.png");
|
||||
m_ScoreIndicator->SetRight(Right());
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_LevelIndicator = nullptr;
|
||||
TextureFrame* m_ScoreIndicator = nullptr;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1,149 +0,0 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-09.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_LEVELSYSTEM_H
|
||||
#define DAYDREAM_LEVELSYSTEM_H
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
<<<<<<< HEAD
|
||||
#include "Physics/CRectangleShape.h"
|
||||
=======
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CBoxShape.h"
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <intrin.h>
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
// Me trying things out.
|
||||
class Level
|
||||
{
|
||||
public:
|
||||
int levelRows;
|
||||
int levelLines;
|
||||
int levelSpaceBetweenBricks;
|
||||
int levelSpaceToEdge;
|
||||
int bricks[];
|
||||
};
|
||||
|
||||
class LevelSystem : public System
|
||||
{
|
||||
public:
|
||||
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
void CreateLife(int);
|
||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||
void LoadLevel(char[20]);
|
||||
void CreateBrick(int, int, glm::vec2, float, int);
|
||||
void ProcessCollision();
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
void EndLevel();
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
bool Restarting() const { return m_Restarting; }
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
|
||||
int& Score() { return m_Score; }
|
||||
void SetScore(const int& score) { m_Score = score; }
|
||||
int& NumberOfBricks() { return m_NumberOfBricks; }
|
||||
void SetNumberOfBricks(const int& numberOfBricks) { m_NumberOfBricks = numberOfBricks; }
|
||||
int& Rows() { return m_Rows; }
|
||||
void SetRows(const int& rows) { m_Rows = rows; }
|
||||
int& Lines() { return m_Lines; }
|
||||
void SetLines(const int& lines) { m_Lines = lines; }
|
||||
float& SpaceToEdge() { return m_SpaceToEdge; }
|
||||
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
|
||||
|
||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
|
||||
private:
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
int m_NumberOfBricks;
|
||||
int m_Rows = 6;
|
||||
int m_Lines = 7;
|
||||
float m_SpaceToEdge = 0.25f;
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_LEVELSYSTEM_H
|
||||
@@ -0,0 +1,59 @@
|
||||
#ifndef GUI_MAINMENU_H__
|
||||
#define GUI_MAINMENU_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "Game/MainMenuMain.h"
|
||||
#include "Game/MainMenuOptions.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class MainMenu : public TextureFrame
|
||||
{
|
||||
public:
|
||||
MainMenu(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
SetTexture("Textures/GUI/Menu/Background.png");
|
||||
Width = 675;
|
||||
Height = 1080;
|
||||
|
||||
m_LeftBanner = new GUI::TextureFrame(this, "MainMenuLeftBanner");
|
||||
m_LeftBanner->SetTexture("Textures/GUI/Menu/Left.png");
|
||||
m_LeftBanner->Width = 231;
|
||||
m_LeftBanner->Height = 1080;
|
||||
|
||||
m_MainMenuMain = new GUI::MainMenuMain(this, "MainMenuMain");
|
||||
m_MainMenuMain->SetLeft(m_LeftBanner->Right());
|
||||
m_MainMenuMain->SetTop(60);
|
||||
|
||||
m_MainMenuOptions = new GUI::MainMenuOptions(this, "MainMenuOptions");
|
||||
m_MainMenuOptions->SetLeft(m_LeftBanner->Right());
|
||||
m_MainMenuOptions->SetTop(m_MainMenuMain->Bottom());
