forked from NaiJi/project-kyoku
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90 lines
1.9 KiB
C++
90 lines
1.9 KiB
C++
#include "application.h"
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#include "game/inputtype.h"
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#include "classicgame/classicgame.h"
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#include "classicgame/classicgraphicsmanager.h"
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#include "gui/mainmenu.h"
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#include <iostream>
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 90.f);
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Application::Application() :
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_game_window({1280, 720}, "Test", sf::Style::Default),
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_game(std::make_unique<ClassicGame>(std::make_unique<ClassicGraphicsManager>(_game_window)))
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{
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_game_window.setFramerateLimit(60);
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_game_window.setKeyRepeatEnabled(false);
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_game_window.setMouseCursorGrabbed(false);
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_game_window.setVerticalSyncEnabled(true);
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_states.push(std::make_shared<MainMenu>(_game_window));
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}
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void Application::run()
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{
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_game_window.display();
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exec();
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}
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void Application::exec()
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{
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sf::Clock timer;
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sf::Time time_since_last_update = sf::Time::Zero;
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while (_game_window.isOpen())
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{
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time_since_last_update += timer.restart();
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input();
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bool isOneFramePassed = time_since_last_update >= TIME_PER_FRAME;
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if (isOneFramePassed)
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{
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time_since_last_update -= TIME_PER_FRAME;
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update();
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draw();
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}
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}
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}
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void Application::input()
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{
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sf::Event event;
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while (_game_window.pollEvent(event))
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{
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switch(event.type)
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{
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case sf::Event::Closed:
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_game_window.close();
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break;
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case sf::Event::KeyPressed:
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case sf::Event::KeyReleased:
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case sf::Event::MouseButtonReleased:
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case sf::Event::MouseButtonPressed:
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if (event.key.code == sf::Keyboard::Escape)
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_game_window.close();
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_states.top()->input(event);
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break;
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default:
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break;
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}
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}
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}
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void Application::update()
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{
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_states.top()->update();
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}
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void Application::draw()
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{
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_game_window.clear();
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_game_window.draw(*_states.top());
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_game_window.display();
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}
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