267 lines
7.1 KiB
C++
267 lines
7.1 KiB
C++
#include "engine.h"
|
|
|
|
#include <SFML/System/Clock.hpp>
|
|
#include <SFML/Window.hpp>
|
|
#include <SparrowInput/input.h>
|
|
#include <SparrowRenderer/sparrowrenderer.h>
|
|
#include <btBulletCollisionCommon.h>
|
|
#include <btBulletCollisionCommon.h>
|
|
#include <btBulletDynamicsCommon.h>
|
|
#include "resourcemanager.h"
|
|
#include "scene/scenetree.h"
|
|
#include "sparrowshell/sparrowshell.h"
|
|
#include "scene/physicsdebugnode.h"
|
|
#include "imgui/imgui.h"
|
|
|
|
Engine::Engine() :
|
|
m_window(nullptr),
|
|
m_input(nullptr),
|
|
m_world(nullptr),
|
|
m_physicsDebugNode(nullptr),
|
|
m_togglePhysicsDebugAction(NO_ACTION),
|
|
m_toggleShellAction(NO_ACTION),
|
|
m_exitGameAction(NO_ACTION),
|
|
m_showMouseAction(NO_ACTION),
|
|
m_mouseVisible(true)
|
|
{
|
|
m_clock = new sf::Clock();
|
|
m_clock->restart();
|
|
m_renderer = new SparrowRenderer();
|
|
}
|
|
|
|
Engine::~Engine()
|
|
{
|
|
delete m_clock;
|
|
delete m_renderer;
|
|
if(m_window != NULL)
|
|
{
|
|
m_window->close();
|
|
delete m_window;
|
|
delete m_input;
|
|
}
|
|
if(m_world != NULL)
|
|
delete m_world;
|
|
}
|
|
|
|
void Engine::createWindow(std::string title,
|
|
unsigned int w,
|
|
unsigned int h,
|
|
const std::string &mode)
|
|
{
|
|
sf::Uint32 style = sf::Style::Close;
|
|
if(mode == "fullscreen")
|
|
style = sf::Style::Fullscreen;
|
|
else if(mode == "borderless")
|
|
style = sf::Style::None;
|
|
m_window = new sf::Window(sf::VideoMode(w, h),
|
|
title,
|
|
style,
|
|
sf::ContextSettings(24, 8, 0, 3, 3, sf::ContextSettings::Attribute::Core));
|
|
m_window->setFramerateLimit(60);
|
|
m_input = new Input(m_window);
|
|
m_renderer->initGL(w, h);
|
|
m_sparrowshell = new SparrowShell(m_window);
|
|
}
|
|
|
|
void Engine::initPhysics()
|
|
{
|
|
btDefaultCollisionConfiguration *collisionConfiguration = new btDefaultCollisionConfiguration();
|
|
btBroadphaseInterface *broadPhase = new btAxisSweep3(btVector3(-1000, -1000, -1000), btVector3(1000, 1000, 1000));
|
|
btCollisionDispatcher *dispatcher = new btCollisionDispatcher(collisionConfiguration);
|
|
btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver();
|
|
m_world = new btDiscreteDynamicsWorld(dispatcher, broadPhase, solver, collisionConfiguration);
|
|
m_world->setGravity(btVector3(0, -9.81f, 0));
|
|
}
|
|
|
|
void Engine::update()
|
|
{
|
|
// update delta time
|
|
m_lastTimeStamp = m_timeStamp;
|
|
m_timeStamp = (unsigned int) m_clock->getElapsedTime().asMilliseconds();
|
|
// update Events
|
|
m_input->updateEvents();
|
|
checkSpecialInputs();
|
|
|
|
// initialize imgui frame
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.DeltaTime = float(getDeltaTime()) / 1000.;
|
|
ImGui::NewFrame();
|
|
|
|
// test gui
|
|
{
|
|
static bool testGuiOpen = true;
|
|
if(testGuiOpen)
|
|
{
|
|
ImGui::Begin("Test imgui Window", &testGuiOpen);
|
|
ImGui::Text("Hello, world!");
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
|
bool physicsDebugEnabled = (m_physicsDebugNode != nullptr);
|
|
if(ImGui::Checkbox("Toggle physics debug", &physicsDebugEnabled))
|
|
{
|
|
if(physicsDebugEnabled)
|
|
enablePhysicsDebug();
|
|
else
|
|
disablePhysicsDebug();
|
|
}
|
|
if(ImGui::Button("EXIT GAME"))
|
|
stop();
|
|
ImGui::End();
|
|
}
|
|
}
|
|
|
|
// update Physics
|
|
if(m_world != nullptr)
|
|
{
|
|
m_world->stepSimulation(1000.f*(float)getDeltaTime());
|
|
if(m_physicsDebugNode != nullptr)
|
|
{
|
|
m_physicsDebugNode->clearBuffers();
|
|
m_world->debugDrawWorld();
|
|
}
|
|
}
|
|
|
|
// update Scene
