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#pragma once
#include <vector>
#include <string>
#include <memory>
#include <map>
#include <SDL.h>
#include "Utility.hpp"
#include "Event.hpp"
#include "Gal.hpp"
class RendererWorld;
class RmlRenderInterface;
class RmlSystemInterface;
class RmlFileInterface;
namespace Rml
{
class Context;
}
class Render {
SDL_Window *window;
SDL_GLContext glContext;
bool renderGui = false;
bool isMouseCaptured = false;
int prevMouseX, prevMouseY;
float mouseXDelta, mouseYDelta;
std::unique_ptr<RendererWorld> world;
bool renderWorld = false;
size_t windowWidth, windowHeight;
std::map<SDL_Scancode, bool> isKeyPressed;
bool HasFocus=true;
float sensetivity = 0.1f;
bool isWireframe = false;
std::shared_ptr<Gal::Framebuffer> framebuffer;
std::shared_ptr<Gal::Texture> fbDepthStencil;
std::shared_ptr<Gal::Texture> fbColor;
std::shared_ptr<Gal::Pipeline> fbPipeline;
std::shared_ptr<Gal::PipelineInstance> fbPipelineInstance;
std::shared_ptr<Gal::Buffer> fbBuffer;
EventListener listener;
std::string stateString;
std::unique_ptr<RmlRenderInterface> rmlRender;
std::unique_ptr<RmlSystemInterface> rmlSystem;
std::unique_ptr<RmlFileInterface> rmlFile;
Rml::Context* rmlContext;
unsigned short sdlKeyMods = 0;
bool hideRml = false;
void SetMouseCapture(bool IsCaptured);
void HandleMouseCapture();
void HandleEvents();
void InitSdl(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle);
void InitGlew();
void RenderFrame();
void PrepareToRendering();
void UpdateKeyboard();
void RenderGui();
void InitEvents();
void InitRml();
public:
Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle);
~Render();
void Update();
};
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