Restored to try anew.
This commit is contained in:
@@ -42,9 +42,6 @@
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#include "Game/CBrick.h"
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#include "Game/CPad.h"
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#include "GUI/Frame.h"
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#include "GUI/GameFrame.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CBoxShape.h"
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@@ -88,10 +88,6 @@ struct SpriteJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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//Niklas is trying to get Frames to work.
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GLuint Texture;
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//Niklas is trying to get Frames to work./end
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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@@ -51,32 +51,6 @@ public:
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}
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}
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//Niklas is trying to implement Frames.
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std::shared_ptr<dd::Camera> GetCamera() const { return m_FrameCamera; }
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void SetCamera(const std::shared_ptr<dd::Camera> camera)
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{
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m_FrameCamera = camera;
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}
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void DrawFrame(RenderQueuePair &rq);
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void DrawWorld(RenderQueuePair &rq);
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void SetViewport(const Rectangle &viewport)
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{
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m_Viewport = viewport;
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}
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void SetScissor(const Rectangle &scissor)
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{
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m_Scissor = scissor;
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}
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int Width() const { return m_Width; }
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int Height() const { return m_Height; }
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//Niklas is trying to implement Frames.
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void Initialize();
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void Draw(RenderQueueCollection& rq);
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@@ -90,14 +64,6 @@ private:
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const dd::Camera* m_Camera = nullptr;
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//Niklas is trying to implement Frames.
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std::shared_ptr<dd::Camera> m_FrameCamera;
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Rectangle m_Viewport;
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Rectangle m_Scissor;
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ShaderProgram m_ForwardRendering;
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int m_Width = 1980, m_Height = 1080;
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//Niklas is trying to implement Frames./end
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int m_GLVersion[2];
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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@@ -108,11 +108,6 @@ public:
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@param resourceName Fully qualified name of the resource to fetch.
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*/
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//Niklas is trying to get frames to work.
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template <typename T>
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T* Load(std::string resourceType, std::string resourceName);
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//Niklas is trying to get frames to work./end
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template <typename T>
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static T* Fetch(std::string resourceName);
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@@ -168,25 +163,6 @@ T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr
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return CreateResource<T>(resourceName, parent);
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}
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//Niklas is trying to get frames to work.
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template <typename T>
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T* ResourceManager::Load(std::string resourceType, std::string resourceName)
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{
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auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
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if (it != m_ResourceCache.end())
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return static_cast<T *>(it->second);
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if (m_Preloading) {
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LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
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}
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else {
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LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
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}
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return static_cast<T *>(CreateResource(resourceType, resourceName));
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}
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//Niklas is trying to get frames to work./end
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template <typename T>
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T* ResourceManager::Fetch(std::string resourceName)
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{
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@@ -1,261 +0,0 @@
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//
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// Created by Administrator on 2015-09-16.
