Sdk/Application: Add Console and FPSCounter overlays
This allows any Nazara-powered application to enable a ready-to-use console or a working FPS counter Former-commit-id: 2b1c7ae5a7c72ea1c102734841f4e25742c2b42b [formerly f1fece5295a0a43147396752b3c61d84e0d7fc74] [formerly 40eff1e79a68fb5e0b7e1d4d6528fec318fed74c [formerly b17ee1558babcd4ed89525e447fb9c4e58b67033]] Former-commit-id: 1e1297789e402d25e7b5324dceebbbe8021a2217 [formerly 1c62735c3ff7f53efbef3e45c2284739fc22ec32] Former-commit-id: 3d331aae0e7db884e36d07b095a9d25a1dbe7926
This commit is contained in:
parent
62cfdd6ade
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07fe2f560e
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@ -8,18 +8,34 @@
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#define NDK_APPLICATION_HPP
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#include <NDK/Prerequesites.hpp>
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#include <NDK/EntityOwner.hpp>
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#include <NDK/World.hpp>
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#include <Nazara/Core/Clock.hpp>
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#include <Nazara/Utility/Window.hpp>
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#include <list>
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#include <set>
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#include <vector>
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#ifndef NDK_SERVER
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#include <NDK/Console.hpp>
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#include <Nazara/Core/Log.hpp>
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#include <Nazara/Lua/LuaInstance.hpp>
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#include <Nazara/Graphics/TextSprite.hpp>
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#include <Nazara/Renderer/RenderTarget.hpp>
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#include <Nazara/Utility/Window.hpp>
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#endif
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namespace Ndk
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{
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class NDK_API Application
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{
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public:
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#ifndef NDK_SERVER
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struct ConsoleOverlay;
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struct FPSCounterOverlay;
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#endif
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inline Application();
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inline Application(int argc, const char* argv[]);
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Application(const Application&) = delete;
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Application(Application&&) = delete;
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inline ~Application();
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@ -29,8 +45,21 @@ namespace Ndk
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#endif
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template<typename... Args> World& AddWorld(Args&&... args);
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#ifndef NDK_SERVER
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inline void EnableConsole(bool enable);
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inline void EnableFPSCounter(bool enable);
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inline ConsoleOverlay& GetConsoleOverlay(std::size_t windowIndex = 0U);
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inline FPSCounterOverlay& GetFPSCounterOverlay(std::size_t windowIndex = 0U);
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#endif
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inline float GetUpdateTime() const;
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#ifndef NDK_SERVER
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inline bool IsConsoleEnabled() const;
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inline bool IsFPSCounterEnabled() const;
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#endif
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bool Run();
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#ifndef NDK_SERVER
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@ -44,13 +73,56 @@ namespace Ndk
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inline static Application* Instance();
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#ifndef NDK_SERVER
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struct ConsoleOverlay
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{
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std::unique_ptr<Console> console;
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Nz::LuaInstance lua;
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NazaraSlot(Nz::EventHandler, OnEvent, eventSlot);
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NazaraSlot(Nz::EventHandler, OnKeyPressed, keyPressedSlot);
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NazaraSlot(Nz::EventHandler, OnResized, resizedSlot);
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NazaraSlot(Nz::Log, OnLogWrite, logSlot);
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};
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struct FPSCounterOverlay
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{
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Nz::TextSpriteRef sprite;
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EntityOwner entity;
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float elapsedTime = 0.f;
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unsigned int frameCount = 0;
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};
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#endif
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private:
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#ifndef NDK_SERVER
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std::vector<std::unique_ptr<Nz::Window>> m_windows;
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enum OverlayFlags
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{
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OverlayFlags_Console = 0x1,
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OverlayFlags_FPSCounter = 0x2
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};
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struct WindowInfo
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{
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inline WindowInfo(std::unique_ptr<Nz::Window>&& window);
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Nz::RenderTarget* renderTarget;
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std::unique_ptr<Nz::Window> window;
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std::unique_ptr<ConsoleOverlay> console;
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std::unique_ptr<FPSCounterOverlay> fpsCounter;
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std::unique_ptr<World> overlayWorld;
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};
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void SetupConsole(WindowInfo& info);
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void SetupFPSCounter(WindowInfo& info);
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void SetupOverlay(WindowInfo& info);
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std::vector<WindowInfo> m_windows;
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#endif
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std::list<World> m_worlds;
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Nz::Clock m_updateClock;
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#ifndef NDK_SERVER
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Nz::UInt32 m_overlayFlags;
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bool m_exitOnClosedWindows;
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#endif
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bool m_shouldQuit;
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@ -2,6 +2,7 @@
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Application.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <type_traits>
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#include <NDK/Sdk.hpp>
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@ -9,13 +10,15 @@
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namespace Ndk
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{
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/*!
