fpp-game-example.cpp 4.14 KB
/*
 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 */

#include "game-model.h"
#include "game-renderer.h"
#include "game-scene.h"
#include "game-texture.h"

#include "fpp-game-tutorial-controller.h"

#include <dali-toolkit/dali-toolkit.h>

using namespace Dali;

namespace
{
const char* SCENE_URL =
  {
    DEMO_GAME_DIR "/scene.json"};

}
/* This example creates 3D environment with first person camera control
   It contains following modules:

   GameScene  - responsible for loading and managing the scene data,
                it wraps around window. Owns list of entities. Scene can be deserialised
                from json file ( see scene.json )
   GameEntity - the renderable object that has also a transformation. It wraps DALi actors.

   GameModel  - loads models ( '.mod' file format ) and wraps DALi Geometry object. 'mod' format
                is binary in order

   GameTexture - manages textures. Loads them, creates samplers and wraps DALi TextureSet

   GameRenderer - binds texture and model. It's created per entity. While renderer is always unique
                  for entity, the texture and model may be reused

   GameCamera - Wraps the CameraActor. It provides not only that but also handles user input and
                implements first-person-perspective camera behavior.
                GameCamera uses Dali::Timer to provide per-frame ( or rather every 16ms ) update tick.


                               .-----------.
               .---------------| GameScene |---------------.
               |               '-----------'               |
               |                     |                     |
               v                     |                     v
        .------------. .------------.|.------------. .------------.
        | GameEntity | | GameEntity |v|    ...     | | GameEntity |
        '------------' '------------' '------------' '------------'
               |
               v
        .--------------.
        | GameRenderer |
        '--------------'
                |
         <------'-------->
.--------------.  .--------------.
| GameTexture  |  |  GameModel   |
'--------------'  '--------------'
 */
class GameController : public ConnectionTracker
{
public:
  GameController(Application& application)
  : mApplication(application)
  {
    // Connect to the Application's Init signal
    mApplication.InitSignal().Connect(this, &GameController::Create);
  }

  ~GameController()
  {
  }

  // The Init signal is received once (only) during the Application lifetime
  void Create(Application& application)
  {
    // Get a handle to the window
    mWindow = application.GetWindow();

    mWindow.SetBackgroundColor(Color::BLACK);

    // Use 3D layer
    mWindow.GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);

    // Load game scene
    mScene.Load(mWindow, SCENE_URL);

    // Display tutorial
    mTutorialController.DisplayTutorial(mWindow);

    // Connect OnKeyEvent signal
    mWindow.KeyEventSignal().Connect(this, &GameController::OnKeyEvent);
  }

  // Handle a quit key event
  void OnKeyEvent(const KeyEvent& event)
  {
    if(event.GetState() == KeyEvent::DOWN)
    {
      if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
      {
        mApplication.Quit();
      }
    }
  }

private:
  Application&              mApplication;
  GameScene                 mScene;
  Window                    mWindow;
  FppGameTutorialController mTutorialController;
};

int DALI_EXPORT_API main(int argc, char** argv)
{
  Application    application = Application::New(&argc, &argv);
  GameController test(application);
  application.MainLoop();
  return 0;
}