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//
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#ifndef DAYDREAM_FRAME_H
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#define DAYDREAM_FRAME_H
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namespace dd
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{
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#include <memory>
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#include <map>
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#include "Core/Util/Rectangle.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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#include "Input/EInputCommand.h"
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#include "Core/ResourceManager.h"
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#include "Core/Renderer.h"
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#include "Core/RenderQueue.h"
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#include "Core/Texture.h"
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class Frame : public Rectangle
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{
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public:
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enum class Anchor
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{
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Left,
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Right,
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Top,
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Bottom
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};
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static const int BaseWidth = 1280;
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static const int BaseHeight = 720;
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// Set up a base frame with an event broker
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Frame(std::shared_ptr<dd::EventBroker> eventBroker, std::shared_ptr<dd::ResourceManager> resourceManager)
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: EventBroker(eventBroker)
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, ResourceManager(resourceManager)
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, Rectangle()
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, m_Parent(nullptr)
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, m_Name("UIParent")
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, m_Layer(0)
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, m_Hidden(false)
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{ Initialize(); }
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// Create a frame as a child
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Frame(Frame* parent, std::string name)
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: m_Name(name)
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, m_Layer(0)
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, m_Hidden(false)
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{ SetParent(parent); Initialize(); }
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~Frame()
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{
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/*for (auto layer : m_Children)
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{
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for (auto child : layer.second)
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{
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delete child.second;
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}
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}
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if (m_Parent)
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{
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m_Parent->RemoveChild(this);
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}*/
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}
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dd::RenderQueuePair RenderQueue;
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Frame* Parent() const { return m_Parent; }
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void SetParent(Frame* parent)
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{
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if (parent == nullptr)
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{
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LOG_ERROR("Failed to create frame \"%s\": Invalid parent", m_Name.c_str());
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return;
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}
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Width = parent->Width;
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Height = parent->Height;
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m_Layer = parent->Layer() + 1;
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parent->AddChild(this);
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m_Parent = parent;
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EventBroker = parent->EventBroker;
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ResourceManager = parent->ResourceManager;
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}
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void AddChild(Frame* child)
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{
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m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
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if (m_Parent)
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{
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m_Parent->AddChild(child);
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}
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}
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void RemoveChild(Frame* child)
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{
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auto it = m_Children.find(child->m_Layer);
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if (it != m_Children.end())
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{
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m_Children.erase(it);
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}
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if (m_Parent)
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{
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m_Parent->RemoveChild(child);
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}
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}
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std::string Name() const { return m_Name; }
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void SetName(std::string val) { m_Name = val; }
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int Layer() const { return m_Layer; }
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bool Hidden() const
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{
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if (m_Parent)
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return m_Parent->Hidden() || m_Hidden;
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else
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return m_Hidden;
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}
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bool Visible() const
