Files
dae16-VerhulstBram-GameProject/Game/Game.cpp
2024-03-18 23:47:13 +01:00

100 lines
2.3 KiB
C++

#include <imgui.h>
#include "pch.h"
#include "Game.h"
#include <iostream>
#include <ostream>
#include "colors.h"
#include "utils.h"
#include "WorldLevel.h"
Game::Game(const Window& window)
: BaseGame { window }, m_Camera(Camera()), m_WorldLevel(WorldLevel(&m_Camera, GetViewPort()))
{
Initialize();
}
Game::~Game() {
Cleanup();
}
void Game::Initialize() {
m_Camera.SetPosition(Point2f{GetViewPort().width / 2, GetViewPort().height / 2});
}
void Game::Cleanup() {
}
void Game::Update(float elapsedSec) {
const Uint8* pStates = SDL_GetKeyboardState(nullptr);
// if (pStates[SDL_SCANCODE_RIGHT]) {
// m_CameraOffset.x += 200 * elapsedSec;
// }
// if (pStates[SDL_SCANCODE_LEFT]) {
// m_CameraOffset.x -= 200 * elapsedSec;
// }
// if (pStates[SDL_SCANCODE_UP]) {
// m_CameraOffset.y += 200 * elapsedSec;
// }
// if (pStates[SDL_SCANCODE_DOWN]) {
// m_CameraOffset.y -= 200 * elapsedSec;
// }
if(m_IsRightMouseDown) {
Point2f newCameraPos = m_MousePos + m_MouseOffset;
m_Camera.SetPosition(newCameraPos);
} else {
m_MouseOffset = m_Camera.GetPosition();
}
m_WorldLevel.Update(elapsedSec);
}
void Game::Draw() const {
utils::ClearBackground(Color4f(0.0f, 0.0f, 0.3f, 1.0f));
m_WorldLevel.Draw();
}
void Game::ProcessKeyDownEvent(const SDL_KeyboardEvent& e) {
//std::cout << "KEYDOWN event: " << e.keysym.sym << std::endl;
}
void Game::ProcessKeyUpEvent(const SDL_KeyboardEvent& e) {
}
void Game::ProcessMouseMotionEvent(const SDL_MouseMotionEvent& e) {
m_MousePos = Point2f { float(e.x), float(e.y) };
m_WorldLevel.MouseMove(m_MousePos);
}
void Game::ProcessMouseDownEvent(const SDL_MouseButtonEvent& e) {
m_IsRightMouseDown = e.button == SDL_BUTTON_RIGHT;
m_MouseOffset = Point2f{m_Camera.GetPosition().x - m_MousePos.x, m_Camera.GetPosition().y - m_MousePos.y};
}
void Game::ProcessMouseUpEvent(const SDL_MouseButtonEvent& e) {
m_IsRightMouseDown = e.button == SDL_BUTTON_RIGHT ? false : m_IsRightMouseDown;
//std::cout << "MOUSEBUTTONUP event: ";
//switch ( e.button )
//{
//case SDL_BUTTON_LEFT:
// std::cout << " left button " << std::endl;
// break;
//case SDL_BUTTON_RIGHT:
// std::cout << " right button " << std::endl;
// break;
//case SDL_BUTTON_MIDDLE:
// std::cout << " middle button " << std::endl;
// break;
//}
}
void Game::ProcessImGui() {
m_WorldLevel.ProcessImGui();
}