[Scene] Now using AbstractController instead of static classes.
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source/client/scene/AbstractController.hpp
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41
source/client/scene/AbstractController.hpp
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/*
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* =====================================================================================
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*
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* OpenMiner
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*
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* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
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* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
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*
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* This file is part of OpenMiner.
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*
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* OpenMiner is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* OpenMiner is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* =====================================================================================
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*/
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#ifndef ABSTRACTCONTROLLER_HPP_
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#define ABSTRACTCONTROLLER_HPP_
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#include <gk/gl/RenderStates.hpp>
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#include <gk/gl/RenderTarget.hpp>
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#include <entt/entt.hpp>
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class AbstractController {
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public:
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virtual void update(entt::DefaultRegistry &) {}
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virtual void draw(entt::DefaultRegistry &, gk::RenderTarget &, gk::RenderStates) {}
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};
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#endif // ABSTRACTCONTROLLER_HPP_
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@ -27,11 +27,11 @@
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#ifndef ANIMATIONCONTROLLER_HPP_
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#define ANIMATIONCONTROLLER_HPP_
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#include <entt/entt.hpp>
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#include "AbstractController.hpp"
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class AnimationController {
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class AnimationController : public AbstractController {
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public:
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static void update(entt::DefaultRegistry ®istry);
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void update(entt::DefaultRegistry ®istry) override;
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};
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#endif // ANIMATIONCONTROLLER_HPP_
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@ -29,13 +29,13 @@
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#include "InventoryCube.hpp"
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#include "ItemStack.hpp"
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void CollisionController::update(entt::DefaultRegistry ®istry, ClientPlayer &player) {
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void CollisionController::update(entt::DefaultRegistry ®istry) {
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// FIXME: This shouldn't use InventoryCube, but instead a callback stored in a CollisionComponent
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registry.view<InventoryCube, gk::DoubleBox, ItemStack>().each([&](auto entity, auto &cube, auto &box, auto &itemStack) {
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gk::DoubleBox hitbox = box + cube.getPosition();
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gk::DoubleBox playerHitbox = player.hitbox() + gk::Vector3d{player.x(), player.y(), player.z()};
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gk::DoubleBox playerHitbox = m_player.hitbox() + gk::Vector3d{m_player.x(), m_player.y(), m_player.z()};
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if (hitbox.intersects(playerHitbox)) {
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player.inventory().addStack(itemStack.item().stringID(), itemStack.amount());
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m_player.inventory().addStack(itemStack.item().stringID(), itemStack.amount());
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registry.destroy(entity);
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}
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});
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@ -27,13 +27,18 @@
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#ifndef COLLISIONCONTROLLER_HPP_
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#define COLLISIONCONTROLLER_HPP_
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#include <entt/entt.hpp>
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#include "AbstractController.hpp"
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class ClientPlayer;
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class CollisionController {
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class CollisionController : public AbstractController {
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public:
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static void update(entt::DefaultRegistry ®istry, ClientPlayer &player);
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CollisionController(ClientPlayer &player) : m_player(player) {}
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void update(entt::DefaultRegistry ®istry);
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private:
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ClientPlayer &m_player;
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};
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#endif // COLLISIONCONTROLLER_HPP_
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@ -27,14 +27,11 @@
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#ifndef RENDERINGCONTROLLER_HPP_
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#define RENDERINGCONTROLLER_HPP_
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#include <gk/gl/RenderStates.hpp>
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#include <gk/gl/RenderTarget.hpp>
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#include "AbstractController.hpp"
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#include <entt/entt.hpp>
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class RenderingController {
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class RenderingController : public AbstractController {
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public:
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static void draw(entt::DefaultRegistry ®istry, gk::RenderTarget &target, gk::RenderStates states);
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void draw(entt::DefaultRegistry ®istry, gk::RenderTarget &target, gk::RenderStates states) override;
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};
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#endif // RENDERINGCONTROLLER_HPP_
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@ -31,11 +31,14 @@
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#include "RenderingController.hpp"
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Scene::Scene(ClientPlayer &player) : m_player(player) {
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m_controllers.emplace_back(new AnimationController);
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m_controllers.emplace_back(new CollisionController(player));
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m_controllers.emplace_back(new RenderingController);
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}
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void Scene::update() {
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AnimationController::update(m_registry);
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CollisionController::update(m_registry, m_player);
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for (auto &controller : m_controllers)
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controller->update(m_registry);
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}
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void Scene::draw(gk::RenderTarget &target, gk::RenderStates states) const {
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@ -45,6 +48,7 @@ void Scene::draw(gk::RenderTarget &target, gk::RenderStates states) const {
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gk::Vector3d cameraPosition = m_camera->getDPosition();
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states.transform.translate(-cameraPosition.x, -cameraPosition.y, -cameraPosition.z);
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RenderingController::draw(m_registry, target, states);
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for (auto &controller : m_controllers)
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controller->draw(m_registry, target, states);
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}
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@ -27,12 +27,16 @@
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#ifndef SCENE_HPP_
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#define SCENE_HPP_
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#include <deque>
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#include <memory>
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#include <gk/gl/Camera.hpp>
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#include <gk/gl/Drawable.hpp>
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#include <gk/graphics/BoxShape.hpp>
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#include <entt/entt.hpp>
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#include "AbstractController.hpp"
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class ClientPlayer;
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class Scene : public gk::Drawable {
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@ -52,9 +56,9 @@ class Scene : public gk::Drawable {
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gk::Camera *m_camera = nullptr;
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gk::BoxShape m_testBox;
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mutable entt::DefaultRegistry m_registry;
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std::deque<std::unique_ptr<AbstractController>> m_controllers;
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};
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#endif // SCENE_HPP_
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