McRogueFace/src/GameEngine.cpp

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#include "GameEngine.h"
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//#include "MenuScene.h"
//#include "UITestScene.h"
#include "ActionCode.h"
#include "McRFPy_API.h"
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//#include "PythonScene.h"
#include "PyScene.h"
#include "UITestScene.h"
#include "Resources.h"
GameEngine::GameEngine()
{
Resources::font.loadFromFile("./assets/JetbrainsMono.ttf");
Resources::game = this;
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window_title = "McRogueFace - 7DRL 2024 Engine Demo";
window.create(sf::VideoMode(1024, 768), window_title);
visible = window.getDefaultView();
window.setFramerateLimit(30);
scene = "uitest";
//std::cout << "Constructing MenuScene" << std::endl;
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//scenes["menu"] = new MenuScene(this);
scenes["uitest"] = new UITestScene(this);
//std::cout << "Constructed MenuScene" <<std::endl;
//scenes["play"] = new UITestScene(this);
//api = new McRFPy_API(this);
McRFPy_API::game = this;
McRFPy_API::api_init();
McRFPy_API::executePyString("import mcrfpy");
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McRFPy_API::executeScript("scripts/game.py");
//McRFPy_API::executePyString("from UIMenu import *");
//McRFPy_API::executePyString("from Grid import *");
//scenes["py"] = new PythonScene(this, "TestScene");
IndexSprite::game = this;
clock.restart();
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runtime.restart();
}
Scene* GameEngine::currentScene() { return scenes[scene]; }
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void GameEngine::changeScene(std::string s)
{
/*std::cout << "Current scene is now '" << s << "'\n";*/
if (scenes.find(s) != scenes.end())
scene = s;
else
std::cout << "Attempted to change to a scene that doesn't exist (`" << s << "`)" << std::endl;
}
void GameEngine::quit() { running = false; }
void GameEngine::setPause(bool p) { paused = p; }
sf::Font & GameEngine::getFont() { /*return font; */ return Resources::font; }
sf::RenderWindow & GameEngine::getWindow() { return window; }
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void GameEngine::createScene(std::string s) { scenes[s] = new PyScene(this); }
void GameEngine::run()
{
float fps = 0.0;
clock.restart();
while (running)
{
currentScene()->update();
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testTimers();
sUserInput();
if (!paused)
{
}
currentScene()->sRender();
currentFrame++;
frameTime = clock.restart().asSeconds();
fps = 1 / frameTime;
window.setTitle(window_title + " " + std::to_string(fps) + " FPS");
}
}
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void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
{
//std::cout << "Manage timer called. " << name << " " << interval << std::endl;
auto it = timers.find(name);
if (it != timers.end()) // overwrite existing
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{
if (target == NULL || target == Py_None) // delete
{
Py_DECREF(timers[name].target);
timers.erase(it);
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return;
}
}
if (target == NULL || target == Py_None)
{
std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl;
return;
}
timers[name] = Timer(target, interval, runtime.getElapsedTime().asMilliseconds());
Py_INCREF(target);
}
void GameEngine::testTimers()
{
int now = runtime.getElapsedTime().asMilliseconds();
for (auto& [name, timer]: timers)
{
timer.test(now);
}
}
void GameEngine::sUserInput()
{
sf::Event event;
while (window.pollEvent(event))
{
std::string actionType;
int actionCode = 0;
if (event.type == sf::Event::Closed) { running = false; continue; }
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// TODO: add resize event to Scene to react; call it after constructor too, maybe
else if (event.type == sf::Event::Resized) {
sf::FloatRect area(0.f, 0.f, event.size.width, event.size.height);
visible = sf::View(area);
window.setView(visible);
//std::cout << "Visible area set to (0, 0, " << event.size.width << ", " << event.size.height <<")"<<std::endl;
actionType = "resize";
}
else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::MouseWheelScrolled) actionType = "start";
else if (event.type == sf::Event::KeyReleased || event.type == sf::Event::MouseButtonReleased) actionType = "end";
if (event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::MouseButtonReleased)
actionCode = ActionCode::keycode(event.mouseButton.button);
else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::KeyReleased)
actionCode = ActionCode::keycode(event.key.code);
else if (event.type == sf::Event::MouseWheelScrolled)
{
// //sf::Mouse::Wheel w = event.MouseWheelScrollEvent.wheel;
if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel)
{
int delta = 1;
if (event.mouseWheelScroll.delta < 0) delta = -1;
actionCode = ActionCode::keycode(event.mouseWheelScroll.wheel, delta );
/*
std::cout << "[GameEngine] Generated MouseWheel code w(" << (int)event.mouseWheelScroll.wheel << ") d(" << event.mouseWheelScroll.delta << ") D(" << delta << ") = " << actionCode << std::endl;
std::cout << " test decode: isMouseWheel=" << ActionCode::isMouseWheel(actionCode) << ", wheel=" << ActionCode::wheel(actionCode) << ", delta=" << ActionCode::delta(actionCode) << std::endl;
std::cout << " math test: actionCode && WHEEL_NEG -> " << (actionCode && ActionCode::WHEEL_NEG) << "; actionCode && WHEEL_DEL -> " << (actionCode && ActionCode::WHEEL_DEL) << ";" << std::endl;
*/
}
// float d = event.MouseWheelScrollEvent.delta;
// actionCode = ActionCode::keycode(0, d);
}
else
continue;
//std::cout << "Event produced action code " << actionCode << ": " << actionType << std::endl;
if (currentScene()->hasAction(actionCode))
{
std::string name = currentScene()->action(actionCode);
currentScene()->doAction(name, actionType);
}
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else if (currentScene()->key_callable != NULL && currentScene()->key_callable != Py_None)
{
PyObject* args = Py_BuildValue("(ss)", ActionCode::key_str(event.key.code).c_str(), actionType.c_str());
PyObject* retval = PyObject_Call(currentScene()->key_callable, args, NULL);
if (!retval)
{
std::cout << "key_callable has raised an exception. It's going to STDERR and being dropped:" << std::endl;
PyErr_Print();
PyErr_Clear();
} else if (retval != Py_None)
{
std::cout << "key_callable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
}
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}
else
{
//std::cout << "[GameEngine] Action not registered for input: " << actionCode << ": " << actionType << std::endl;
}
}
}
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> GameEngine::scene_ui(std::string target)
{
/*
// facts about maps
// You just can't do this during scenes["new_menu"] being assigned.
std::cout << "Current scene is: " << scene << ". Searching for: " << target << ".\n";
std::cout << "scenes.size(): " << scenes.size() << std::endl;
std::cout << "scenes.count(target): " << scenes.count(target) << std::endl;
std::cout << "scenes.find(target): " << std::distance(scenes.begin(), scenes.find(target)) << std::endl;
std::cout << "iterators: " << std::distance(scenes.begin(), scenes.begin()) << " " <<
std::distance(scenes.begin(), scenes.end()) << std::endl;
std::cout << "scenes.contains(target): " << scenes.contains(target) << std::endl;
std::cout << "scenes[target]: " << (long)(scenes[target]) << std::endl;
*/
if (scenes.count(target) == 0) return NULL;
return scenes[target]->ui_elements;
}