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &MainMenu::OnKeyUp);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_LeftBanner;
|
||||
MainMenuMain* m_MainMenuMain;
|
||||
MainMenuOptions* m_MainMenuOptions;
|
||||
|
||||
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp& event)
|
||||
{
|
||||
if (event.KeyCode == GLFW_KEY_ESCAPE) {
|
||||
Show();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
#ifndef GUI_MAINMENUMAIN_H__
|
||||
#define GUI_MAINMENUMAIN_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "Game/EGameStart.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class MainMenuMain : public TextureFrame
|
||||
{
|
||||
public:
|
||||
MainMenuMain(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
Width = 409;
|
||||
Height = 543;
|
||||
|
||||
m_Title = new GUI::TextureFrame(this, "MainMenuMainTitle");
|
||||
m_Title->SetTexture("Textures/GUI/Menu/MainTitle.png");
|
||||
|
||||
m_SquidoutButton = new GUI::Button(this, "MainMenuMainSquidoutButton");
|
||||
m_SquidoutButton->SetTop(m_Title->Bottom());
|
||||
m_SquidoutButton->SetTextureReleased("Textures/GUI/Menu/MainSquidout.png");
|
||||
m_SquidoutButton->SetTextureHover("Textures/GUI/Menu/MainSquidoutHover.png");
|
||||
m_SquidoutButton->SetTexturePressed("Textures/GUI/Menu/MainSquidoutClick.png");
|
||||
m_SquidoutButton->SizeToTexture();
|
||||
|
||||
m_TimeAttackButton = new GUI::Button(this, "MainMenuMainTimeAttackButton");
|
||||
m_TimeAttackButton->SetTop(m_SquidoutButton->Bottom());
|
||||
m_TimeAttackButton->SetTextureReleased("Textures/GUI/Menu/MainTimeAttack.png");
|
||||
m_TimeAttackButton->SetTextureHover("Textures/GUI/Menu/MainTimeAttackHover.png");
|
||||
m_TimeAttackButton->SetTexturePressed("Textures/GUI/Menu/MainTimeAttackClick.png");
|
||||
m_TimeAttackButton->SizeToTexture();
|
||||
|
||||
m_OptionsButton = new GUI::Button(this, "MainMenuMainOptionsButton");
|
||||
m_OptionsButton->SetTop(m_TimeAttackButton->Bottom());
|
||||
m_OptionsButton->SetTextureReleased("Textures/GUI/Menu/MainOptions.png");
|
||||
m_OptionsButton->SetTextureHover("Textures/GUI/Menu/MainOptionsHover.png");
|
||||
m_OptionsButton->SetTexturePressed("Textures/GUI/Menu/MainOptionsClick.png");
|
||||
m_OptionsButton->SizeToTexture();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EButtonRelease, &MainMenuMain::OnButtonRelease);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_Title;
|
||||
Button* m_SquidoutButton;
|
||||
Button* m_TimeAttackButton;
|
||||
Button* m_OptionsButton;
|
||||
|
||||
EventRelay<Frame, Events::ButtonRelease> m_EButtonRelease;
|
||||
virtual bool OnButtonRelease(const Events::ButtonRelease& event)
|
||||
{
|
||||
if (event.Button == m_SquidoutButton) {
|
||||
Events::GameStart e;
|
||||
EventBroker->Publish(e);
|
||||
m_Parent->Hide();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,82 @@
|
||||
#ifndef GUI_MAINMENUOPTIONS_H__
|
||||
#define GUI_MAINMENUOPTIONS_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "GUI/Slider.h"
|
||||
#include "GUI/ESliderUpdate.h"
|
||||
#include "Sound/EMasterVolume.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class MainMenuOptions : public TextureFrame
|
||||
{
|
||||
public:
|
||||
MainMenuOptions(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
Width = 409;
|
||||
Height = 1080;
|
||||
|
||||
m_Title = new GUI::TextureFrame(this, "MainMenuOptionsTitle");