|
|
getScene()->update();
|
|
|
|
// update Display
|
|
if(m_input->isResized())
|
|
m_renderer->resizeGL(m_window->getSize().x, m_window->getSize().y);
|
|
m_renderer->renderGL();
|
|
m_window->display();
|
|
}
|
|
|
|
void Engine::start()
|
|
{
|
|
m_running = true;
|
|
while(!m_input->isCloseRequested() && m_running)
|
|
update();
|
|
}
|
|
|
|
void Engine::stop()
|
|
{
|
|
m_running = false;
|
|
}
|
|
|
|
unsigned int Engine::getTime() const
|
|
{
|
|
return m_timeStamp;
|
|
}
|
|
|
|
unsigned int Engine::getDeltaTime() const
|
|
{
|
|
return m_timeStamp - m_lastTimeStamp;
|
|
}
|
|
|
|
//void Engine::setScene(SceneTree *scene)
|
|
void Engine::setScene(std::string scene)
|
|
{
|
|
if(m_current_scene.empty()){
|
|
m_current_scene = scene;
|
|
}
|
|
SceneTree* previous_scene = RESOURCE_GET(SceneTree,m_current_scene);
|
|
SceneTree* new_scene = RESOURCE_GET(SceneTree,scene);
|
|
m_current_scene = scene;
|
|
|
|
if(m_physicsDebugNode != nullptr)
|
|
{
|
|
previous_scene->removeFromIndex(m_physicsDebugNode);
|
|
new_scene->addToIndex(m_physicsDebugNode);
|
|
}
|
|
|
|
previous_scene->getRootObject()->removeChild(m_sparrowshell);
|
|
m_renderer->setScene(new_scene);
|
|
m_renderer->resizeGL(m_window->getSize().x, m_window->getSize().y);
|
|
new_scene->getRootObject()->addChild(m_sparrowshell);
|
|
new_scene->updateShaders();
|
|
}
|
|
|
|
void Engine::enablePhysicsDebug()
|
|
{
|
|
if(m_world != nullptr && m_physicsDebugNode == nullptr)
|
|
{
|
|
m_physicsDebugNode = new PhysicsDebugNode();
|
|
getScene()->addToIndex(m_physicsDebugNode);
|
|
m_world->setDebugDrawer(m_physicsDebugNode);
|
|
m_world->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
|
|
getScene()->updateShaders();
|
|
}
|
|
}
|
|
|
|
void Engine::disablePhysicsDebug()
|
|
{
|
|
if(m_world != nullptr && m_physicsDebugNode != nullptr)
|
|
{
|
|
m_world->setDebugDrawer(nullptr);
|
|
getScene()->removeFromIndex(m_physicsDebugNode);
|
|
delete m_physicsDebugNode;
|
|
m_physicsDebugNode = nullptr;
|
|
}
|
|
}
|
|
|
|
void Engine::toggleMouseVisibility()
|
|
{
|
|
m_mouseVisible = !m_mouseVisible;
|
|
m_window->setMouseCursorVisible(m_mouseVisible);
|
|
m_input->setMouseGrabbed(!m_mouseVisible);
|
|
}
|
|
|
|
void Engine::setTogglePhysicsDebugAction(int action)
|
|
{
|
|
m_togglePhysicsDebugAction = action;
|
|
}
|
|
|
|
void Engine::setToggleShellAction(int action)
|
|
{
|
|
m_toggleShellAction = action;
|
|
}
|
|
|
|
void Engine::setExitGameAction(int action)
|
|
{
|
|
m_exitGameAction = action;
|
|
}
|
|
|
|
void Engine::setShowMouseAction(int action)
|
|
{
|
|
m_showMouseAction = action;
|
|
}
|
|
|
|
void Engine::checkSpecialInputs()
|
|
{
|
|
for(Action action : m_input->getActions())
|
|
{
|
|
if(action.action == NO_ACTION)
|
|
continue;
|
|
|
|
if(action.action == m_togglePhysicsDebugAction)
|
|
{
|
|
if(m_physicsDebugNode == nullptr)
|
|
enablePhysicsDebug();
|
|
else
|
|
disablePhysicsDebug();
|
|
}
|
|
else if(action.action == m_toggleShellAction)
|
|
m_sparrowshell->toggleShell();
|
|
else if(action.action == m_exitGameAction)
|
|
{
|
|
if(m_sparrowshell->isVisible())
|
|
m_sparrowshell->toggleShell();
|
|
else
|
|
m_running = false;
|
|
}
|
|
else if(action.action == m_showMouseAction)
|
|
toggleMouseVisibility();
|
|
}
|
|
}
|
|
|
|
|
|
void Engine::createScene(std::string scene_name)
|
|
{
|
|
RESOURCE_ADD(new SceneTree(*this),SceneTree,scene_name);
|
|
//return new SceneTree(*this);
|
|
}
|
|
|
|
SceneTree* Engine::getScene() const
|
|
{
|
|
return RESOURCE_GET(SceneTree,m_current_scene);
|
|
}
|