Files
Editor2D/include/TestGame/TestGameApp.hpp
2025-06-17 13:34:54 -05:00

163 lines
3.8 KiB
C++

#include "GameEntity.hpp"
#include "Player.hpp"
#include "App/EditorCamera.hpp"
#include "Data/Level.hpp"
#include "JUI/Widgets/Scene.hpp"
#include "ReWindow/types/Window.h"
namespace TestGame
{
constexpr int GL_MAJOR = 2;
constexpr int GL_MINOR = 1;
constexpr int START_APP_WIDTH = 1024;
constexpr int START_APP_HEIGHT = 768;
static const std::string START_APP_TITLE = "Redacted Software 2D Level Editor - Map Testing Game";
class TestGameAppWindow : public ReWindow::OpenGLWindow
{
public:
EditorCamera camera;
Level* loaded_level = nullptr;
Tileset* loaded_tileset = nullptr;
JGL::Texture* loaded_tilesheet = nullptr;
JUI::Scene* scene = nullptr;
Player* player = nullptr;
bool data_ready = false;
std::vector<GameEntity*> entities;
TestGameAppWindow();
~TestGameAppWindow() override;
/// Initializes and styles all the JUI widgets used by the application.
/// This function is called from Load().
void CreateUI();
/// Load all resources.
/// This is called after the application window is initially opened, and the OpenGL context is created.
/// But is always called before the first pass of the gameloop (Update, Draw, Step, etc).
void Load();
bool Open() override;
/// Performs collision testing and response between entities and tiles.
void CollisionSolve(float elapsed);
void CameraUpdate(float elapsed);
void Update(float elapsed);
void DrawLayer(const Layer* layer) const;
void ApplyOriginTransformation() {
glTranslatef(GetWidth() / 2.f, GetHeight() / 2.f, 0);
}
void ApplyCameraTransformation() {
ApplyOriginTransformation();
glRotatef(camera.rotation.current, 0, 0, 1);
glScalef(camera.scale.current, camera.scale.current, 1);
glTranslatef(-camera.translation.current.x, -camera.translation.current.y, 0);
}
void DrawLevel(const Level* level) const
{
for (const auto* layer : level->layers)
{
DrawLayer(layer);
}
}
void DrawWorldSpace() {
if (!data_ready) return; // Don't try to draw the level if not loaded.
DrawLevel(loaded_level);
for (auto* entity : entities) {
entity->Draw();
}
}
void Render() {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
J2D::Begin();
{
glPushMatrix();
{
ApplyCameraTransformation();
DrawWorldSpace();
}
glPopMatrix();
}
J2D::End();
scene->Draw();
}
#pragma region ReWindow Overrides
void OnRefresh(float elapsed) override
{
Update(elapsed);
Render();
SwapBuffers();
}
enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
// Default condition.
return JUI::MouseButton::Left;
}
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, true)) return;
}
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, false)) return;
}
void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
Vector2 mposv2(e.Position.x, e.Position.y);
if (scene->ObserveMouseMovement(mposv2)) return;
}
void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
if (scene->ObserveKeyInput(e.key, true)) return;
}
void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
if (scene->ObserveKeyInput(e.key, false)) return;
}
void OnFocusGain(const ReWindow::RWindowEvent &e) override {
focused = true;
}
void OnFocusLost(const ReWindow::RWindowEvent &e) override {
focused = false;
}
#pragma endregion
};
}