[ADD] the pause menu can be accessed with the 'P' key. the real button are not implemented yet.

This commit is contained in:
lars
2021-06-01 15:18:07 +02:00
parent ef466c9d95
commit 2468d7fa7f
10 changed files with 122 additions and 23 deletions

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res/background_grey.png Normal file

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@@ -62,7 +62,7 @@ int main(void)
current_scene->onKey(window, key, scancode, action, mods);
});
bool window_open = true;
// Main game loop
while (!glfwWindowShouldClose(window) && window_open)

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@@ -14,18 +14,11 @@
namespace scene
{
std::vector<entities::Entity> entities;
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
shaders::EntityShader *shader;
shaders::GuiShader *gui_shader;
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
In_Game_Scene::In_Game_Scene()
{
camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
shader = new shaders::EntityShader;
shader->Init();
render_engine::renderer::Init(*shader);
@@ -34,6 +27,14 @@ namespace scene
gui_shader->Init();
}
In_Game_Scene::~In_Game_Scene()
{
delete camera;
delete shader;
delete gui_shader;
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
raw_model = render_engine::LoadObjModel("res/House.obj");
@@ -45,7 +46,7 @@ namespace scene
int z = 0;
for (int i = 0; i < 5; ++i)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
entities_to_render.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
}
@@ -54,7 +55,7 @@ namespace scene
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
// GUI stuff
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
button.SetOnClickAction([]()
@@ -64,11 +65,51 @@ namespace scene
guis.push_back(&button);
//guis for the pause menu
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
pause_guis.push_back(&background);
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
pause_button_resume.SetOnClickAction([]()
{
std::cout << "I got clicked on the resume button!" << std::endl;
});
pause_guis.push_back(&pause_button_resume);
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
pause_button_quit.SetOnClickAction([]()
{
std::cout << "I got clicked on the quit button!" << std::endl;
});
pause_guis.push_back(&pause_button_quit);
while (return_value == scene::Scenes::INGAME)
{
update(window);
button.Update(window);
render();
switch (game_state)
{
/*case scene::Game_State::IDLE:
break;*/
case scene::Game_State::PAUSED:
render();
render_pause_menu();
break;
case scene::Game_State::RUNNING:
update(window);
button.Update(window);
render();
break;
default:
std::cout << "Game state unknown" << std::endl;
break;
}
glfwSwapBuffers(window);
glfwPollEvents();
@@ -87,16 +128,16 @@ namespace scene
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
shader->LoadViewMatrix(camera);
shader->LoadViewMatrix(*camera);
// Renders each entity in the entities list
for (entities::Entity& entity : entities)
for (entities::Entity& entity : entities_to_render)
{
render_engine::renderer::Render(entity, *shader);
}
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
//render_engine::renderer::Render(guis, *gui_shader);
// Stop rendering the entities
shader->Stop();
@@ -104,7 +145,7 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera.Move(window);
camera->Move(window);
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -113,6 +154,19 @@ namespace scene
{
return_value = scene::Scenes::STOP;
}
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
{
game_state = scene::Game_State::PAUSED;
}
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
{
game_state = scene::Game_State::RUNNING;
}
}
void In_Game_Scene::render_pause_menu()
{
render_engine::renderer::Render(pause_guis, *gui_shader);
}
}

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@@ -1,17 +1,47 @@
#pragma once
#include <iostream>
#include <ostream>
#include <vector>
#include "scene.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
namespace scene
{
enum class Game_State
{
//IDLE,
RUNNING,
PAUSED
};
class In_Game_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::INGAME;
scene::Game_State game_state = scene::Game_State::RUNNING;
std::vector<entities::Entity> entities_to_render;
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
entities::Camera *camera;
std::vector<gui::GuiTexture*> guis;
std::vector<gui::GuiTexture*> pause_guis;
void render_pause_menu();
public:
In_Game_Scene();
~In_Game_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;

7
src/scenes/scene.cpp Normal file
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@@ -0,0 +1,7 @@
#include <iostream>
#include "scene.h"
scene::Scene::~Scene()
{
std::cout << "Main scene class gone!" << std::endl;
}

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@@ -18,14 +18,12 @@ namespace scene {
class Scene
{
public:
virtual ~Scene() = 0;
virtual Scenes start(GLFWwindow* window) = 0;
virtual void render() = 0;
virtual void update(GLFWwindow* window) = 0;
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

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@@ -1,3 +1,4 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
@@ -5,6 +6,10 @@
namespace scene
{
Startup_Scene::~Startup_Scene()
{
std::cout << "startup scene gone!" << std::endl;
}
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{

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@@ -12,6 +12,7 @@ namespace scene
scene::Scenes return_value = scene::Scenes::STARTUP;
public:
~Startup_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;

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@@ -34,6 +34,7 @@
<ClCompile Include="src\renderEngine\loader.cpp" />
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
<ClCompile Include="src\renderEngine\renderer.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\shaders\gui_shader.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" />

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@@ -75,6 +75,9 @@
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\entities\Camera.h">