Added state changing
This commit is contained in:
parent
c63fd0ec88
commit
e8bc0903e6
@ -173,6 +173,10 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Game.cpp" />
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<ClCompile Include="src\Game.cpp" />
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<ClCompile Include="src\MainState.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\MainState.h" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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@ -18,5 +18,13 @@
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<ClCompile Include="src\Game.cpp">
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<ClCompile Include="src\Game.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\MainState.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\MainState.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -1,4 +1,5 @@
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#include "NothinFancy.h"
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#include "NothinFancy.h"
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#include "MainState.h"
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using namespace nf;
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using namespace nf;
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@ -12,6 +13,11 @@ int main(int argc, char* argv[]) {
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// app.setWindowCursor(...);
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// app.setWindowCursor(...);
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//Configure states
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//Configure states
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// app.addDefaultState(...);
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// app.addDefaultState(...);
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MainState* test = new MainState;
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app.addState("Main State", test);
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app.addDefaultState("Main State");
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app.run();
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app.run();
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return 0;
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return 0;
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17
Game/src/MainState.cpp
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17
Game/src/MainState.cpp
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@ -0,0 +1,17 @@
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#include "MainState.h"
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void MainState::onEnter() {
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Log("MainState update!");
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}
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void MainState::onExit() {
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Log("MainState update!");
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}
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void MainState::update() {
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Log("MainState update!");
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}
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void MainState::render() {
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Log("MainState render!");
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}
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13
Game/src/include/MainState.h
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13
Game/src/include/MainState.h
Normal file
@ -0,0 +1,13 @@
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#pragma once
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#include "NothinFancy.h"
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class MainState : public nf::IGamestate {
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public:
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void onEnter() override;
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void onExit() override;
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void update() override;
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void render() override;
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private:
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};
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@ -1,5 +1,4 @@
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#include "Application.h"
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#include "Application.h"
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#include "Utility.h"
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#ifdef NFENGINE
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#ifdef NFENGINE
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#include "GL\glew.h"
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#include "GL\glew.h"
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#include "GL\wglew.h"
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#include "GL\wglew.h"
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@ -28,8 +27,6 @@ namespace nf {
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createOpenGLContext();
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createOpenGLContext();
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m_states.reserve(100);
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m_states.reserve(100);
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m_activeStates.reserve(100);
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m_activeStates.reserve(100);
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m_sIntro = new IntroGamestate;
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addState(m_sIntro);
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}
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}
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void Application::setWindowIcon(HANDLE hIcon) {
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void Application::setWindowIcon(HANDLE hIcon) {
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@ -41,24 +38,39 @@ namespace nf {
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SetClassLongPtr(m_window, GCLP_HCURSOR, (LONG_PTR)hCursor);
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SetClassLongPtr(m_window, GCLP_HCURSOR, (LONG_PTR)hCursor);
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}
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}
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void Application::addState(IGamestate* in) {
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void Application::addState(const char* stateName, IGamestate* state) {
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(*in).onEnter();
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m_states[stateName] = state;
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m_states.push_back(in);
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}
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}
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void Application::addDefaultState(IGamestate* in) {
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void Application::addDefaultState(const char* stateName) {
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if (!m_defaultStateAdded) {
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if (!m_defaultStateAdded) {
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(*in).onEnter();
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if (m_states.find(stateName) != m_states.end()) {
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m_activeStates.push_back(in);
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m_DefaultState = m_states[stateName];
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m_defaultStateAdded = true;
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m_defaultStateAdded = true;
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}
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else {
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Error(("State \"" + (std::string)stateName + (std::string)"\" doesn't exist!").c_str());
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}
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}
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}
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else {
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else {
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Error("More than one default state defined"); //TODO: Test this
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Error("More than one default state defined"); //TODO: Test this
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}
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}
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}
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}
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void Application::changeState(const char* stateName) {
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if (m_states.find(stateName) != m_states.end()) {
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m_currentState->onExit();
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m_currentState = m_states[stateName];
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}
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else {
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Error(("State \"" + (std::string)stateName + (std::string)"\" doesn't exist!").c_str());
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}
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}
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void Application::run() {
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void Application::run() {
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showWindow(true);
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showWindow(true);
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addIntroState();
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m_currentState = m_sIntro;
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m_running = true;
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m_running = true;
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MSG msg = { };
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MSG msg = { };
