Files
dae16-VerhulstBram-GameProject/Game/Game.cpp
Bram Verhulst f5d352239c Add basic controller Support
Fix more memory leaks (seeing a trend here)
2024-04-24 21:38:14 +02:00

102 lines
2.6 KiB
C++

#include "pch.h"
#include "Game.h"
#include <ostream>
#include <algorithm>
#include "colors.h"
#include "utils.h"
#include "Levels/World/WorldLevel.h"
Rectf Game::VIEWPORT {};
Game::Game(const Window& window)
: BaseGame { window }, m_Camera(Camera()), m_WorldLevel(WorldLevel(&m_Camera, GetViewPort())),
m_MainMenuLevel(MainMenuLevel(&m_Camera)), m_pCurrentLevel(&m_WorldLevel) {
Initialize();
Game::VIEWPORT = GetViewPort(); //TODO: See if this can be removed
}
Game::~Game() {
Cleanup();
}
void Game::Initialize() {
m_Camera.SetPosition(Vector2f { -GetViewPort().width / 2, -GetViewPort().height / 2 });
}
void Game::Cleanup() {
//TODO: ask how 2 delete the TextureManager
ScreenManager::DestroyInstance();
TextureManager::DestroyInstance();
}
void Game::Update(float elapsedSec) {
const Uint8* pStates = SDL_GetKeyboardState(nullptr);
if (m_IsRightMouseDown) {
const Vector2f newCameraPos = Vector2f { m_MousePos.x + m_MouseOffset.x, m_MousePos.y + m_MouseOffset.y };
m_Camera.SetPosition(Vector2f { -newCameraPos.x, -newCameraPos.y });
}
else {
m_MouseOffset = m_Camera.GetPosition();
}
m_pCurrentLevel->Update(elapsedSec);
}
void Game::Draw() const {
utils::ClearBackground(Color4f(0.0f, 0.0f, 0.3f, 1.0f));
m_pCurrentLevel->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 = Vector2f { float(e.x), float(e.y) };
m_pCurrentLevel->MouseMove(Vector2f { float(e.x), float(e.y) });
}
void Game::ProcessMouseDownEvent(const SDL_MouseButtonEvent& e) {
m_IsRightMouseDown = e.button == SDL_BUTTON_RIGHT;
m_MouseOffset = Vector2f { -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:k
// std::cout << " right button " << std::endl;
// break;
//case SDL_BUTTON_MIDDLE:
// std::cout << " middle button " << std::endl;
// break;
//}
}
void Game::ProcessMouseWheelEvent(const SDL_MouseWheelEvent& e) {
float newScale = m_Camera.GetScale() - e.preciseY * 0.1f;
if(newScale < 0.0f) {
newScale = 0.0f;
}
m_Camera.SetScale(newScale);
}
void Game::ProcessImGui() {
m_pCurrentLevel->ProcessImGui();
}