|
||||
m_Title->SetTexture("Textures/GUI/Menu/OptionsTitle.png");
|
||||
|
||||
m_TitleSFX = new GUI::TextureFrame(this, "MainMenuOptionsSFXTitle");
|
||||
m_TitleSFX->SetTop(m_Title->Bottom() + 20);
|
||||
m_TitleSFX->SetTexture("Textures/GUI/Menu/OptionsSFXTitle.png");
|
||||
m_SFXSlider = new GUI::Slider(this, "MainMenuOptionsSFXSlider");
|
||||
m_SFXSlider->X = 66;
|
||||
m_SFXSlider->SetTop(m_TitleSFX->Bottom() + 10);
|
||||
m_SFXSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
|
||||
m_SFXSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
|
||||
m_SFXSlider->AlignVertically();
|
||||
m_SFXSlider->SetPercentage(1.f);
|
||||
|
||||
m_TitleBGM = new GUI::TextureFrame(this, "MainMenuOptionsBGMTitle");
|
||||
m_TitleBGM->SetTop(m_SFXSlider->Bottom() + 20);
|
||||
m_TitleBGM->SetTexture("Textures/GUI/Menu/OptionsBGMTitle.png");
|
||||
m_BGMSlider = new GUI::Slider(this, "MainMenuOptionsBGMSlider");
|
||||
m_BGMSlider->X = 66;
|
||||
m_BGMSlider->SetTop(m_TitleBGM->Bottom() + 10);
|
||||
m_BGMSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
|
||||
m_BGMSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
|
||||
m_BGMSlider->AlignVertically();
|
||||
m_BGMSlider->SetPercentage(1.f);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESliderUpdate, &MainMenuOptions::OnSliderUpdate);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_Title = nullptr;
|
||||
TextureFrame* m_TitleSFX = nullptr;
|
||||
Slider* m_SFXSlider = nullptr;
|
||||
Slider* m_BGMSlider = nullptr;
|
||||
TextureFrame* m_TitleBGM = nullptr;
|
||||
|
||||
EventRelay<Frame, Events::SliderUpdate> m_ESliderUpdate;
|
||||
bool OnSliderUpdate(const Events::SliderUpdate& event)
|
||||
{
|
||||
if (event.Slider == m_SFXSlider) {
|
||||
Events::MasterVolume e;
|
||||
e.isAmbient = false;
|
||||
e.gain = event.Percentage;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (event.Slider == m_BGMSlider) {
|
||||
Events::MasterVolume e;
|
||||
e.isAmbient = true;
|
||||
e.gain = event.Percentage;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -79,6 +79,12 @@ file(GLOB SOURCE_FILES_Sound
|
||||
)
|
||||
source_group(Sound FILES ${SOURCE_FILES_Sound})
|
||||
|
||||
file(GLOB SOURCE_FILES_GUI
|
||||
"${INCLUDE_PATH}/GUI/*.h"
|
||||
"GUI/*.cpp"
|
||||
)
|
||||
source_group(GUI FILES ${SOURCE_FILES_GUI})
|
||||
|
||||
set(SOURCE_FILES
|
||||
${SOURCE_FILES_Core}
|
||||
${SOURCE_FILES_Core_Util}
|
||||
@@ -87,11 +93,14 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES_Transform}
|
||||
${SOURCE_FILES_Physics}
|
||||
${SOURCE_FILES_Game}
|
||||
${SOURCE_FILES_Sound} ../../include/Game/EGameOver.h ../../include/Game/Bricks/CPowerUpBrick.h ../../include/Game/CPowerUp.h ../../include/Game/ECreatePowerUp.h ../../include/Game/EPowerUpTaken.h)
|
||||
${SOURCE_FILES_Sound}
|
||||
${SOURCE_FILES_GUI}
|
||||
)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
set(STATIC_LIBRARY_FLAGS "${STATIC_LIBRARY_FLAGS}")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -w")
|
||||
set(STATIC_LIBRARY_FLAGS "${STATIC_LIBRARY_FLAGS}")
|
||||
endif()
|
||||
|
||||
add_library(game ${SOURCE_FILES})
|
||||
|
||||
@@ -1,38 +0,0 @@
|
||||
project(game)
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
find_package(GLEW REQUIRED)
|
||||
find_package(GLFW REQUIRED)
|
||||
find_package(Boost REQUIRED)
|
||||
find_package(assimp REQUIRED)
|
