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project-kyoku/src/application/application.cpp

120 lines
2.9 KiB
C++

#include "application.h"
#include "core/inputtype.h"
#include "core/editor.h"
#include "mainmenu.h"
#include "gamestate.h"
#include "editorstate.h"
#include "tools/music.h"
#include "classicmode/classicfactorysfml.h"
#include <iostream>
const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 90.f);
Application::Application() :
_game_window(std::make_unique<sf::RenderWindow>(sf::VideoMode{1280, 720}, "Test", sf::Style::Default))
{
_font_holder.load(Fonts::Id::GUI, "SourceCodePro-Regular.ttf");
_game_window->setFramerateLimit(60);
_game_window->setKeyRepeatEnabled(false);
_game_window->setMouseCursorGrabbed(false);
_game_window->setVerticalSyncEnabled(true);
MainMenu::Callbacks callbacks =
{
[&](){ pushState(GUIState::Tag::GAME); },
[&](){ pushState(GUIState::Tag::EDITOR); }
};
EditorState::Callbacks editor_callbacks = {[&](){ popState(); }};
const auto main_menu = std::make_shared<MainMenu>(std::move(callbacks), _font_holder);
const auto game_state = std::make_shared<GameState>(classic::initGame(_game_window), GameState::Callbacks());
const auto editor = std::make_shared<EditorState>(classic::initEditor(_game_window), std::move(editor_callbacks), _font_holder);
_states[GUIState::Tag::MAIN_MENU] = main_menu;
_states[GUIState::Tag::GAME] = game_state;
_states[GUIState::Tag::EDITOR] = editor;
pushState(GUIState::Tag::MAIN_MENU);
}
void Application::run()
{
_game_window->display();
exec();
}
void Application::exec()
{
sf::Clock timer;
sf::Time time_since_last_update = sf::Time::Zero;
while (_game_window->isOpen())
{
time_since_last_update += timer.restart();
input();
bool isOneFramePassed = time_since_last_update >= TIME_PER_FRAME;
if (isOneFramePassed)
{
time_since_last_update -= TIME_PER_FRAME;
update(time_since_last_update);
draw();
}
}
}
void Application::input()
{
sf::Event event;
while (_game_window->pollEvent(event))
{
switch(event.type)
{
case sf::Event::Closed:
_game_window->close();
break;
default:
_state_stack.back()->input(event);
break;
}
}
}
void Application::update(const sf::Time& dt)
{
_state_stack.back()->update(dt);
}
void Application::draw()
{
_game_window->clear();
for (const auto& state : _state_stack)
_game_window->draw(*state);
_game_window->display();
}
void Application::pushState(GUIState::Tag new_state)
{
if (!_state_stack.empty())
_state_stack.back()->leave();
_state_stack.emplace_back(_states.at(new_state));
_state_stack.back()->enter(_game_window->getSize());
}
void Application::popState()
{
_state_stack.back()->leave();
_state_stack.pop_back();
_state_stack.back()->enter(_game_window->getSize());
}