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* \brief Constructs an Application object by default
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* \brief Constructs an Application object without passing command-line arguments
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*
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* \remark Produces a NazaraAssert if there's more than one application instance currently running
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* This calls Sdk::Initialize()
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*
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* \remark Only one Application instance can exist at a time
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*/
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inline Application::Application() :
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#ifndef NDK_SERVER
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m_overlayFlags(0U),
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m_exitOnClosedWindows(true),
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#endif
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m_shouldQuit(false),
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@ -31,9 +34,26 @@ namespace Ndk
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}
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/*!
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* \brief Destructs the object
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* \brief Constructs an Application object with command-line arguments
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*
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* Pass the argc and argv arguments from the main function.
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*
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* Command-line arguments can be retrieved by application methods
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*
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* This calls Sdk::Initialize()
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*
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* \remark Only one Application instance can exist at a time
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*/
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inline Application::Application(int argc, const char* argv[]) :
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Application()
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{
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}
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/*!
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* \brief Destructs the application object
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*
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* This destroy all worlds and windows and then calls Sdk::Uninitialize
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*/
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inline Application::~Application()
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{
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m_worlds.clear();
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@ -61,8 +81,28 @@ namespace Ndk
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{
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static_assert(std::is_base_of<Nz::Window, T>::value, "Type must inherit Window");
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m_windows.emplace_back(new T(std::forward<Args>(args)...));
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return static_cast<T&>(*m_windows.back().get());
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m_windows.emplace_back(std::make_unique<T>(std::forward<Args>(args)...));
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WindowInfo& info = m_windows.back();
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T& window = static_cast<T&>(*info.window.get()); //< Warning: ugly
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if (std::is_base_of<Nz::RenderTarget, T>())
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{
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info.renderTarget = &window;
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if (m_overlayFlags)
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{
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SetupOverlay(info);
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if (m_overlayFlags & OverlayFlags_Console)
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SetupConsole(info);
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if (m_overlayFlags & OverlayFlags_FPSCounter)
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SetupFPSCounter(info);
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}
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}
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return window;
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}
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#endif
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@ -80,22 +120,159 @@ namespace Ndk
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return m_worlds.back();
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}
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/*!
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* \brief Enable/disable debug console
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*
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* \param enable Should the console overlay be enabled
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*/
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inline void Application::EnableConsole(bool enable)
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{
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if (enable != ((m_overlayFlags & OverlayFlags_Console) != 0))
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{
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if (enable)
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{
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if (m_overlayFlags == 0)
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{
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for (WindowInfo& info : m_windows)
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SetupOverlay(info);
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}
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for (WindowInfo& info : m_windows)
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SetupConsole(info);
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m_overlayFlags |= OverlayFlags_Console;
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}
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else
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{
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for (WindowInfo& info : m_windows)
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info.console.reset();
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m_overlayFlags &= ~OverlayFlags_Console;
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if (m_overlayFlags == 0)
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{
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for (WindowInfo& info : m_windows)
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info.overlayWorld.reset();
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}
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}
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}
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}
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/*!
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* \brief Enable/disable debug FPS counter
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*
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* \param enable Should the FPS counter be displayed
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*/
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inline void Application::EnableFPSCounter(bool enable)
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{
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if (enable != ((m_overlayFlags & OverlayFlags_FPSCounter) != 0))
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{
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if (enable)
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{
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if (m_overlayFlags == 0)
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{
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for (WindowInfo& info : m_windows)
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SetupOverlay(info);
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}
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for (WindowInfo& info : m_windows)
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SetupFPSCounter(info);
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m_overlayFlags |= OverlayFlags_FPSCounter;
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}
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else
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{
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for (WindowInfo& info : m_windows)
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info.fpsCounter.reset();
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m_overlayFlags &= ~OverlayFlags_FPSCounter;
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if (m_overlayFlags == 0)
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{
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for (WindowInfo& info : m_windows)
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info.overlayWorld.reset();
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}
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}
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}
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}
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/*!
