Formatted classes

This commit is contained in:
Julian Nießner
2018-05-26 11:14:12 +02:00
parent ae5fa3f2aa
commit 9ffdf66bd0
27 changed files with 574 additions and 461 deletions

View File

@@ -4,76 +4,78 @@
#include <iostream>
GameScreen::GameScreen(Renderer* renderer, Assets* assets) {
std::cout << "GameScreen got created!" << std::endl;
this->renderer = renderer;
this->assets = assets;
GameScreen::GameScreen(Renderer *renderer, Assets *assets)
{
std::cout << "GameScreen got created!" << std::endl;
this->renderer = renderer;
this->assets = assets;
//Vertex2D can be defined like this, because it an aggregate class.
// see https://stackoverflow.com/questions/4178175/what-are-aggregates-and-pods-and-how-why-are-they-special
std::vector<Vertex2D> vertices({
Vertex2D{glm::vec2(-0.5f,-0.5f), glm::vec2(0.0f,1.0f)},
Vertex2D{glm::vec2(0.5f,-0.5f), glm::vec2(1.0f,1.0f)},
Vertex2D{glm::vec2(0.5f,0.5f), glm::vec2(1.0f,0.0f)},
Vertex2D{glm::vec2(-0.5f,0.5f), glm::vec2(0.0f,0.0f)}
});
std::vector<unsigned int> indices({
0,1,3,
1,2,3
});
std::vector<Vertex2D> vertices({Vertex2D{glm::vec2(-0.5f, -0.5f), glm::vec2(0.0f, 1.0f)},
Vertex2D{glm::vec2(0.5f, -0.5f), glm::vec2(1.0f, 1.0f)},
Vertex2D{glm::vec2(0.5f, 0.5f), glm::vec2(1.0f, 0.0f)},
Vertex2D{glm::vec2(-0.5f, 0.5f), glm::vec2(0.0f, 0.0f)}});
obj = new Mesh(vertices,indices,assets->getTexture("police_officer"));
std::vector<unsigned int> indices({0, 1, 3,
1, 2, 3});
obj = new Mesh(vertices, indices, assets->getTexture("police_officer"));
inputHandler = new InputHandler();
camera = new OrtographicCamera();
camera = new OrtographicCamera();
//Create Entities
//Create Entities
//entityx::EntityX ex;
//entityx::Entity charakter = ex.entities.create();
//charakter.assign<Position>();
}
GameScreen::~GameScreen() {
delete camera;
delete obj;
GameScreen::~GameScreen()
{
delete camera;
delete obj;
delete inputHandler;
}
void GameScreen::hide() {
void GameScreen::hide()
{
}
void GameScreen::pause() {
void GameScreen::pause()
{
}
void GameScreen::render() {
//Drawing
void GameScreen::render()
{
//Drawing
Shader defaultShader = assets->getShader("defaultShader");
defaultShader.SetMatrix4("MVP",camera->getCombinedMatrix(),true);
//Draw Mesh
renderer->draw(*obj,defaultShader);
defaultShader.SetMatrix4("MVP", camera->getCombinedMatrix(), true);
//Draw Mesh
renderer->draw(*obj, defaultShader);
}
void GameScreen::update() {
void GameScreen::update()
{
SDL_Event event;
while(SDL_PollEvent(&event) != 0) {
Command* command = inputHandler->handleInput(&event);
if (command) {
while (SDL_PollEvent(&event) != 0)
{
Command *command = inputHandler->handleInput(&event);
if (command)
{
command->execute(*camera);
}
}
}
void GameScreen::resize() {
void GameScreen::resize()
{
}
void GameScreen::resume() {
void GameScreen::resume()
{
}
void GameScreen::show() {
void GameScreen::show()
{
}