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IMainGame.cpp
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IMainGame.cpp
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#include "IMainGame.h"
#include "Timing.h"
#include "ScreenList.h"
#include "IGameScreen.h"
namespace NeroEngine{
IMainGame::IMainGame()
{
_screenList = std::make_unique<ScreenList>(this);
}
IMainGame::~IMainGame()
{
}
void IMainGame::run(){
if (!init()) return;
FpsLimter fpsLimter;
fpsLimter.setMaxFps(60.0f);
_isRunning = true;
while (_isRunning)
{
fpsLimter.begin();
//_inputManager.update();
draw();
_fps = fpsLimter.end();
_window.swapBuffer();
}
}
void IMainGame::exitGame(){
_currentScreen->onExit();
if (_screenList){
_screenList->destroy();
_screenList.reset();
}
_isRunning = false;
}
bool IMainGame::init(){
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
if(!initSystem())return false;
onInit();
addScreen();
_currentScreen = _screenList->getCurrent();
_currentScreen->onEntry();
_currentScreen->setRunning();
}
bool IMainGame::initSystem(){
_window.create("Default",800,500,0);
return true;
}
void IMainGame::onSDLEvent(SDL_Event& evnt){
switch (evnt.type)
{
case SDL_QUIT:
_isRunning = false;
break;
case SDL_KEYDOWN:
_inputManager.pressKey(evnt.key.keysym.sym);
break;
case SDL_KEYUP:
_inputManager.releaseKey(evnt.key.keysym.sym);
break;
case SDL_MOUSEBUTTONDOWN:
_inputManager.pressKey(evnt.button.button);
break;
case SDL_MOUSEBUTTONUP:
_inputManager.releaseKey(evnt.button.button);
break;
case SDL_MOUSEMOTION:
_inputManager.setMouseCoords(evnt.motion.x, evnt.motion.y);
break;
case SDL_MOUSEWHEEL:
break;
default:
break;
}
}
void IMainGame::update(){
if (_currentScreen){
switch (_currentScreen->getScreenState())
{
case ScreenState::RUNNING:
_currentScreen->update();
break;
case ScreenState::CHANGE_NEXT:
_currentScreen->onExit();
_currentScreen = _screenList->moveNext();
if (_currentScreen){
_currentScreen->setRunning();
_currentScreen->onEntry();
}
break;
case ScreenState::CHANGE_PREVIOUS:
_currentScreen->onExit();
_currentScreen = _screenList->movePrevious();
if (_currentScreen){
_currentScreen->setRunning();
_currentScreen->onEntry();
}
break;
case ScreenState::EXIT_APPLICATION:
exitGame();
break;
default:
break;
}
}
else{
exitGame();
}
}
void IMainGame::draw(){
if (_currentScreen && _currentScreen->getScreenState() == ScreenState::RUNNING){
_currentScreen->draw();
}
}
}