114 lines
4.4 KiB
C++
114 lines
4.4 KiB
C++
#include "GameEngine.h"
|
|
#include "MenuScene.h"
|
|
#include "UITestScene.h"
|
|
#include "ActionCode.h"
|
|
#include "McRFPy_API.h"
|
|
#include "PythonScene.h"
|
|
|
|
GameEngine::GameEngine()
|
|
{
|
|
font.loadFromFile("./assets/JetbrainsMono.ttf");
|
|
window.create(sf::VideoMode(1024, 768), "McRogueFace Engine by John McCardle");
|
|
visible = window.getDefaultView();
|
|
window.setFramerateLimit(30);
|
|
scene = "py";
|
|
//std::cout << "Constructing MenuScene" << std::endl;
|
|
scenes["menu"] = new MenuScene(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");
|
|
McRFPy_API::executePyString("from UIMenu import *");
|
|
McRFPy_API::executePyString("from Grid import *");
|
|
|
|
scenes["py"] = new PythonScene(this, "TestScene");
|
|
|
|
IndexSprite::game = this;
|
|
|
|
clock.restart();
|
|
}
|
|
|
|
Scene* GameEngine::currentScene() { return scenes[scene]; }
|
|
void GameEngine::changeScene(std::string s) { scene = s; }
|
|
void GameEngine::quit() { running = false; }
|
|
void GameEngine::setPause(bool p) { paused = p; }
|
|
sf::Font & GameEngine::getFont() { return font; }
|
|
sf::RenderWindow & GameEngine::getWindow() { return window; }
|
|
|
|
void GameEngine::run()
|
|
{
|
|
clock.restart();
|
|
while (running)
|
|
{
|
|
currentScene()->update();
|
|
sUserInput();
|
|
if (!paused)
|
|
{
|
|
}
|
|
currentScene()->sRender();
|
|
currentFrame++;
|
|
frameTime = clock.restart().asSeconds();
|
|
}
|
|
}
|
|
|
|
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; }
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
std::cout << "[GameEngine] Action not registered for input: " << actionCode << ": " << actionType << std::endl;
|
|
}
|
|
}
|
|
}
|