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- //
- // game_dispatch.cpp
- // gameutils
- //
- // Created by Sam Jaffe on 9/2/16.
- //
- #include <thread>
- #include "game/engine/game_dispatch.hpp"
- #include "game/engine/events.hpp"
- #include "game/engine/scene.hpp"
- #include "game/graphics/object.hpp"
- #include "game/graphics/renderer.hpp"
- #include "game/util/env.hpp"
- namespace engine {
- namespace {
- event::event_type mask(event::event_type t, bool pressed) {
- return static_cast<event::event_type>(
- t | (pressed ? event::PRESSED_MASK : event::RELEASED_MASK));
- }
- }
- game_dispatch::game_dispatch(std::shared_ptr<graphics::renderer> renderer)
- : renderer(renderer), screen_size(env::screen_size()),
- minimum_frame_duration(env::fps::v60), counter(minimum_frame_duration),
- scenes(), current_timestamp(env::clock::now()), curr_scene() {}
- game_dispatch::current_scene_info::current_scene_info() {}
- game_dispatch::current_scene_info::current_scene_info(scene * curr)
- : ptr(curr), current_scene_id(ptr->id), local_size(ptr->size()) {}
- void game_dispatch::process_key_event(raw_key_t key, bool press) {
- if (!curr_scene.is_keyboard_event) return;
- auto const & binding = curr_scene.ptr->keys();
- auto it = binding.find(key);
- if (it == binding.end()) return;
- curr_scene.ptr->handle_key_event(
- {it->second, mask(event::KEY_MASK, press)});
- }
- void game_dispatch::process_mouse_event(math::vec2 mouse_pos, bool press) {
- if (!curr_scene.is_mouse_event) return;
- math::vec2 local_scene_position =
- mouse_pos * curr_scene.local_size / screen_size;
- curr_scene.ptr->handle_mouse_event(
- {local_scene_position, mask(event::MOUSE_MASK, press)});
- }
- env::clock::tick game_dispatch::next_frame() {
- env::clock::tick t(current_timestamp);
- while (t.since < minimum_frame_duration) {
- std::this_thread::sleep_for(minimum_frame_duration - t.since);
- t = env::clock::tick(current_timestamp);
- }
- current_timestamp = t.now;
- return t;
- }
- void game_dispatch::update() {
- env::clock::tick t = next_frame();
- counter.set_frame_step(t.since);
- // curr_scene.ptr->update(std::chrono::duration<float>(t.since).count());
- }
- void game_dispatch::render() {
- graphics::batch_renderer batch(renderer.get());
- for (auto & obj : counter.glyphs()) {
- batch.draw(obj);
- }
- // curr_scene.ptr->render(batch);
- }
- }
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