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{
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return !Hidden();
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}
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virtual void Hide() { m_Hidden = true; }
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virtual void Show() { m_Hidden = false; }
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int Left() const override
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{
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if (m_Parent)
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return m_Parent->Left() + X;
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else
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return X;
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}
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int Right() const override
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{
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if (m_Parent)
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return std::min(m_Parent->Right(), Left() + Width);
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else
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return Left() + Width;
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}
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int Top() const override
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{
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if (m_Parent)
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return m_Parent->Top() + Y;
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else
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return Y;
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}
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int Bottom() const override
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{
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if (m_Parent)
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return std::min(m_Parent->Bottom(), Top() + Height);
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else
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return Top() + Height;
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}
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glm::vec2 Scale()
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{
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if (m_Parent)
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return m_Parent->Scale();
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else
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return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
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}
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Rectangle AbsoluteRectangle()
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{
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int left = Left();
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if (m_Parent)
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left = std::max(left, m_Parent->Left());
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int top = Top();
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if (m_Parent)
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top = std::max(top, m_Parent->Top());
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int width = Right() - left;
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int height = Bottom() - top;
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return Rectangle(left, top, width, height);
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}
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void UpdateLayered(double dt)
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{
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// Update ourselves
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this->Update(dt);
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// Update children
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for (auto &pairLayer : m_Children)
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{
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auto children = pairLayer.second;
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for (auto &pairChild : children)
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{
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auto child = pairChild.second;
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child->Update(dt);
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}
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}
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}
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virtual void Update(double dt) { }
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void DrawLayered(std::shared_ptr<Renderer> renderer)
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{
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if (this->Hidden())
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return;
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// Draw ourselves
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renderer->SetScissor(AbsoluteRectangle());
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this->Draw(renderer);
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// Draw children
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for (auto &pairLayer : m_Children)
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{
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auto children = pairLayer.second;
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for (auto &pairChild : children)
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{
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auto child = pairChild.second;
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if (child->Hidden())
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continue;
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Rectangle rect = child->AbsoluteRectangle();
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renderer->SetScissor(rect);
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child->Draw(renderer);
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}
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}
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}
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virtual void Draw(std::shared_ptr<Renderer> renderer) { }
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protected:
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std::shared_ptr<EventBroker> EventBroker;
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std::shared_ptr<ResourceManager> ResourceManager;
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std::string m_Name;
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int m_Layer;
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bool m_Hidden;
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Frame* m_Parent;
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typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
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std::map<int, Children_t> m_Children; // layer -> Children_t
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virtual bool OnKeyDown(const dd::Events::KeyDown &event) { return false; }
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virtual bool OnKeyUp(const dd::Events::KeyUp &event) { return false; }
