Main Window Class

New Placeholder Spritesheet
Timer Class
Key Press
And Small Fixes
This commit is contained in:
Syntriax 2020-06-08 23:59:42 +03:00
parent 7b2841235d
commit 3b8affae37
8 changed files with 164 additions and 21 deletions

View File

@ -10,8 +10,8 @@ class Cell : public Drawable
bool CreateSprite();
public:
Cell();
Cell(unsigned int, unsigned int, unsigned int = 1);
void Set(unsigned int, unsigned int, unsigned int = 1);
Cell(unsigned int, unsigned int, unsigned int = 0);
void Set(unsigned int, unsigned int, unsigned int = 0);
void UpdateSprite(unsigned int);
void UpdateRotation(unsigned);
void Draw(sf::RenderWindow *);
@ -47,7 +47,8 @@ bool Cell::CreateSprite()
void Cell::UpdateSprite(unsigned int index)
{
if(index == spriteIndex) return;
sprite.setTextureRect(GameManager::GetConfig() -> GetSpriteRect(index));
spriteIndex = index;
sprite.setTextureRect(GameManager::GetConfig() -> GetSpriteRect(spriteIndex));
}
void Cell::UpdateRotation(unsigned direction)

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@ -28,6 +28,7 @@ class GameConfiguration
public:
GameConfiguration();
GameConfiguration(std::string = std::string());
bool IsFullscreen();
float GetSpriteSizeMultiplier();
float GetAudioVolume();
sf::Color GetBackgroundColor();
@ -190,18 +191,15 @@ void GameConfiguration::WriteValuesToFile(std::string path)
void GameConfiguration::LoadDefaultValues()
{
windowDimensions = sf::Vector2i(800, 600);
// !! Placeholder values! Change after real sprites are added! !!
spriteSizeMultiplier = 1.0;
backgroundColor = sf::Color::White;
gridSize = sf::Vector2i(10, 10);
LoadSpriteSheet("Data\\SpriteSheet.png");
// !! Placeholder values! Change after real sprites are added! !!
spriteSheetCellSize = sf::Vector2i(50, 50);
fullscreen = false;
spriteSheetCellSize = sf::Vector2i(64, 64);
spriteSizeMultiplier = 1.0;
fullscreen = false;
audioVolume = 1.0;
}
@ -234,6 +232,11 @@ sf::IntRect GameConfiguration::GetSpriteRect(unsigned int index)
return spriteSheetRect;
}
bool GameConfiguration::IsFullscreen()
{
return fullscreen;
}
sf::Vector2i GameConfiguration::GetGridSize()
{
return gridSize;

View File

@ -5,13 +5,27 @@ class GameManager
{
private:
static GameConfiguration *config;
static unsigned lastInputDirection;
public:
static void KeyPress(sf::Keyboard::Key);
static void SetConfig(GameConfiguration &);
static GameConfiguration *GetConfig();
};
GameConfiguration *GameManager::config = NULL;
unsigned GameManager::lastInputDirection = 0;
void GameManager::KeyPress(sf::Keyboard::Key keycode)
{
switch (keycode)
{
case sf::Keyboard::Key::Right: case sf::Keyboard::Key::D: GameManager::lastInputDirection = 0; break;
case sf::Keyboard::Key::Down: case sf::Keyboard::Key::S: GameManager::lastInputDirection = 1; break;
case sf::Keyboard::Key::Left: case sf::Keyboard::Key::A: GameManager::lastInputDirection = 2; break;
case sf::Keyboard::Key::Up: case sf::Keyboard::Key::W: GameManager::lastInputDirection = 3; break;
}
}
void GameManager::SetConfig(GameConfiguration &config)
{

