Tidied up code and fixed an Alt-Enter bug

This commit is contained in:
Grayson Riffe (Laptop) 2021-08-18 17:25:23 -05:00
parent ea9c4054bd
commit cd205d241b
3 changed files with 17 additions and 19 deletions

View File

@ -4,15 +4,10 @@
using namespace nf;
int main(int argc, char* argv[]) {
//TODO: Argument parser
Config conf = { 1280, 720, false, "Test"};
Application app(conf);
//app.setWindowIcon(...);
// app.setWindowCursor(...);
//Configure states
// app.addDefaultState(...);
MainState* test = new MainState;
app.addState("Main State", test);

View File

@ -23,10 +23,7 @@ namespace nf {
m_defaultWindowStyle = GetWindowLong(m_window, GWL_STYLE);
SetProp(m_window, L"App", this);
if (m_currentConfig.fullscreen) toggleFullscreen();
createOpenGLContext();
m_states.reserve(100);
m_activeStates.reserve(100);
}
void Application::setWindowIcon(HANDLE hIcon) {
@ -39,7 +36,12 @@ namespace nf {
}
void Application::addState(const char* stateName, IGamestate* state) {
m_states[stateName] = state;
if (m_states.find(stateName) == m_states.end()) {
m_states[stateName] = state;
}
else {
Error(("State \"" + (std::string)stateName + (std::string)"\" already exists!").c_str());
}
}
void Application::addDefaultState(const char* stateName) {
@ -53,7 +55,7 @@ namespace nf {
}
}
else {
Error("More than one default state defined"); //TODO: Test this
Error("More than one default state defined");
}
}
@ -61,6 +63,7 @@ namespace nf {
if (m_states.find(stateName) != m_states.end()) {
m_currentState->onExit();
m_currentState = m_states[stateName];
m_currentState->onEnter(this);
}
else {
Error(("State \"" + (std::string)stateName + (std::string)"\" doesn't exist!").c_str());
@ -68,9 +71,8 @@ namespace nf {
}
void Application::run() {
showWindow(true);
addIntroState();
m_currentState = m_sIntro;
showWindow(true);
m_running = true;
MSG msg = { };
while (m_running) {
@ -82,7 +84,7 @@ namespace nf {
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
m_running = false;
goto FrameEnd;
goto FrameEnd;
}
glClear(GL_COLOR_BUFFER_BIT);
m_currentState->update();
@ -92,7 +94,7 @@ namespace nf {
m_frameClock = std::chrono::steady_clock::now();
//TODO: Update and render current state
}
FrameEnd:
FrameEnd:
m_fpsClock2 = std::chrono::steady_clock::now();
m_fpsDuration = m_fpsClock2 - m_fpsClock1;
if (m_fpsDuration.count() >= 1.0) {
@ -121,7 +123,7 @@ namespace nf {
void Application::addIntroState() {
m_sIntro = new IntroGamestate;
m_sIntro->onEnter(this);
m_activeStates.push_back(m_sIntro);
m_currentState = m_sIntro;
}
void Application::registerWindowClass() {
@ -150,9 +152,9 @@ namespace nf {
SetWindowPos(m_window, HWND_TOP, mi.rcMonitor.left, mi.rcMonitor.top, mi.rcMonitor.right - mi.rcMonitor.left, mi.rcMonitor.bottom - mi.rcMonitor.top, SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
}
else {
SetWindowLong(m_window, GWL_STYLE, m_defaultWindowStyle);
SetWindowPlacement(m_window, &m_wndPlacement);
SetWindowPos(m_window, NULL, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
SetWindowLong(m_window, GWL_STYLE, m_defaultWindowStyle);
}
}
@ -191,6 +193,7 @@ namespace nf {
}
case WM_DESTROY: {
app->m_currentState->onExit();
app->m_currentState = nullptr;
//Unload anything else
PostQuitMessage(0);
return 0;
@ -244,6 +247,7 @@ namespace nf {
}
Application::~Application() {
Log("Exiting NF application");
//TODO: Iterate through m_activeStates and m_states and exit and unload them
}
}

View File

@ -55,10 +55,9 @@ namespace nf {
const double m_minFrametime = 1.0 / m_targetFPS;
int m_FPS;
//Inactive states states to potentially be loaded during the Application's lifetime
//Inactive states states to potentially be active during the Application's lifetime
//Mapped to const char* to be referenced later in the frontend
std::unordered_map<const char*, IGamestate*> m_states;
//The currently active and loaded states where the top-most is the current one
std::vector<IGamestate*> m_activeStates;
IntroGamestate* m_sIntro;
IGamestate* m_DefaultState;
bool m_defaultStateAdded = false;