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//virtual bool OnMouseDown(const Events::KeyDown &event) { }
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//virtual bool OnMouseUp(const Events::KeyDown &event) { }
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virtual bool OnCommand(const dd::Events::InputCommand &event) { return false; }
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private:
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EventRelay<Frame, dd::Events::KeyDown> m_EKeyDown;
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EventRelay<Frame, dd::Events::KeyUp> m_EKeyUp;
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EventRelay<Frame, dd::Events::InputCommand> m_EInputCommand;
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void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
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}
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};
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}
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#endif //DAYDREAM_FRAME_H
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@@ -1,97 +0,0 @@
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//
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// Created by Administrator on 2015-09-16.
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//
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#ifndef DAYDREAM_GAMEFRAME_H
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#define DAYDREAM_GAMEFRAME_H
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#include "GUI/Frame.h"
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#include "GUI/MainMenuFrame.h"
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//#include "GUI/WorldFrame.h"
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#include "GUI/Viewport.h"
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#include "GUI/TextureFrame.h"
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//#include "GUI/PlayerHUD.h"
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//#include "GameWorld.h"
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#include "Game/EGameStart.h"
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#include "Game/EGameOver.h"
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//#include "Events/Dead.h"
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namespace dd
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{
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class GameFrame : public Frame
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{
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public:
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GameFrame(Frame* parent, std::string name)
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: Frame(parent, name)
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, m_GameOver(false)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &dd::GameFrame::OnGameStart);
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EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &dd::GameFrame::OnGameOver);
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//m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
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/*m_WorldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
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{
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vp1 = new Viewport(m_WorldFrame, "Viewport1", m_World);
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vp1->X = 0;
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vp1->Width = this->Width / 2.f;
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new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
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vp2 = new Viewport(m_WorldFrame, "Viewport2", m_World);
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vp2->X = vp1->Right();
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vp2->Width = this->Width / 2.f;
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new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
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m_FreeCamViewport = new Viewport(m_WorldFrame, "ViewportFreeCam", m_World);
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m_FreeCamViewport->Hide();
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}*/
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//m_WorldFrame->Hide();
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//m_World->Initialize();
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m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
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}
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private:
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EventRelay<Frame, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event)
|
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{
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//m_WorldFrame->Show();
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return true;
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}
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EventRelay<Frame, Events::GameOver> m_EGameOver;
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bool OnGameOver(const Events::GameOver &event)
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{
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m_GameOver = true;
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return true;
|
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}
|
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|
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//std::shared_ptr<GameWorld> m_World;
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|
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MainMenuFrame* m_MainMenuFrame;
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//WorldFrame* m_WorldFrame;
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//Viewport* vp1;
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//Viewport* vp2;
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//Viewport* m_FreeCamViewport;
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|
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bool m_GameOver;
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|
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bool OnKeyUp(const dd::Events::KeyUp &event) override
|
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{
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if (event.KeyCode == GLFW_KEY_1)
|
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{
|
||||
/*if (m_FreeCamViewport->Hidden())
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m_FreeCamViewport->Show();
|
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else
|
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m_FreeCamViewport->Hide();*/
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_GAMEFRAME_H
|
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@@ -1,113 +0,0 @@
|
||||
//
|
||||
// Created by Administrator on 2015-09-16.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_MAINMENUFRAME_H
|
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#define DAYDREAM_MAINMENUFRAME_H
|
||||
|
||||
#include "GUI/Frame.h"
|
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#include "GUI/TextureFrame.h"
|
||||