||||
find_package(ZLIB REQUIRED)
|
||||
find_package(PNG REQUIRED)
|
||||
|
||||
include_directories(
|
||||
${CMAKE_SOURCE_DIR}/include/dd
|
||||
${OPENGL_INCLUDE_DIR}
|
||||
${GLEW_INCLUDE_DIRS}
|
||||
${GLFW_INCLUDE_DIRS}
|
||||
${Boost_INCLUDE_DIRS}
|
||||
${assimp_INCLUDE_DIRS}
|
||||
${PNG_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
set(SOURCE_FILES
|
||||
main.cpp
|
||||
)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
endif()
|
||||
|
||||
add_executable(game ${SOURCE_FILES})
|
||||
target_link_libraries(game
|
||||
daydream
|
||||
${OPENGL_LIBRARIES}
|
||||
${GLEW_LIBRARIES}
|
||||
${GLFW_LIBRARIES}
|
||||
${Boost_LIBRARIES}
|
||||
${assimp_LIBRARIES}
|
||||
${PNG_LIBRARIES}
|
||||
)
|
||||
@@ -79,7 +79,7 @@ int dd::EventBroker::Process(std::string contextTypeName)
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
void dd::EventBroker::Clear()
|
||||
void dd::EventBroker::Swap()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
|
||||
@@ -288,6 +288,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
|
||||
DrawDeferred(rq.Deferred, rq.Lights);
|
||||
DrawForward(rq.Forward, rq.Lights);
|
||||
DrawGUI(rq.GUI);
|
||||
|
||||
// Finally: Draw the deferred+forward combined texture to the screen
|
||||
glDisable(GL_CULL_FACE);
|
||||
@@ -672,3 +673,57 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = t_m_BWater;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
m_spScreen->Bind();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &job : rq) {
|
||||
auto frameJob = std::dynamic_pointer_cast<FrameJob>(job);
|
||||
if (frameJob) {
|
||||
FrameJob jobCopy = *(frameJob.get());
|
||||
glm::mat4 viewMatrix = glm::mat4(1); //frameJob->ViewMatrix;
|
||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||
//glActiveTexture(GL_TEXTURE1);
|
||||
//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
|
||||
//glActiveTexture(GL_TEXTURE2);
|
||||
//glBindTexture(GL_TEXTURE_2D, frameJob->SpecularTexture);
|
||||
|
||||
Rectangle& vp = frameJob->Viewport;
|
||||
glViewport(vp.X, m_Resolution.Height - vp.Y - vp.Height, vp.Width, vp.Height);
|
||||
Rectangle& sc = frameJob->Scissor;
|
||||
if (sc == Rectangle()) {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
} else {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glScissor(sc.X, m_Resolution.Height - sc.Y - sc.Height, sc.Width, sc.Height);
|
||||
}
|
||||
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glViewport(0, 0, m_Resolution.Width, m_Resolution.Height);
|
||||
}
|
||||
|
||||
@@ -31,6 +31,9 @@ dd::Texture::Texture(std::string path)
|
||||
}
|
||||
}
|
||||
|
||||
this->Width = image->Width;
|
||||
this->Height = image->Height;
|
||||
|
||||
GLint format;
|
||||
switch (image->Format) {
|
||||
case Image::ImageFormat::RGB:
|
||||
|
||||
@@ -36,26 +36,7 @@ void dd::Systems::SoundSystem::Initialize()
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
|
||||
|
||||
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::MasterVolume e;
|
||||
e.isAmbient = true;
|
||||
e.gain = 1.f;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::SoundSystem::Update(double dt)
|
||||
@@ -182,12 +163,6 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
dd::Events::StopSound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
//Send play-sound event
|
||||
dd::Events::PlaySound e;
|
||||
e.path = collisionSound->filePath;
|
||||
|
||||