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* \brief Gets the console overlay for a specific window
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*
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* \param windowIndex Index of the window to get
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*
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* \remark The console overlay must be enabled
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*
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* \return A reference to the console overlay of the window
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*
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* \see IsConsoleOverlayEnabled
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*/
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inline Application::ConsoleOverlay& Application::GetConsoleOverlay(std::size_t windowIndex)
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{
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NazaraAssert(m_overlayFlags & OverlayFlags_Console, "Console overlay is not enabled");
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NazaraAssert(windowIndex <= m_windows.size(), "Window index is out of range");
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return *m_windows[windowIndex].console;
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}
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/*!
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* \brief Gets the console overlay for a specific window
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*
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* \param windowIndex Index of the window to get
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*
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* \remark The console overlay must be enabled
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*
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* \return A reference to the console overlay of the window
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*
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* \see IsFPSCounterEnabled
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*/
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inline Application::FPSCounterOverlay& Application::GetFPSCounterOverlay(std::size_t windowIndex)
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{
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NazaraAssert(m_overlayFlags & OverlayFlags_FPSCounter, "FPS counter overlay is not enabled");
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NazaraAssert(windowIndex <= m_windows.size(), "Window index is out of range");
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return *m_windows[windowIndex].fpsCounter;
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}
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/*!
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* \brief Gets the update time of the application
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* \return Update rate
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*/
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inline float Application::GetUpdateTime() const
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{
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return m_updateTime;
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}
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/*!
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* \brief Checks if the console overlay is enabled
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*
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* \remark This has nothing to do with the visibility state of the console
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*
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* \return True if the console overlay is enabled
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*
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* \see GetConsoleOverlay
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*/
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inline bool Application::IsConsoleEnabled() const
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{
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return (m_overlayFlags & OverlayFlags_Console) != 0;
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}
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/*!
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* \brief Checks if the FPS counter overlay is enabled
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* \return True if the FPS counter overlay is enabled
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*
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* \see GetFPSCounterOverlay
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*/
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inline bool Application::IsFPSCounterEnabled() const
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{
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return (m_overlayFlags & OverlayFlags_FPSCounter) != 0;
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}
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/*!
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* \brief Makes the application exit when there's no more open window
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*
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* \param exitOnClosedWindows Should exit be called when no more window is open
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*/
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#ifndef NDK_SERVER
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inline void Application::MakeExitOnLastWindowClosed(bool exitOnClosedWindows)
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{
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@ -121,4 +298,10 @@ namespace Ndk
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{
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return s_application;
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}
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inline Application::WindowInfo::WindowInfo(std::unique_ptr<Nz::Window>&& window) :
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window(std::move(window)),
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renderTarget(nullptr)
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{
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}
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}
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@ -4,6 +4,15 @@
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#include <NDK/Application.hpp>
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#ifndef NDK_SERVER
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#include <NDK/Components/CameraComponent.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Systems/RenderSystem.hpp>
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#include <NDK/LuaAPI.hpp>
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#include <Nazara/Utility/SimpleTextDrawer.hpp>
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#endif
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namespace Ndk
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{
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/*!
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@ -15,7 +24,6 @@ namespace Ndk
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/*!
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* \brief Runs the application by updating worlds, taking care about windows, ...
