light/Mirror/src/EditorLayer.cpp
Light 7ec9690f52 Maintenance
- Mirror project maintenance and tidying
- General maintenance
2021-08-14 16:17:33 +04:30

98 lines
No EOL
2.8 KiB
C++

#include "EditorLayer.h"
namespace Light {
EditorLayer::EditorLayer(const std::string& name)
: Layer(name), m_Direction(glm::vec2(0.0f, 0.0f))
{
m_Scene = CreateRef<Scene>();
m_PropertiesPanel = CreateRef<PropertiesPanel>();
m_SceneHierarchyPanel = CreateRef<SceneHierarchyPanel>(m_Scene, m_PropertiesPanel);
SummonAwesomeness();
m_CameraEntity = m_Scene->CreateEntity("Camera", TransformComponent(glm::vec3(0.0f, 0.0f, 1000.0f)));
m_CameraEntity.AddComponent<CameraComponent>(SceneCamera(), true);
m_Framebuffer = std::shared_ptr<Framebuffer>(Framebuffer::Create({ 1u, 1u, 1u }, GraphicsContext::GetSharedContext()));
// for native scripts
m_Scene->OnCreate();
}
void EditorLayer::OnUpdate(float deltaTime)
{
if (Input::GetKeyboardKey(Key::A))
m_Direction.x = -1.0f;
else if (Input::GetKeyboardKey(Key::D))
m_Direction.x = 1.0f;
else
m_Direction.x = 0.0f;
if (Input::GetKeyboardKey(Key::W))
m_Direction.y = 1.0f;
else if (Input::GetKeyboardKey(Key::S))
m_Direction.y = -1.0f;
else
m_Direction.y = 0.0f;
auto& transform = m_CameraEntity.GetComponent<TransformComponent>();
transform.translation += glm::vec3(m_Direction * m_Speed * deltaTime, 0.0);
m_Scene->OnUpdate(deltaTime);
}
void EditorLayer::OnRender()
{
m_Scene->OnRender(m_Framebuffer);
}
void EditorLayer::OnUserInterfaceUpdate()
{
UserInterface::DockspaceBegin();
ImGui::ShowDemoWindow();
if (ImGui::Begin("GameView"))
{
Input::ReceiveGameEvents(ImGui::IsWindowFocused());
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
if (m_AvailableContentRegionPrev != regionAvail)
{
m_AvailableContentRegionPrev = regionAvail;
m_Framebuffer->Resize({ regionAvail.x, regionAvail.y });
auto& cameraComp = m_CameraEntity.GetComponent<CameraComponent>();
cameraComp.camera.SetViewportSize(regionAvail.x, regionAvail.y);
}
if (GraphicsContext::GetGraphicsAPI() == GraphicsAPI::DirectX)
ImGui::Image(m_Framebuffer->GetColorAttachment(), regionAvail);
else // opengl
ImGui::Image(m_Framebuffer->GetColorAttachment(), regionAvail, ImVec2(0, 1), ImVec2(1, 0));
} ImGui::End();
m_SceneHierarchyPanel->OnUserInterfaceUpdate();
m_PropertiesPanel->OnUserInterfaceUpdate();
UserInterface::DockspaceEnd();
}
void EditorLayer::SummonAwesomeness()
{
ResourceManager::LoadTexture("awesomeface", "res/Textures/awesomeface.png");
auto texture = ResourceManager::GetTexture("awesomeface");
for (int i = 0; i < 420; i++)
{
const glm::vec3 translation = Math::RandVec3(-500, 500);
const glm::vec3 scale = glm::vec3(Math::Rand(250, 350));
const glm::vec3 rotation = glm::radians(Math::RandVec3(0, 360, 2));;
Entity quad = m_Scene->CreateEntity("quad" + std::to_string(i), { translation, scale, rotation });
quad.AddComponent<SpriteRendererComponent>(texture);
}
}
}