Input handling structure and tested isometric plane rendering

This commit is contained in:
Maximilian Giller 2023-05-07 12:27:11 +02:00
parent 0402ed2a67
commit adc2246bb7
11 changed files with 227 additions and 55 deletions

View file

@ -38,7 +38,10 @@ set(SOURCES
src/config.h
src/debug/grid_debug_layer.cpp
src/debug/grid_debug_layer.h
src/game/input/input_mapper.cpp src/game/input/input_mapper.h src/game/action_controller.cpp src/game/action_controller.h)
src/game/input/input_mapper.cpp
src/game/input/input_mapper.h
src/game/input/action_controller.cpp
src/game/input/action_controller.h src/game/input/direction.h src/game/input/direction.cpp)
set(PHYSICS_00_SOURCES
src/prototypes/physics_00.cpp)

View file

@ -18,4 +18,10 @@
#define ISOMETRIC_SKEW 0.3f
#define WORLD_TO_ISO_SCALE 10.0f
// DEBUG
#define DB_ISOPLANE_CORNER_RADIUS 2
#endif //HOLESOME_CONFIG_H

View file

@ -1,5 +1,6 @@
#include "grid_debug_layer.h"
#include "../primitives/circle_object.h"
#include "../config.h"
GridDebugLayer::GridDebugLayer(int minX, int maxX, int minY, int maxY)
{
@ -8,7 +9,7 @@ GridDebugLayer::GridDebugLayer(int minX, int maxX, int minY, int maxY)
{
for (int y = minY; y <= maxY; y++)
{
auto *gameObject = new CircleObject(5, sf::Color::Red);
auto *gameObject = new CircleObject(DB_ISOPLANE_CORNER_RADIUS, sf::Color::Red);
gameObject->coordinates.set(WorldCoordinates(x, y, 0));
marker.push_back(gameObject);
}

View file

@ -5,10 +5,21 @@
#include "game.h"
#include "../config.h"
Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window)), gameObjects()
Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window)),
gameObjects(),
actionController(new ActionController(this)),
inputMapper(new InputMapper(this))
{
}
Game::~Game()
{
for (auto &gameObject: gameObjects)
{
delete gameObject;
}
}
void Game::run()
{
sf::Clock clock;
@ -16,14 +27,15 @@ void Game::run()
while (window->isOpen())
{
processEvents();
inputMapper->processEvents();
TimeSinceLastUpdate += clock.restart();
while (TimeSinceLastUpdate >= FRAME_TIME)
{
TimeSinceLastUpdate -= FRAME_TIME;
update();
processEvents();
inputMapper->processEvents();
}
drawFrame();
}
@ -46,14 +58,6 @@ void Game::drawFrame()
window->display();
}
Game::~Game()
{
for (auto &gameObject: gameObjects)
{
delete gameObject;
}
}
void Game::addGameObject(GameObject *gameObject)
{
gameObjects.push_back(gameObject);
@ -66,36 +70,3 @@ void Game::update()
gameObject->update();
}
}
void Game::processEvents()
{
sf::Event event;
while (window->pollEvent(event))
{
switch (event.type)
{
case sf::Event::KeyPressed:
// Close game on Escape or Q in DEV Mode
if (DEVELOPER_MODE && (event.key.code == sf::Keyboard::Escape || event.key.code == sf::Keyboard::Q))
{
exit();
}
break;
case sf::Event::KeyReleased:
break;
case sf::Event::Closed:
exit();
break;
case sf::Event::Resized:
handleWindowResize(event);
break;
default:
break;
}
}
}
void Game::handleWindowResize(const sf::Event &event)
{
window->setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
}

View file

@ -1,7 +1,3 @@
//
// Created by max on 26.04.23.
//
#ifndef HOLESOME_GAME_H
#define HOLESOME_GAME_H
@ -9,11 +5,19 @@
#include <memory>
#include "../logging/easylogging++.h"
#include "game_object.h"
#include "input/action_controller.h"
#include "input/input_mapper.h"
class ActionController;
class InputMapper;
class Game
{
public:
explicit Game(std::shared_ptr<sf::RenderWindow> window);
~Game();
void run();
@ -22,17 +26,15 @@ public:
void addGameObject(GameObject *gameObject);
private:
std::shared_ptr<sf::RenderWindow> window;
ActionController *actionController;
InputMapper *inputMapper;
private:
std::vector<GameObject *> gameObjects;
void drawFrame();
void update();
void processEvents();
void handleWindowResize(const sf::Event &event);
};

