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- /*
- * 2D Game Engine
- * Game.cpp: Base Game engine class
- * Based on pikuma.com 2D game engine in C++ and Lua course
- * Copyright (c) 2021 986-Studio. All Right Reserved
- *
- * Created by Manoël Trapier on 09/02/2021.
- */
- #include <SDL.h>
- #include <SDL_image.h>
- #include <glm/glm.hpp>
- #include <memory>
- #include <Game.h>
- #include <Logger.h>
- #include <ECS.h>
- #include <Components/Transform.h>
- #include <Components/RigidBody.h>
- #include <Systems/Movement.h>
- Game::Game()
- {
- this->isRunning = false;
- this->windowsHeight = 0;
- this->windowsWidth = 0;
- this->registry = std::make_unique<Registry>();
- }
- Game::~Game()
- {
- }
- void Game::Initialize()
- {
- int ret;
- SDL_DisplayMode displayMode;
- ret = SDL_Init(SDL_INIT_EVERYTHING);
- if (ret)
- {
- Logger::Critical("SDL Initialisation error.");
- return;
- }
- SDL_GetCurrentDisplayMode(0, &displayMode);
- this->windowsWidth = displayMode.w;
- this->windowsHeight = displayMode.h;
- this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->windowsWidth, this->windowsHeight, SDL_WINDOW_BORDERLESS);
- if (!window)
- {
- Logger::Critical("SDL window creation error.");
- return;
- }
- this->renderer = SDL_CreateRenderer(window, -1, 0);
- if (!renderer)
- {
- Logger::Critical("SDL renderer creation error.");
- return;
- }
- SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
- this->isRunning = true;
- }
- void Game::Destroy()
- {
- if (this->renderer)
- {
- SDL_DestroyRenderer(this->renderer);
- }
- if (this->window)
- {
- SDL_DestroyWindow(this->window);
- }
- SDL_Quit();
- }
- void Game::Run()
- {
- this->Setup();
- while(this->isRunning)
- {
- this->ProcessInput();
- this->Update();
- this->Render();
- }
- }
- void Game::Setup()
- {
- this->registry->addSystem<MovementSystem>();
- Entity tank = this->registry->createEntity();
- tank.addComponent<TransformComponent>(glm::vec2(10, 30), glm::vec2(1, 1), 0);
- tank.addComponent<RigidBodyComponent>(glm::vec2(50, 0));
- }
- void Game::Update()
- {
- int32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
- if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
- {
- SDL_Delay(timeToWait);
- }
- double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
- this->millisecsPerviousFrame = SDL_GetTicks();
- registry->getSystem<MovementSystem>().update(deltaTime);
- registry->update();
- }
- void Game::ProcessInput()
- {
- SDL_Event event;
- while(SDL_PollEvent(&event))
- {
- switch(event.type)
- {
- case SDL_QUIT:
- this->isRunning = false;
- break;
- case SDL_KEYDOWN:
- if (event.key.keysym.sym == SDLK_ESCAPE)
- {
- this->isRunning = false;
- }
- break;
- default:
- break;
- }
- }
- }
- void Game::Render()
- {
- SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
- SDL_RenderClear(this->renderer);
- // Do something here
- SDL_RenderPresent(this->renderer);
- }
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