//#include "GUI/HealthOverlay.h"
|
||||
|
||||
#include "Game/EGameStart.h"
|
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//#include "Events/PlayBGM.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
class MainMenuFrame : public Frame
|
||||
{
|
||||
public:
|
||||
MainMenuFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_CurrentSelection = 0;
|
||||
|
||||
//Hide();
|
||||
m_Background = new TextureFrame(this, "Background");
|
||||
m_Background->SetTexture("Textures/GUI/MainMenu/BackGround.png");
|
||||
|
||||
m_Buttons = new TextureFrame(this, "Message");
|
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m_Buttons->SetTexture("Textures/GUI/MainMenu/Buttons.png");
|
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m_CurrentCoordinate = -m_SelectionCoordinates[0] * Scale();
|
||||
m_TargetCoordinate = m_CurrentCoordinate;
|
||||
m_Buttons->X = m_CurrentCoordinate.x;
|
||||
m_Buttons->Y = m_CurrentCoordinate.y;
|
||||
|
||||
/*Events::PlayBGM e;
|
||||
e.Resource = "Sounds/BGM/DiesIrae.mp3";
|
||||
EventBroker->Publish(e);*/
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
if (Hidden())
|
||||
return;
|
||||
|
||||
glm::vec2 posDiff = m_TargetCoordinate - m_CurrentCoordinate;
|
||||
m_CurrentCoordinate += posDiff * 4.f * (float)dt;
|
||||
|
||||
m_Buttons->X = m_CurrentCoordinate.x;
|
||||
m_Buttons->Y = m_CurrentCoordinate.y;
|
||||
}
|
||||
|
||||
protected:
|
||||
bool m_Victory;
|
||||
TextureFrame* m_Background;
|
||||
TextureFrame* m_Buttons;
|
||||
|
||||
int m_CurrentSelection;
|
||||
static glm::vec2 m_SelectionCoordinates[2];
|
||||
glm::vec2 m_CurrentCoordinate;
|
||||
glm::vec2 m_TargetCoordinate;
|
||||
|
||||
bool OnCommand(const Events::InputCommand &event) override
|
||||
{
|
||||
if (Hidden())
|
||||
return false;
|
||||
|
||||
const float deadzone = 0.5f;
|
||||
|
||||
if (event.Command == "interface_horizontal")
|
||||
{
|
||||
if (event.Value > deadzone)
|
||||
m_CurrentSelection++;
|
||||
else if (event.Value < -deadzone)
|
||||
m_CurrentSelection--;
|
||||
}
|
||||
m_CurrentSelection = (m_CurrentSelection < 0) ? 0 : ((m_CurrentSelection > 1) ? 1 : m_CurrentSelection);
|
||||
m_TargetCoordinate = -m_SelectionCoordinates[m_CurrentSelection] * Scale();
|
||||
|
||||
if (event.Command == "interface_confirm" && event.Value > 0)
|
||||
{
|
||||
// Play
|
||||
if (m_CurrentSelection == 0)
|
||||
{
|
||||
Hide();
|
||||
Events::GameStart e1;
|
||||
EventBroker->Publish(e1);
|
||||
/*Events::PlayBGM e2;
|
||||
e2.Resource = "Sounds/BGM/FlightOfTheBumblebee.mp3";
|
||||
EventBroker->Publish(e2);*/
|
||||
}
|
||||
// Quit
|
||||
else if (m_CurrentSelection == 1)
|
||||
{
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
glm::vec2 MainMenuFrame::m_SelectionCoordinates[2] = {
|
||||
glm::vec2(0, 0),
|
||||
glm::vec2(193, 0),
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_MAINMENUFRAME_H
|
||||
@@ -1,88 +0,0 @@
|
||||
//
|
||||
// Created by Administrator on 2015-09-16.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_TEXTUREFRAME_H
|
||||
#define DAYDREAM_TEXTUREFRAME_H
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/Texture.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
class TextureFrame : public Frame {
|
||||
public:
|
||||
TextureFrame(Frame *parent, std::string name)
|
||||
: Frame(parent, name), m_Texture(nullptr), m_FadeTexture(nullptr),
|
||||
m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f)), m_FadeDuration(0.f), m_CurrentFade(1.f) { }
|
||||
|
||||
void Draw(std::shared_ptr<Renderer> renderer) override {
|
||||
if (m_Texture == nullptr)
|
||||
return;
|
||||
|
||||
RenderQueue.Clear();
|
||||
|
||||
// Main texture
|
||||
{
|
||||
SpriteJob job;
|
||||
job.TextureID = m_Texture->ResourceID;
|
||||
job.Texture = *m_Texture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
|
||||
RenderQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
// Texture while fading
|
||||
if (m_FadeTexture && m_CurrentFade < 1) {
|
||||
SpriteJob job;
|
||||
job.TextureID = m_FadeTexture->ResourceID;
|
||||
job.Texture = *m_FadeTexture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
|
||||
RenderQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
renderer->SetCamera(nullptr);
|
||||
renderer->SetViewport(Rectangle(Left(), Top(), Width, Height));
|
||||
renderer->DrawFrame(RenderQueue);
|
||||
}
|
||||
|
||||
Texture *Texture() const { return m_Texture; }
|
||||
|
||||
void SetTexture(std::string resourceName) {
|
||||
m_Texture = ResourceManager->Load<dd::Texture>("Texture", resourceName);
|
||||
}
|
||||
|
||||
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:
|
||||
dd::Texture *m_Texture;
|
||||
dd::Texture *m_FadeTexture;
|
||||
glm::vec4 m_Color;
|
||||
float m_FadeDuration;
|
||||
float m_CurrentFade;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_TEXTUREFRAME_H
|
||||
@@ -1,81 +0,0 @@
|
||||
//
|
||||
// Created by Administrator on 2015-09-16.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_VIEWPORT_H
|
||||
#define DAYDREAM_VIEWPORT_H
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/World.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Rendering/CCamera.h"
|
||||
#include "Core/RenderQueue.h"
|
||||
#include "Core/Camera.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
class Viewport : public Frame
|
||||
{
|
||||
public:
|
||||
Viewport(Frame *parent, std::string name, std::shared_ptr<dd::World> world)
|
||||
: Frame(parent, name), m_World(world) { }
|
||||
|
||||
EntityID CameraEntity() const { return m_CameraEntity; }
|
||||
|
||||
void SetCameraEntity(EntityID cameraEntity) {
|
||||
m_CameraEntity = cameraEntity;
|
||||
auto transformComponent = m_World->GetComponent<dd::Components::Transform>(cameraEntity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
auto cameraComponent = m_World->GetComponent<dd::Components::Camera>(cameraEntity);
|
||||
if (!cameraComponent)
|
||||
return;
|
||||
|
||||
m_FrameCamera = std::make_shared<dd::Camera>(cameraComponent->FOV, cameraComponent->NearClip, cameraComponent->FarClip);
|
||||
}
|
||||
|
||||
|
||||
void Update(double dt) override {
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<dd::Systems::TransformSystem>();
|
||||
|
||||
auto transformComponent = m_World->GetComponent<dd::Components::Transform>(m_CameraEntity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<dd::Components::Camera>(m_CameraEntity);
|
||||
if (!cameraComponent)
|
||||
return;
|
||||
|
||||
dd::Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(m_CameraEntity);
|
||||
|
||||
m_FrameCamera->SetFOV(cameraComponent->FOV);
|
||||
m_FrameCamera->SetNearClip(cameraComponent->NearClip);
|
||||
m_FrameCamera->SetFarClip(cameraComponent->FarClip);
|
||||
m_FrameCamera->SetPosition(absoluteTransform.Position);
|
||||
m_FrameCamera->SetOrientation(absoluteTransform.Orientation);
|
||||
}
|
||||
|
||||
void Draw(std::shared_ptr<dd::Renderer> renderer) override {
|
||||
if (!m_FrameCamera)
|
||||
return;
|
||||
|
||||
renderer->SetCamera(m_FrameCamera);
|
||||
renderer->SetViewport(AbsoluteRectangle());
|
||||
renderer->DrawWorld(m_Parent->RenderQueue);
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<dd::World> m_World;
|
||||
std::shared_ptr<dd::Systems::TransformSystem> m_TransformSystem;
|
||||
std::shared_ptr<dd::Camera> m_FrameCamera;
|
||||
EntityID m_CameraEntity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_VIEWPORT_H
|
||||
@@ -464,103 +464,3 @@ void dd::Renderer::DebugKeys()
|
||||
}
|
||||
}
|
||||
|
||||
//Niklas is trying to get frames to work.
