dc8d781393
* Add SFML support besides SDL. Choose with global macro USE_SDL / USE_SFML. + Small fixes to make it compile on MinGW (with Glad instead of GLEW -> option NO_GLEW) * Add SFML support besides SDL (Part 3). Cleaned up some macros. * Add SFML support besides SDL (Part 4). Small SFML fixes. Changed Spaces->Tabs * Add SFML support besides SDL (Part 5). Cleaning up more macros + small fixes. * Port to SFML. Removed all SDL code. * Small changes * Conversion functions to/from SFML types for Vector2/3 and Color. * Removed unused SDL files * Changes for SFML port * Changes for SFML port * Fixed line endings (probably?)
57 lines
1.1 KiB
C++
57 lines
1.1 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: GameState.hpp
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*
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* Description:
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*
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* Created: 15/12/2014 03:51:32
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#ifndef GAMESTATE_HPP_
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#define GAMESTATE_HPP_
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#include <glm/glm.hpp>
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#include "ApplicationState.hpp"
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#include "Camera.hpp"
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#include "HUD.hpp"
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#include "Player.hpp"
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#include "Skybox.hpp"
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#include "World.hpp"
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#include "RenderTarget.hpp"
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class GameState : public ApplicationState {
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public:
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GameState();
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void onEvent(const sf::Event &event) override;
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void update() override;
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private:
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void initShaders();
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void draw(RenderTarget &target, RenderStates states) const override;
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glm::mat4 m_projectionMatrix;
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glm::mat4 m_viewMatrix;
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Camera &m_camera{Camera::getInstance()};
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Shader m_shader;
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Skybox m_skybox;
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World m_world;
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Player m_player;
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HUD m_hud{m_camera, m_player, m_world, m_viewMatrix, m_projectionMatrix};
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};
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#endif // GAMESTATE_HPP_
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