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