added simple scene manager and classes Scene and SceneNode
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parent
1adae53287
commit
7fd5fbde46
@ -7,7 +7,7 @@ else(WIN32)
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set(SYSTEM_LIB_PATH "linux")
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endif(WIN32)
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set(LIB_SRC_LIST engine.cpp)
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set(LIB_SRC_LIST engine.cpp scenemanager.cpp scene.cpp)
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set(LIBRARY_NAME ${PROJECT_NAME})
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set(EXECUTABLE_NAME "test${PROJECT_NAME}")
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24
engine.cpp
24
engine.cpp
@ -1,41 +1,41 @@
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#include "engine.h"
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#include "scenemanager.h"
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//#include "bullet/btBulletCollisionCommon.h"
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//#include "bullet/btBulletDynamicsCommon.h"
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Engine::Engine(Input* _input): input(_input)
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Engine::Engine(Input* input): m_input(input)
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{
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m_clock.restart();
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}
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void Engine::update()
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{
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//update time variable
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lastTimeStamp = timeStamp;
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timeStamp = (unsigned int) clock.getElapsedTime().asMilliseconds();
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m_lastTimeStamp = m_timeStamp;
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m_timeStamp = (unsigned int) m_clock.getElapsedTime().asMilliseconds();
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//update Events
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input->updateEvents();
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render();
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updatePhysics();
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m_input->updateEvents();
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}
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void Engine::render()
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{
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//call to SparrowRenderer
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// work for SparrowRenderer
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}
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void Engine::updatePhysics()
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{
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//update world
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// work for Bullet
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}
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unsigned int Engine::getTime()
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{
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return timeStamp;
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return m_timeStamp;
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}
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unsigned int Engine::getDeltaTime()
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{
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return timeStamp - lastTimeStamp;
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return m_timeStamp - m_lastTimeStamp;
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}
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10
engine.h
10
engine.h
@ -5,7 +5,7 @@
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class Engine{
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public:
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Engine(Input* _input);
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Engine(Input* input);
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//main function
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void update();
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void render();
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@ -16,10 +16,10 @@ public:
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unsigned int getDeltaTime();
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private:
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Input* input;
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sf::Clock clock;
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unsigned int timeStamp = 0;
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unsigned int lastTimeStamp = 0;
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Input* m_input;
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sf::Clock m_clock;
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unsigned int m_timeStamp = 0;
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unsigned int m_lastTimeStamp = 0;
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};
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#endif
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3
main.cpp
3
main.cpp
@ -6,5 +6,8 @@ int main(){
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Engine engine = Engine(input);
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while(!input->isCloseRequested()){
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engine.update();
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// game content
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engine.updatePhysics();
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engine.render();
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}
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}
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16
scene.cpp
Normal file
16
scene.cpp
Normal file
@ -0,0 +1,16 @@
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#include "scene.h"
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Scene::Scene()
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{
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}
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void Scene::update()
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{
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//update call for all nodes
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}
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void Scene::render()
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{
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//render call for all nodes
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}
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26
scene.h
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26
scene.h
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@ -0,0 +1,26 @@
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#ifndef SCENE_H
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#define SCENE_H
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class SceneNode;
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class Scene
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{
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public:
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Scene();
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void update();
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void render();
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private:
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SceneNode* m_sceneNodeTree;
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};
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class SceneNode
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{
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public:
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SceneNode();
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virtual void update();
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private:
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SceneNode* m_parentNode;
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};
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#endif // SCENE_H
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27
scenemanager.cpp
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27
scenemanager.cpp
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@ -0,0 +1,27 @@
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#include "scenemanager.h"
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#include "scene.h"
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SceneManager::SceneManager()
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{
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}
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void SceneManager::addScene(std::string scene_name, Scene *p_scene)
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{
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scenes[scene_name] = p_scene;
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}
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void SceneManager::setCurrentScene(std::string scene)
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{
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if(scenes.count(scene)) p_currentScene = scenes[scene];
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}
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void SceneManager::update()
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{
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p_currentScene->update();
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}
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void SceneManager::render()
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{
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p_currentScene->render();
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}
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25
scenemanager.h
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25
scenemanager.h
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@ -0,0 +1,25 @@
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#ifndef SCENEMANAGER_H
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#define SCENEMANAGER_H
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#include <string>
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#include <unordered_map>
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//define macro similar to the one in SparrowResource ?
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class Scene;
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class SceneManager
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{
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public:
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SceneManager();
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void addScene(std::string scene_name, Scene* p_scene);
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void setCurrentScene(std::string scene);
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void update();
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void render();
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private:
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Scene* p_currentScene;
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std::unordered_map<std::string, Scene*> scenes;
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};
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#endif // SCENEMANAGER_H
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