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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 <stdlib.h>
- #include <SDL.h>
- #include <SDL_image.h>
- #include <glm/glm.hpp>
- #include <imgui.h>
- #include <imgui_sdl.h>
- #include <imgui_impl_sdl.h>
- #include <memory>
- #include <fstream>
- #include <Game.h>
- #include <Logger.h>
- #include <ECS.h>
- #include <LevelLoader.h>
- #include <Systems/Movement.h>
- #include <Systems/Render.h>
- #include <Systems/Animation.h>
- #include <Systems/Collision.h>
- #include <Systems/Damage.h>
- #include <Systems/KeyboardMovement.h>
- #include <Systems/CameraMovement.h>
- #include <Systems/ProjectileEmit.h>
- #include <Systems/ProjectileLifeCycle.h>
- #include <Systems/RenderText.h>
- #include <Systems/RenderHealth.h>
- #include <Systems/RenderGUI.h>
- #include <Systems/ScriptExecutor.h>
- uint32_t Game::windowsWidth = 0;
- uint32_t Game::windowsHeight = 0;
- uint32_t Game::mapWidth = 0;
- uint32_t Game::mapHeight = 0;
- Game::Game()
- {
- this->isRunning = false;
- this->isDebug = false;
- this->millisecsPerviousFrame = 0;
- this->registry = std::make_unique<Registry>();
- this->assetStore = std::make_unique<AssetStore>();
- this->eventBus = std::make_unique<EventBus>();
- }
- Game::~Game()
- {
- }
- void Game::Initialize()
- {
- int ret;
- SDL_DisplayMode displayMode;
- ret = SDL_Init(SDL_INIT_EVERYTHING);
- if (ret)
- {
- Logger::Critical("SDL Initialisation error.");
- return;
- }
- ret = TTF_Init();
- if (ret)
- {
- Logger::Critical("SDL_ttf Initialisation error.");
- return;
- }
- SDL_GetCurrentDisplayMode(0, &displayMode);
- Game::windowsWidth = 800; //displayMode.w;
- Game::windowsHeight = 600; //displayMode.h;
- this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- Game::windowsWidth, Game::windowsHeight, SDL_WINDOW_BORDERLESS);
- if (!window)
- {
- Logger::Critical("SDL window creation error.");
- return;
- }
- this->renderer = SDL_CreateRenderer(this->window, -1, 0);
- if (!renderer)
- {
- Logger::Critical("SDL renderer creation error.");
- return;
- }
- //SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
- ImGui::CreateContext();
- ImGuiSDL::Initialize(this->renderer, Game::windowsWidth, Game::windowsHeight);
- this->camera.x = 0;
- this->camera.y = 0;
- this->camera.w = Game::windowsWidth;
- this->camera.h = Game::windowsHeight;
- this->isRunning = true;
- }
- void Game::Destroy()
- {
- ImGuiSDL::Deinitialize();
- ImGui::DestroyContext();
- if (this->renderer)
- {
- SDL_DestroyRenderer(this->renderer);
- }
- if (this->window)
- {
- SDL_DestroyWindow(this->window);
- }
- SDL_Quit();
- }
- void Game::Run()
- {
- this->Setup();
- #if 0
- for(int i = 0 ; i < 100; i++)
- {
- this->ProcessInput();
- this->Update();
- this->Render();
- }
- #else
- while(this->isRunning)
- {
- this->ProcessInput();
- this->Update();
- this->Render();
- }
- #endif
- }
- void Game::Setup()
- {
- LevelLoader loader;
- this->registry->addSystem<MovementSystem>();
- this->registry->addSystem<RenderSystem>();
- this->registry->addSystem<AnimationSystem>();
- this->registry->addSystem<CollisionSystem>();
- this->registry->addSystem<DamageSystem>();
- this->registry->addSystem<KeyboardMovementSystem>();
- this->registry->addSystem<CameraMovementSystem>();
- this->registry->addSystem<ProjectileEmitSystem>();
- this->registry->addSystem<ProjectileLifeCycleSystem>();
- this->registry->addSystem<RenderTextSystem>();
- this->registry->addSystem<RenderHealthSystem>();
- this->registry->addSystem<RenderGUISystem>();
- this->registry->addSystem<ScriptExecutorSystem>();
- this->lua.open_libraries(sol::lib::base, sol::lib::math, sol::lib::os);
- this->lua.create_named_table("Logger");
- sol::table Log = this->lua["Logger"];
- Log["Info"] = Logger::Info;
- Log["Error"] = Logger::Error;
- Log["Warning"] = Logger::Warning;
- Log["Debug"] = Logger::Debug;
- this->registry->getSystem<ScriptExecutorSystem>().setup(this->lua);
- loader.LoadLevel(this->lua, this->registry, this->assetStore, this->renderer, 1);
- }
- void Game::Update()
- {
- uint32_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();
- eventBus->reset();
- registry->getSystem<DamageSystem>().subscriptToEvents(eventBus);
- registry->getSystem<KeyboardMovementSystem>().subscriptToEvents(eventBus);
- registry->getSystem<ProjectileEmitSystem>().subscriptToEvents(eventBus);
- registry->getSystem<MovementSystem>().subscriptToEvents(eventBus);
- registry->update();
- registry->getSystem<MovementSystem>().update(deltaTime);
- registry->getSystem<AnimationSystem>().update();
- registry->getSystem<CollisionSystem>().update(this->eventBus);
- registry->getSystem<ProjectileEmitSystem>().update(this->registry);
- registry->getSystem<ProjectileLifeCycleSystem>().update();
- registry->getSystem<CameraMovementSystem>().update(this->camera);
- registry->getSystem<ScriptExecutorSystem>().update(deltaTime, SDL_GetTicks());
- }
- void Game::ProcessInput()
- {
- SDL_Event event;
- while(SDL_PollEvent(&event))
- {
- int mouseX, mouseY, buttons;
- ImGui_ImplSDL2_ProcessEvent(&event);
- ImGuiIO &io = ImGui::GetIO();
- buttons = SDL_GetMouseState(&mouseX, &mouseY);
- io.MousePos = ImVec2(mouseX, mouseY);
- io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
- io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
- io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
- switch(event.type)
- {
- case SDL_QUIT:
- this->isRunning = false;
- break;
- case SDL_KEYDOWN:
- if (event.key.keysym.sym == SDLK_ESCAPE)
- {
- this->isRunning = false;
- }
- else if (event.key.keysym.sym == SDLK_F1)
- {
- this->isDebug = !this->isDebug;
- }
- else
- {
- this->eventBus->emitEvent<KeyPressedEvent>(event.key.keysym.sym);
- }
- break;
- default:
- break;
- }
- }
- }
- void Game::Render()
- {
- SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
- SDL_RenderClear(this->renderer);
- registry->getSystem<RenderSystem>().update(this->renderer, this->assetStore, this->camera);
- registry->getSystem<RenderTextSystem>().update(this->renderer, this->assetStore, this->camera);
- registry->getSystem<RenderHealthSystem>().update(this->renderer, this->assetStore, this->camera);
- if (this->isDebug)
- {
- registry->getSystem<CollisionSystem>().debugRender(this->renderer, this->camera);
- registry->getSystem<RenderGUISystem>().update(this->registry, this->camera);
- }
- SDL_RenderPresent(this->renderer);
- }
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