X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fapp.cpp;h=8577e45b48383ded5ef5d793b27a152cf424af42;hb=1bc6f085c53cdeaa08e2c00e821d4e2e25cae1c8;hp=5c068a45bc15419fa9be74a5c9af36c8d51607f1;hpb=5c295a495e02b4987b63c682406f5f29402c00da;p=blank.git diff --git a/src/app/app.cpp b/src/app/app.cpp index 5c068a4..8577e45 100644 --- a/src/app/app.cpp +++ b/src/app/app.cpp @@ -27,28 +27,15 @@ string get_asset_path() { namespace blank { Application::Application(const Config &config) -: init_sdl() -, init_img() -, init_ttf() -, init_gl(config.doublebuf, config.multisampling) -, window() -, ctx(window.CreateContext()) -, init_glew() +: init(config.doublebuf, config.multisampling) +, viewport() , assets(get_asset_path()) , counter() -, chunk_prog() -, entity_prog() -, sprite_prog() -, cam() , world(config.world) -, interface(config.interface, assets, world) +, interface(config.interface, assets, counter, world) , test_controller(MakeTestEntity(world)) , running(false) { - if (config.vsync) { - GLContext::EnableVSync(); - } - - glClearColor(0.0, 0.0, 0.0, 1.0); + viewport.VSync(config.vsync); } Entity &Application::MakeTestEntity(World &world) { @@ -94,7 +81,7 @@ void Application::RunS(size_t n, size_t t) { void Application::Run() { running = true; Uint32 last = SDL_GetTicks(); - window.GrabMouse(); + init.window.GrabMouse(); while (running) { Uint32 now = SDL_GetTicks(); int delta = now - last; @@ -151,17 +138,16 @@ void Application::HandleEvents() { void Application::Handle(const SDL_WindowEvent &event) { switch (event.event) { case SDL_WINDOWEVENT_FOCUS_GAINED: - window.GrabMouse(); + init.window.GrabMouse(); break; case SDL_WINDOWEVENT_FOCUS_LOST: - window.ReleaseMouse(); + init.window.ReleaseMouse(); break; case SDL_WINDOWEVENT_RESIZED: - cam.Viewport(event.data1, event.data2); - interface.Handle(event); + viewport.Resize(event.data1, event.data2); + interface.Resize(viewport); break; default: - interface.Handle(event); break; } } @@ -177,18 +163,14 @@ void Application::Update(int dt) { void Application::Render() { // gl implementation may (and will probably) delay vsync blocking until // the first write after flipping, which is this clear call - GLContext::Clear(); + viewport.Clear(); counter.EnterRender(); - chunk_prog.SetProjection(cam.Projection()); - entity_prog.SetProjection(cam.Projection()); - - world.Render(chunk_prog, entity_prog); - - interface.Render(entity_prog, sprite_prog); + world.Render(viewport); + interface.Render(viewport); counter.ExitRender(); - window.Flip(); + init.window.Flip(); }