View File

@ -3,17 +3,97 @@
class GameWindow
{
private:
sf::Event event;
sf::Vector2i windowDimensions;
std::string title;
sf::Uint32 style;
sf::RenderWindow window;
Timer timer;
GameConfiguration *config;
Drawable *drawable;
void (Drawable::*draw)(sf::RenderWindow *);
bool isFocused;
bool fullscreen;
void CreateWindow();
void CloseWindow();
public:
GameWindow(/* args */);
GameWindow(std::string = "Window", sf::Uint32 = sf::Style::Titlebar | sf::Style::Close);
void BindDrawable(Drawable *, void (Drawable::*)(sf::RenderWindow *));
void Update();
bool IsOpen();
~GameWindow();
};
GameWindow::GameWindow(/* args */)
void GameWindow::Update()
{
while (window.pollEvent(event))
switch (event.type)
{
case sf::Event::Closed: CloseWindow(); break;
case sf::Event::LostFocus: isFocused = false; break;
case sf::Event::GainedFocus: isFocused = true; break;
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Key::Escape)
CloseWindow();
GameManager::KeyPress(event.key.code);
break;
}
timer.UpdateTime();
if(!isFocused)
return;
window.clear(config -> GetBackgroundColor());
((drawable)->*(draw))(&window);
window.display();
}
void GameWindow::CreateWindow()
{
if(window.isOpen())
return;
sf::VideoMode videoMode(windowDimensions.x, windowDimensions.y);
window.create(videoMode, title, fullscreen ? sf::Style::Fullscreen : style);
window.setVerticalSyncEnabled(true);
window.setFramerateLimit(60);
timer.ResetTimer();
}
void GameWindow::CloseWindow()
{
if(!window.isOpen())
return;
window.close();
}
void GameWindow::BindDrawable(Drawable *drawable, void (Drawable::*draw)(sf::RenderWindow *))
{
this -> drawable = drawable;
this -> draw = draw;
}
GameWindow::GameWindow(std::string title, sf::Uint32 style)
{
config = GameManager::GetConfig();
windowDimensions = config -> GetScreenDimensions();
fullscreen = config -> IsFullscreen();
this -> style = style;
this -> title = title;
isFocused = true;
CreateWindow();
}
bool GameWindow::IsOpen()
{
return window.isOpen();
}
GameWindow::~GameWindow()
{
CloseWindow();
}

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@ -5,6 +5,7 @@
#include <fstream>
#include <cmath>
#include <SFML/Graphics.hpp>
#include "Timer.hpp"
#include "GameManager.hpp"
#include "GameConfiguration.hpp"
#include "Drawable.hpp"

47
Timer.hpp Normal file
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@ -0,0 +1,47 @@
#include "SynEngine.hpp"
class Timer
{
private:
sf::Clock clock;
float deltaTime;
float timePassed;
public:
Timer();
void ResetTimer();
void UpdateTime();
float GetDeltaTime();
float GetTimePassed();
};
Timer::Timer()
{
clock.restart();
timePassed = 0.0;
deltaTime = 0.0;
}
void Timer::ResetTimer()
{
clock.restart();
timePassed = 0.0;
deltaTime = 0.0;
}
void Timer::UpdateTime()
{
float newTimePassed = clock.getElapsedTime().asSeconds();
deltaTime = newTimePassed - timePassed;
timePassed = newTimePassed;
}
float Timer::GetDeltaTime()
{
return deltaTime;
}
float Timer::GetTimePassed()
{
return timePassed;
}

View File

@ -4,20 +4,17 @@ int main(int argc, char const *argv[])
{
GameConfiguration config = GameConfiguration("Configurations");
GameManager::SetConfig(config);
GameWindow window("Long Starlight");
Grid grid = Grid();
grid.SetGrid();
window.BindDrawable(&grid, &Drawable::Draw);
sf::RenderWindow render(sf::VideoMode(800, 600), "Test");
if (render.isOpen()) // Quick Test
{
render.clear(config.GetBackgroundColor());
grid.UpdateCell(0, 0, 2);
grid.UpdateCell(0, 1, 2, 1);
grid.Draw(&render);
render.display();
sf::sleep(sf::milliseconds(5000));
}
while (window.IsOpen())
window.Update();
std::cout << "/)(\\";
return 0;