#include "MyApplication.h" void MyApplication::init() { m_simple_scene.init(); m_object_oriented_scene.init(); m_p_current_scene = &m_simple_scene; m_p_current_scene->use(); } void MyApplication::update(float delta_time, clock_t clock) { if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_1)) { swap_scene(&m_simple_scene); } else if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_2)) { swap_scene(&m_object_oriented_scene); } m_p_current_scene->update(delta_time, clock); } void MyApplication::render() { m_p_current_scene->render(); } void MyApplication::close() { m_p_current_scene->unuse(); } void MyApplication::swap_scene(Scene* scene) { if (m_p_current_scene != scene) { m_p_current_scene->unuse(); m_p_current_scene = scene; m_p_current_scene->use(); } }