135 lines
2.5 KiB
C++
135 lines
2.5 KiB
C++
/*
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* FarmlandsGame.cpp
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*
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* Created on: Nov 7, 2016
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* Author: tibi
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*/
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#include <model/GameObject.h>
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#include <controller/FarmlandsGame.h>
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#include <graphics/backend/SdlRenderer.h>
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#include <resources/Resources.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_ttf.h>
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#include <unistd.h>
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#include <iostream>
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using namespace farmlands::graphics;
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using namespace farmlands::graphics::backend;
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using namespace farmlands::resources;
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namespace farmlands {
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namespace controller {
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FarmlandsGame::FarmlandsGame() :
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m_running(true),
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m_time(0)
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{
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}
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bool FarmlandsGame::initialize()
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{
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bool ok = true;
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// Initialize render system
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ok &= SdlRenderer::instance().initialize(&GameState::current().renderContext);
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if (!ok)
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return false;
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// Initialize & load resources
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ResourceManager::instance().initialize();
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ResourceManager::instance().loadGame();
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GameState::current().renderContext.viewport.pixelsPerUnitX = GameState::current().scene->cellWidth;
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GameState::current().renderContext.viewport.pixelsPerUnitY = GameState::current().scene->cellHeight;
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// Finish initialization
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GameState::current().scene->root.onInitialize();
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GameState::current().gameInitialized = true;
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return true;
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}
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void FarmlandsGame::onUpdateLogic()
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{
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GameState::current().scene->root.onUpdateLogic();
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}
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void FarmlandsGame::onPreRender()
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{
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GameState::current().scene->root.onPreRender();
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SdlRenderer::instance().renderBegin();
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}
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void FarmlandsGame::onRender()
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{
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GameState::current().scene->root.onRender();
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}
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void FarmlandsGame::onEvent(SDL_Event& event)
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{
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// Let controllers handle event
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if (GameState::current().scene->root.onEvent(event))
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return;
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// Nobody? Handle global events
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switch(event.type)
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{
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case SDL_QUIT:
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stop();
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.scancode == SDL_Scancode::SDL_SCANCODE_ESCAPE)
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stop();
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break;
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case SDL_WINDOWEVENT_RESIZED:
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break;
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}
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}
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void FarmlandsGame::onPostRender()
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{
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SdlRenderer::instance().renderEnd();
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GameState::current().scene->root.onPostRender();
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}
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void FarmlandsGame::stop()
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{
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m_running = false;
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GameState::current().scene->root.onDestroy();
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}
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int FarmlandsGame::run()
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{
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// Initialize game
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if (!initialize())
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return 1;
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// Main loop
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while(m_running)
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{
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// Update elapsed time
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Uint32 now = SDL_GetTicks();
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GameState::current().elapsedTime = (now - m_time) * 0.001f;
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m_time = now;
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SDL_Event event;
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while (SDL_PollEvent(&event))
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onEvent(event);
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onUpdateLogic();
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onPreRender();
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onRender();
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onPostRender();
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}
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// Cleanup
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return 0;
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}
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}
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}
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