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*/
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bool Application::Run()
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{
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#ifndef NDK_SERVER
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@ -24,7 +32,7 @@ namespace Ndk
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auto it = m_windows.begin();
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while (it != m_windows.end())
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{
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Nz::Window& window = **it;
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Nz::Window& window = *it->window;
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window.ProcessEvents();
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@ -54,8 +62,128 @@ namespace Ndk
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for (World& world : m_worlds)
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world.Update(m_updateTime);
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#ifndef NDK_SERVER
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for (WindowInfo& info : m_windows)
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{
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if (info.fpsCounter)
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{
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FPSCounterOverlay& fpsCounter = *info.fpsCounter;
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fpsCounter.frameCount++;
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fpsCounter.elapsedTime += m_updateTime;
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if (fpsCounter.elapsedTime >= 1.f)
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{
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fpsCounter.sprite->Update(Nz::SimpleTextDrawer::Draw("FPS: " + Nz::String::Number(fpsCounter.frameCount), 36));
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fpsCounter.frameCount = 0;
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fpsCounter.elapsedTime = 0.f;
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}
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}
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info.overlayWorld->Update(m_updateTime);
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}
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#endif
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return true;
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}
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void Application::SetupConsole(WindowInfo& info)
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{
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std::unique_ptr<ConsoleOverlay> overlay = std::make_unique<ConsoleOverlay>();
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overlay->console = std::make_unique<Console>(*info.overlayWorld, Nz::Vector2f(Nz::Vector2ui(info.window->GetWidth(), info.window->GetHeight() / 4)), overlay->lua);
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Console& consoleRef = *overlay->console;
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// Redirect logs toward the console
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overlay->logSlot.Connect(Nz::Log::OnLogWrite, [&consoleRef] (const Nz::String& str)
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{
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consoleRef.AddLine(str);
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});
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LuaAPI::RegisterClasses(overlay->lua);
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// Override "print" function to add a line in the console
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overlay->lua.PushFunction([&consoleRef] (Nz::LuaInstance& instance)
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{
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Nz::StringStream stream;
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unsigned int argCount = instance.GetStackTop();
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instance.GetGlobal("tostring");
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for (unsigned int i = 1; i <= argCount; ++i)
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{
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instance.PushValue(-1); // tostring function
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instance.PushValue(i); // argument
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instance.Call(1, 1);
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std::size_t length;
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const char* str = instance.CheckString(-1, &length);
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if (i > 1)
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stream << '\t';
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stream << Nz::String(str, length);
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instance.Pop(1);
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}
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consoleRef.AddLine(stream);
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return 0;
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});
