fpp-game-example.cpp
4.14 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
/*
* 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;
}