3205680062
Also added a required prerender function to scene and application. This function is intended to be used as a way to prepare the scene to be rendered in its current state. For that reason, the delta time and the current clock tick are not passed to it.
64 lines
1.3 KiB
C++
64 lines
1.3 KiB
C++
#include "MyApplication.h"
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MyApplication::MyApplication(int width, int height)
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: Application(width, height), m_basic_scene(*this), m_simple_2d_scene(*this), m_simple_3d_scene(*this), m_simple_cube_scene(*this)
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{}
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void MyApplication::init()
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{
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m_basic_scene.init();
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m_simple_2d_scene.init();
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m_simple_3d_scene.init();
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m_simple_cube_scene.init();
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m_p_current_scene = &m_basic_scene;
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m_p_current_scene->use();
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}
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void MyApplication::update(float delta_time, clock_t clock)
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{
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if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_1))
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{
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swap_scene(&m_basic_scene);
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}
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else if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_2))
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{
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swap_scene(&m_simple_2d_scene);
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}
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else if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_3))
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{
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swap_scene(&m_simple_3d_scene);
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}
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else if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_4))
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{
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swap_scene(&m_simple_cube_scene);
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}
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m_p_current_scene->update(delta_time, clock);
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}
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void MyApplication::prerender()
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{
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m_p_current_scene->prerender();
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}
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void MyApplication::render()
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{
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m_p_current_scene->render();
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}
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void MyApplication::close()
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{
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m_p_current_scene->unuse();
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}
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void MyApplication::swap_scene(Scene* scene)
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{
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if (m_p_current_scene != scene)
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{
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m_p_current_scene->unuse();
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m_p_current_scene = scene;
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m_p_current_scene->use();
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}
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}
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