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overlay->lua.SetGlobal("print");
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// Define a few base variables to allow our interface to interact with the application
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overlay->lua.PushGlobal("Application", Ndk::Application::Instance());
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overlay->lua.PushGlobal("Console", consoleRef.CreateHandle());
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// Setup a few event callback to handle the console
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Nz::EventHandler& eventHandler = info.window->GetEventHandler();
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overlay->eventSlot.Connect(eventHandler.OnEvent, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent& event)
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{
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if (consoleRef.IsVisible())
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consoleRef.SendEvent(event);
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});
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overlay->keyPressedSlot.Connect(eventHandler.OnKeyPressed, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent::KeyEvent& event)
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{
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if (event.code == Nz::Keyboard::F9)
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consoleRef.Show(!consoleRef.IsVisible());
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});
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overlay->resizedSlot.Connect(eventHandler.OnResized, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent::SizeEvent& event)
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{
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consoleRef.SetSize({float(event.width), event.height / 4.f});
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});
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info.console = std::move(overlay);
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}
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void Application::SetupFPSCounter(WindowInfo& info)
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{
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std::unique_ptr<FPSCounterOverlay> fpsCounter = std::make_unique<FPSCounterOverlay>();
|
||||
fpsCounter->sprite = Nz::TextSprite::New();
|
||||
|
||||
fpsCounter->entity = info.overlayWorld->CreateEntity();
|
||||
fpsCounter->entity->AddComponent<NodeComponent>();
|
||||
fpsCounter->entity->AddComponent<GraphicsComponent>().Attach(fpsCounter->sprite);
|
||||
|
||||
info.fpsCounter = std::move(fpsCounter);
|
||||
}
|
||||
|
||||
void Application::SetupOverlay(WindowInfo& info)
|
||||
{
|
||||
info.overlayWorld = std::make_unique<World>(false); //< No default system
|
||||
|
||||
RenderSystem& renderSystem = info.overlayWorld->AddSystem<RenderSystem>();
|
||||
renderSystem.ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
|
||||
renderSystem.SetDefaultBackground(nullptr);
|
||||
renderSystem.SetGlobalUp(Nz::Vector3f::Down());
|
||||
|
||||
EntityHandle viewer = info.overlayWorld->CreateEntity();
|
||||
CameraComponent& camComponent = viewer->AddComponent<CameraComponent>();
|
||||
viewer->AddComponent<NodeComponent>();
|
||||
|
||||
camComponent.SetProjectionType(Nz::ProjectionType_Orthogonal);
|
||||
camComponent.SetTarget(info.renderTarget);
|
||||
}
|
||||
|
||||
Application* Application::s_application = nullptr;
|
||||
}
|
||||
|
|
@ -17,7 +17,14 @@ namespace Ndk
|
|||
|
||||
#ifndef NDK_SERVER
|
||||
//application.SetMethod("AddWindow", &Application::AddWindow);
|
||||
|
||||
application.BindMethod("EnableConsole", &Application::EnableConsole);
|
||||
application.BindMethod("EnableFPSCounter", &Application::EnableFPSCounter);
|
||||
|
||||
application.BindMethod("IsConsoleEnabled", &Application::IsConsoleEnabled);
|
||||
application.BindMethod("IsFPSCounterEnabled", &Application::IsFPSCounterEnabled);
|
||||
#endif
|
||||
|
||||
application.BindMethod("AddWorld", [] (Nz::LuaInstance& instance, Application* application) -> int
|
||||
{
|
||||
instance.Push(application->AddWorld().CreateHandle());
|
||||
|
|
|
|||
|
|
@ -256,81 +256,19 @@ int main()
|
|||
// On lie la caméra à la fenêtre
|
||||
cameraComp.SetTarget(&window);
|
||||
|
||||
// Et on créé deux horloges pour gérer le temps
|
||||
Nz::Clock secondClock, updateClock;
|
||||
// Et on créé une horloge pour gérer le temps
|
||||
Nz::Clock updateClock;
|
||||
Nz::UInt64 updateAccumulator = 0;
|
||||
|
||||
// Ainsi qu'un compteur de FPS improvisé
|
||||
unsigned int fps = 0;
|
||||
|
||||
// Quelques variables de plus pour notre caméra
|
||||
bool smoothMovement = true;
|
||||
Nz::Vector3f targetPos = cameraNode.GetPosition();
|
||||
|
||||
// Pour ajouter une console à notre application, nous avons besoin d'un monde 2D pour gérer ces rendus
|
||||
Ndk::WorldHandle world2D = application.AddWorld().CreateHandle();
|
||||
world2D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(nullptr);
|
||||
world2D->GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
|
||||
|
||||
// Nous ajoutons une caméra comme précédement
|
||||
Ndk::EntityHandle viewEntity = world2D->CreateEntity();
|
||||