View file

@ -0,0 +1,15 @@
#include "action_controller.h"
ActionController::ActionController(Game *game) : game(game)
{
}
void ActionController::moveView(InputDirection direction)
{
float stepSize = 100.0f;
auto delta = stepSize * Direction::getVector(direction);
auto view = game->window->getView();
view.move(delta);
game->window->setView(view);
}

View file

@ -0,0 +1,26 @@
#ifndef HOLESOME_ACTION_CONTROLLER_H
#define HOLESOME_ACTION_CONTROLLER_H
#include "../game.h"
#include "direction.h"
class Game;
/**
* Holds all the actions that can be performed and executes them when requested.
*/
class ActionController
{
public:
explicit ActionController(Game *game);
void moveView(InputDirection direction);
private:
Game *game;
};
#endif //HOLESOME_ACTION_CONTROLLER_H

View file

@ -0,0 +1,50 @@
#include <map>
#include "direction.h"
InputDirection Direction::getDirection(sf::Keyboard::Key key)
{
auto map = std::map<sf::Keyboard::Key, InputDirection>();
map[sf::Keyboard::W] = InputDirection::UP;
map[sf::Keyboard::S] = InputDirection::DOWN;
map[sf::Keyboard::A] = InputDirection::LEFT;
map[sf::Keyboard::D] = InputDirection::RIGHT;
map[sf::Keyboard::Up] = InputDirection::UP;
map[sf::Keyboard::Down] = InputDirection::DOWN;
map[sf::Keyboard::Left] = InputDirection::LEFT;
map[sf::Keyboard::Right] = InputDirection::RIGHT;
if (map.find(key) == map.end())
return InputDirection::NONE;
return map[key];
}
sf::Vector2f Direction::getVector(InputDirection direction)
{
auto vector = sf::Vector2f(0.0f, 0.0f);
if (direction == InputDirection::NONE)
{
return vector;
}
// Combine all relevant directions into one vector
if (direction & InputDirection::UP)
{
vector.y -= 1;
}
if (direction & InputDirection::DOWN)
{
vector.y += 1;
}
if (direction & InputDirection::LEFT)
{
vector.x -= 1;
}
if (direction & InputDirection::RIGHT)
{
vector.x += 1;
}
return vector;
}

View file

@ -0,0 +1,23 @@
#ifndef HOLESOME_DIRECTION_H
#define HOLESOME_DIRECTION_H
#include <SFML/Window/Keyboard.hpp>
#include <SFML/System/Vector2.hpp>
enum InputDirection
{
NONE = 0,
UP = 1,
DOWN = 2,
LEFT = 4,
RIGHT = 8
};
class Direction
{
public:
static InputDirection getDirection(sf::Keyboard::Key key);
static sf::Vector2f getVector(InputDirection direction);
};
#endif //HOLESOME_DIRECTION_H

View file

@ -0,0 +1,48 @@
#include "input_mapper.h"
InputMapper::InputMapper(Game *game) : game(game)
{
}
void InputMapper::processEvents()
{
sf::Event event{};
while (game->window->pollEvent(event))
{
switch (event.type)
{
case sf::Event::KeyPressed:
handleKeyPress(event.key);
break;
case sf::Event::KeyReleased:
break;
case sf::Event::Closed:
game->exit();
break;
case sf::Event::Resized:
game->window->setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
break;
default:
break;
}
}
}
void InputMapper::handleKeyPress(sf::Event::KeyEvent event)
{
// Close game on Escape or Q in DEV Mode
if (DEVELOPER_MODE && (event.code == sf::Keyboard::Escape || event.code == sf::Keyboard::Q))
{
game->exit();
return;
}
// Move view
auto direction = Direction::getDirection(event.code);
if (direction != InputDirection::NONE)
{
game->actionController->moveView(direction);
}
}

View file

@ -0,0 +1,27 @@
#ifndef HOLESOME_INPUT_MAPPER_H
#define HOLESOME_INPUT_MAPPER_H
#include "../game.h"
#include <SFML/Window/Event.hpp>
#include "../../config.h"
class Game;
/**
* Maps the inputs to actions.
*/
class InputMapper
{
public:
explicit InputMapper(Game *game);
void processEvents();
private:
Game *game;
void handleKeyPress(sf::Event::KeyEvent event);
};
#endif //HOLESOME_INPUT_MAPPER_H