|
||||
void dd::Renderer::DrawFrame(RenderQueuePair &rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
|
||||
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
|
||||
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
|
||||
//glm::mat4 MVP;
|
||||
|
||||
m_ForwardRendering.Bind();
|
||||
|
||||
//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
|
||||
//{
|
||||
// Model* model;
|
||||
// glm::mat4 modelMatrix;
|
||||
// bool visible;
|
||||
// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
// if (!visible)
|
||||
// continue;
|
||||
|
||||
// MVP = cameraMatrix * modelMatrix;
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
|
||||
|
||||
// glBindVertexArray(model->VAO);
|
||||
// for (auto texGroup : model->TextureGroups)
|
||||
// {
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
// }
|
||||
//}
|
||||
|
||||
for (auto &job : rq.Forward)
|
||||
{
|
||||
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
//if (modelJob)
|
||||
//{
|
||||
// glm::mat4 modelMatrix = modelJob->ModelMatrix;
|
||||
|
||||
// MVP = cameraMatrix * modelMatrix;
|
||||
// depthMVP = depthCameraMatrix * modelMatrix;
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
|
||||
// //glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
|
||||
|
||||
// glBindVertexArray(modelJob->VAO);
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
|
||||
// if (modelJob->NormalTexture != 0)
|
||||
// {
|
||||
// glActiveTexture(GL_TEXTURE2);
|
||||
// glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
|
||||
// }
|
||||
// if (modelJob->SpecularTexture)
|
||||
// {
|
||||
// glActiveTexture(GL_TEXTURE3);
|
||||
// glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
|
||||
// }
|
||||
// glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
|
||||
|
||||
// continue;
|
||||
//}
|
||||
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (spriteJob)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
//Niklas is trying to get frames to work./end
|
||||
|
||||
|
||||
@@ -83,25 +83,3 @@ void dd::ResourceManager::Update()
|
||||
{
|
||||
m_FileWatcher.Check();
|
||||
}
|
||||
|
||||
//Niklas is trying to get frames to work.
|
||||
dd::Resource* dd::ResourceManager::CreateResource(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
auto facIt = m_FactoryFunctions.find(resourceType);
|
||||
if (facIt == m_FactoryFunctions.end())
|
||||
{
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": Type not registered", resourceName.c_str(), resourceType.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Call the factory function
|
||||
Resource* resource = facIt->second(resourceName);
|
||||
// Store IDs
|
||||
resource->TypeID = GetTypeID(resourceType);
|
||||
resource->ResourceID = GetNewResourceID(resource->TypeID);
|
||||
// Cache
|
||||
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
|
||||
|
||||
return resource;
|
||||
}
|
||||
//Niklas is trying to get frames to work./end
|
||||
|
||||
Reference in New Issue
Block a user