viewEntity->AddComponent<Ndk::NodeComponent>();
|
||||
|
||||
// À la différence que celui-ci effectuera une projection orthogonale
|
||||
Ndk::CameraComponent& viewer = viewEntity->AddComponent<Ndk::CameraComponent>();
|
||||
viewer.SetTarget(&window);
|
||||
viewer.SetProjectionType(Nz::ProjectionType_Orthogonal);
|
||||
|
||||
// Nous créons un environnement Lua pour gérer nos scripts
|
||||
Nz::LuaInstance lua;
|
||||
|
||||
// Faisons en sorte d'enregistrer les classes du moteur dans cet environnement
|
||||
Ndk::LuaAPI::RegisterClasses(lua);
|
||||
|
||||
// Ensuite nous créons la console en elle-même
|
||||
Ndk::Console console(*world2D, Nz::Vector2f(window.GetWidth(), window.GetHeight() / 4), lua);
|
||||
|
||||
// Nous redirigeons les logs vers cette console
|
||||
Nz::Log::OnLogWriteType::ConnectionGuard logGuard = Nz::Log::OnLogWrite.Connect([&console] (const Nz::String& str)
|
||||
{
|
||||
console.AddLine(str);
|
||||
});
|
||||
|
||||
// Nous réécrivons la fonction "print" du Lua pour la rediriger vers la console
|
||||
lua.PushFunction([&console] (Nz::LuaInstance& instance)
|
||||
{
|
||||
Nz::StringStream stream;
|
||||
|
||||
unsigned int argCount = instance.GetStackTop();
|
||||
instance.GetGlobal("tostring");
|
||||
for (unsigned int i = 1; i <= argCount; ++i)
|
||||
{
|
||||
instance.PushValue(-1); // ToString
|
||||
instance.PushValue(i); // Arg
|
||||
instance.Call(1, 1);
|
||||
|
||||
std::size_t length;
|
||||
const char* str = instance.CheckString(-1, &length);
|
||||
if (i > 1)
|
||||
stream << '\t';
|
||||
|
||||
stream << Nz::String(str, length);
|
||||
instance.Pop(1);
|
||||
}
|
||||
|
||||
console.AddLine(stream);
|
||||
return 0;
|
||||
});
|
||||
lua.SetGlobal("print");
|
||||
|
||||
// Définissons quelques variables de base
|
||||
lua.PushGlobal("Application", Ndk::Application::Instance());
|
||||
lua.PushGlobal("Console", console.CreateHandle());
|
||||
lua.PushGlobal("Spaceship", spaceship->CreateHandle());
|
||||
lua.PushGlobal("World", world->CreateHandle());
|
||||
|
||||
window.EnableEventPolling(true); // Déprécié
|
||||
|
||||
application.EnableConsole(true);
|
||||
application.EnableFPSCounter(true);
|
||||
|
||||
// Début de la boucle de rendu du programme (s'occupant par exemple de mettre à jour le monde)
|
||||
while (application.Run())
|
||||
{
|
||||
|
|
@ -342,8 +280,12 @@ int main()
|
|||
{
|
||||
case Nz::WindowEventType_MouseMoved: // La souris a bougé
|
||||
{
|
||||
if (console.IsVisible())
|
||||
break;
|
||||
if (application.IsConsoleEnabled())
|
||||
{
|
||||
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
|
||||
if (consoleOverlay.console->IsVisible())
|
||||
break;
|
||||
}
|
||||
|
||||
// Gestion de la caméra free-fly (Rotation)
|
||||
float sensitivity = 0.3f; // Sensibilité de la souris
|
||||
|
|
@ -368,9 +310,6 @@ int main()
|
|||
break;
|
||||
|
||||
case Nz::WindowEventType_KeyPressed: // Une touche a été pressée !
|
||||
if (console.IsVisible())
|
||||
console.SendEvent(event);
|
||||
|
||||
if (event.key.code == Nz::Keyboard::Key::Escape)
|
||||
window.Close();
|
||||
else if (event.key.code == Nz::Keyboard::F1)
|
||||
|
|
@ -383,19 +322,6 @@ int main()
|
|||
else
|
||||
smoothMovement = true;
|
||||
}
|
||||
else if (event.key.code == Nz::Keyboard::F9)
|
||||
console.Show(!console.IsVisible());
|
||||
break;
|
||||
|
||||
case Nz::WindowEventType_TextEntered:
|
||||
{
|
||||
if (console.IsVisible())
|
||||
console.SendCharacter(event.text.character);
|
||||
break;
|
||||
}
|
||||
|
||||
case Nz::WindowEventType_Resized:
|
||||
console.SetSize({float(event.size.width), event.size.height / 4.f});
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
@ -419,7 +345,16 @@ int main()
|
|||
// Vitesse de déplacement de la caméra
|
||||
float cameraSpeed = 3.f * elapsedTime; // Trois mètres par seconde
|
||||
|
||||
if (!console.IsVisible())
|
||||
bool move = true;
|
||||
|
||||
if (application.IsConsoleEnabled())
|
||||
{
|
||||
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
|
||||
if (consoleOverlay.console->IsVisible())
|
||||
move = false;
|
||||
}
|
||||
|
||||
if (move)
|
||||
{
|
||||
// Si la touche espace est enfoncée, notre vitesse de déplacement est multipliée par deux
|
||||
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::Space))
|
||||
|
|
@ -460,28 +395,6 @@ int main()
|
|||
// Après avoir dessiné sur la fenêtre, il faut s'assurer qu'elle affiche cela
|
||||
// Cet appel ne fait rien d'autre qu'échanger les buffers de rendu (Double Buffering)
|
||||
window.Display();
|
||||
|
||||
// On incrémente le compteur de FPS improvisé
|
||||
fps++;
|
||||
|
||||
if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
|
||||
{
|
||||
// Et on insère ces données dans le titre de la fenêtre
|
||||
window.SetTitle(windowTitle + " - " + Nz::String::Number(fps) + " FPS");
|
||||
|
||||
/*
|
||||
Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
|
||||
via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
|
||||
Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
|
||||
cela fonctionnera aussi comme ceci : "Chaîne de caractères".
|
||||
*/
|
||||
|
||||
// Et on réinitialise le compteur de FPS
|
||||
fps = 0;
|
||||
|
||||
// Et on relance l'horloge pour refaire ça dans une seconde
|
||||
secondClock.Restart();
|
||||
}
|
||||
}
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
|
|
|
|||
Loading…
Reference in New Issue