// // Created by Иван Ильин on 14.01.2021. // #include #include "Engine.h" #include "utils/Time.h" #include "ResourceManager.h" #include "animation/Timeline.h" #include "SoundController.h" Engine::Engine() { Time::init(); Timeline::init(); ResourceManager::init(); SoundController::init(); } void Engine::create(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background, sf::Uint32 style) { _name = name; screen->open(screenWidth, screenHeight, name, verticalSync, background, style); Log::log("Engine::create(): started engine (" + std::to_string(screenWidth) + "x" + std::to_string(screenHeight) + ") with title '" + name + "'."); Time::update(); start(); camera->init(screenWidth, screenHeight); mouse->setMouseInCenter(); while (screen->isOpen()) { screen->clear(); Time::update(); update(); // sometimes we dont need to update physics world // (for example in menu or while pause) // hence we can set '_updateWorld' equal to false in setUpdateWorld(bool): if (_updateWorld) { Timeline::update(); world->update(); if (_useOpenGL) { GLfloat *view = camera->glView(); for (auto &it : *world) { if (it.second->isVisible()) { GLfloat *model = it.second->glModel(); GLfloat *geometry = Screen::glMeshToGLfloatArray(it.second, camera->position()); screen->glDrawMesh(geometry, view, model, 3 * it.second->triangles().size()); free(geometry); free(model); } } free(view); } else { // clear triangles from previous frame camera->clear(); // project triangles to the camera plane for (auto &it : *world) { camera->project(it.second); } // draw triangles on the screen for (auto &t : camera->sorted()) { screen->drawTriangle(*t); } _triPerSec = camera->buffSize() * Time::fps(); } if (Consts::SHOW_FPS_COUNTER) { screen->drawText(std::to_string(Time::fps()) + " fps", Vec2D(static_cast(screen->width()) - 100.0, 10.0), 25, sf::Color(100, 100, 100)); } printDebugText(); gui(); } screen->display(); } } void Engine::exit() { if (screen->isOpen()) { screen->close(); } SoundController::free(); ResourceManager::free(); Timeline::free(); Time::free(); Log::log("Engine::exit(): exit engine (" + std::to_string(screen->width()) + "x" + std::to_string(screen->height()) + ") with title '" + screen->title() + "'."); } void Engine::printDebugText() const { if (_debugText) { std::string text = _name + "\n\n X: " + std::to_string((camera->position().x())) + "\n Y: " + std::to_string((camera->position().y())) + "\n Z: " + std::to_string((camera->position().z())) + "\n\n" + std::to_string(screen->width()) + "x" + std::to_string(screen->height()) + "\t" + std::to_string(Time::fps()) + " fps"; if (_useOpenGL) { text += "\n Using OpenGL acceleration"; } else { text += "\n" + std::to_string( _triPerSec) + " tris/s"; } sf::Text t; t.setFont(*ResourceManager::loadFont(Consts::THIN_FONT)); t.setString(text); t.setCharacterSize(30); t.setFillColor(sf::Color::Black); t.setPosition(static_cast(screen->width()) - 400.0f, 10.0f); screen->drawText(t); } }