Files
Juliet/Game/game.cpp
T
Patedam 5566f76a94 Cleaning game.cpp removing old test code.
Created static mesh entity
Created debug bar
2026-08-10 22:12:31 -04:00

145 lines
3.8 KiB
C++

#include <game.h>
#include <Controller/DebugCameraController.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Data/StaticMesh.h>
#include <Entity/Entity.h>
#include <Entity/EntityManager.h>
#include <Graphics/Camera.h>
#include <Graphics/MeshRenderer.h>
#include <imgui.h>
#if JULIET_DEBUG
#include <Debug/DebugTopBar.h>
#endif
namespace
{
GameState* gGameState = nullptr;
}
GameState* GetGameState()
{
return gGameState;
}
extern "C" JULIET_API void __cdecl GameShutdown()
{
printf("Shutting down game...\n");
using namespace Juliet;
ShutdownEntityManager();
}
extern "C" JULIET_API void __cdecl GameUpdate(Juliet::GameData* params, [[maybe_unused]] float deltaTime)
{
using namespace Juliet;
gGameState = params->GameState;
if (!gGameState)
{
Arena* gameStateArena = ArenaAllocate({ .ReserveSize = Megabytes(1) } JULIET_DEBUG_PARAM("Game Total Arena"));
auto* gameState = ArenaPushStruct<GameState>(gameStateArena);
gGameState = params->GameState = gameState;
gameState->TotalArena = gameStateArena;
gameState->TotalTime = 0.0f;
gameState->Score = 0;
printf("Game Arena Allocated: %p\n", static_cast<void*>(gameState));
// Reserve cameras. Lets go with 4 for now
ReserveCamera(4);
// Bootstrap world
auto* worldArena = ArenaAllocate({ .ReserveSize = Megabytes(1) } JULIET_DEBUG_PARAM("World Arena"));
World* world = ArenaPushStruct<World>(worldArena JULIET_DEBUG_PARAM("World"));
gameState->World = world;
gameState->World->WorldArena = worldArena;
// Entity Use case
InitEntityManager(gameState->World);
auto& manager = GetEntityManager();
NonNullPtr mesh = MakeEntity<StaticMesh>(manager, 1.f, 2.f);
MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
MeshInstanceID meshInst = CreateMeshInstance(cubeAsset, 0, MatrixIdentity());
mesh->Base->MeshInstance = meshInst;
// Summer at 2pm lighting
Vector3 sunDirection = { -0.2f, -0.9f, -0.3f };
Vector3 sunColor = { 1.0f, 0.95f, 0.85f };
float ambientIntensity = 0.4f;
SetGlobalLight(sunDirection, sunColor, ambientIntensity);
}
#if JULIET_DEBUG
DrawTopBar();
#endif
GameMode previousFrameMode = gGameState->Mode;
if (IsKeyPressed(ScanCode::F1))
{
if (previousFrameMode == GameMode::Play)
{
gGameState->Mode = GameMode::Debug;
}
else if (previousFrameMode == GameMode::Debug)
{
gGameState->Mode = GameMode::Play;
}
}
if (gGameState->Mode == GameMode::Editor)
{
if (IsKeyPressed(ScanCode::F5))
{
gGameState->Mode = GameMode::Play;
}
}
if (gGameState->Mode == GameMode::Play)
{
if (IsKeyPressed(ScanCode::Escape))
{
gGameState->Mode = GameMode::Editor;
}
// update game
}
auto& manager = GetEntityManager();
UpdateEntityManager(manager);
if (gGameState->Mode == GameMode::Debug)
{
if (previousFrameMode == GameMode::Play)
{
ActivateDebugController();
}
if (IsKeyPressed(ScanCode::Escape))
{
gGameState->Mode = GameMode::Editor;
}
UpdateDebugController(deltaTime);
#if JULIET_DEBUG
ImGui::Begin("Debug");
RenderImGuiDebugController(deltaTime);
ImGui::End();
#endif
}
if (gGameState->Mode != GameMode::Debug && previousFrameMode == GameMode::Debug)
{
DeactivateDebugController();
}
}