Files
Juliet/Game/game.cpp

70 lines
1.5 KiB
C++

#include <cstdio>
#include <windows.h> // TODO: remove because our dll should not be platform dependant
#undef min
#undef max
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Entity/Entity.h>
#include <Entity/EntityManager.h>
#include <Graphics/Graphics.h>
// Test code
namespace Game
{
struct Door
{
DECLARE_ENTITY()
bool IsOpened;
};
DEFINE_ENTITY(Door);
struct Rock
{
DECLARE_ENTITY()
int Health;
};
DEFINE_ENTITY(Rock);
} // namespace Game
using namespace Juliet;
extern "C" __declspec(dllexport) void __cdecl GameInit()
{
using namespace Game;
// Entity Use case
InitEntityManager();
auto& manager = GetEntityManager();
Door* door = MakeEntity<Door>(manager, 10.0f, 2.0f);
door->IsOpened = true;
Entity* ent = door->Base;
Door* stillDoor = DownCast<Door>(ent);
Assert(door == stillDoor);
Rock* rock = MakeEntity<Rock>(manager, 1.f, 2.f);
rock->Health = 100;
Assert(door->Base != rock->Base);
printf("Door is %s\n", door->IsOpened ? "Opened" : "Closed");
printf("Rock has %d health points\n", rock->Health);
// Have to manually free for now because im not using arenas or anything
free(door->Base);
free(door);
free(rock->Base);
free(rock);
}
extern "C" __declspec(dllexport) void __cdecl GameShutdown()
{
printf("Shutting down game...\n");
}
extern "C" __declspec(dllexport) void __cdecl GameUpdate(float deltaTime)
{
//printf("Updating game...\n");
}