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while (m_running) {
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while (m_running) {
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@ -70,13 +82,17 @@ namespace nf {
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DispatchMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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if (msg.message == WM_QUIT)
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m_running = false;
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m_running = false;
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goto FrameEnd;
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}
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}
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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m_currentState->update();
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m_currentState->render();
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SwapBuffers(m_hdc);
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SwapBuffers(m_hdc);
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m_frames++;
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m_frames++;
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m_frameClock = std::chrono::steady_clock::now();
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m_frameClock = std::chrono::steady_clock::now();
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//TODO: Update and render current state
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//TODO: Update and render current state
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}
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}
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FrameEnd:
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m_fpsClock2 = std::chrono::steady_clock::now();
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m_fpsClock2 = std::chrono::steady_clock::now();
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m_fpsDuration = m_fpsClock2 - m_fpsClock1;
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m_fpsDuration = m_fpsClock2 - m_fpsClock1;
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if (m_fpsDuration.count() >= 1.0) {
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if (m_fpsDuration.count() >= 1.0) {
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@ -102,6 +118,12 @@ namespace nf {
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return m_FPS;
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return m_FPS;
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}
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}
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void Application::addIntroState() {
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m_sIntro = new IntroGamestate;
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m_sIntro->onEnter();
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m_activeStates.push_back(m_sIntro);
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}
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void Application::registerWindowClass() {
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void Application::registerWindowClass() {
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if (!FindWindow(L"NFClass", NULL)) {
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if (!FindWindow(L"NFClass", NULL)) {
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m_wclassName = L"NFClass";
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m_wclassName = L"NFClass";
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@ -164,12 +186,12 @@ namespace nf {
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return MNC_CLOSE << 16;
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return MNC_CLOSE << 16;
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}
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}
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case WM_CLOSE: {
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case WM_CLOSE: {
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//State onExit() in order
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//unload anything else
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DestroyWindow(hWnd);
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DestroyWindow(hWnd);
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return 0;
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return 0;
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}
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}
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case WM_DESTROY: {
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case WM_DESTROY: {
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app->m_currentState->onExit();
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//Unload anything else
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PostQuitMessage(0);
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PostQuitMessage(0);
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return 0;
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return 0;
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}
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}
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@ -2,18 +2,18 @@
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namespace nf {
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namespace nf {
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void IntroGamestate::onEnter() {
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void IntroGamestate::onEnter() {
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Log("Intro onEnter!");
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}
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}
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void IntroGamestate::onExit() {
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void IntroGamestate::onExit() {
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Log("Intro onExit!");
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}
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}
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void IntroGamestate::update() {
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void IntroGamestate::update() {
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Log("Intro update!");
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}
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}
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void IntroGamestate::render() {
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void IntroGamestate::render() {
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Log("Intro render!");
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}
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}
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}
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}
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@ -1,8 +1,10 @@
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#pragma once
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#pragma once
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#include "Config.h"
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#include "Config.h"
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#include "Utility.h"
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#include "IntroGamestate.h"
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#include "IntroGamestate.h"
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#include <Windows.h>
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#include <Windows.h>
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#include <chrono>
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#include <chrono>
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#include <unordered_map>
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#include <vector>
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#include <vector>
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namespace nf {
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namespace nf {
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@ -14,8 +16,9 @@ namespace nf {
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void setWindowIcon(HANDLE hIcon);
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void setWindowIcon(HANDLE hIcon);
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void setWindowCursor(HCURSOR hCursor);
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void setWindowCursor(HCURSOR hCursor);
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void addState(IGamestate* in);
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void addState(const char* stateName, IGamestate* state);
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void addDefaultState(IGamestate* in);
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void addDefaultState(const char* stateName);
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void changeState(const char* stateName);
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void run();
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void run();
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void showWindow(bool show);
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void showWindow(bool show);
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const Config& getConfig() const;
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const Config& getConfig() const;
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@ -23,6 +26,7 @@ namespace nf {
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~Application();
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~Application();
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private:
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private:
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void addIntroState();
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void registerWindowClass();
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void registerWindowClass();
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void toggleFullscreen();
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void toggleFullscreen();
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RECT getWindowRect() const;
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RECT getWindowRect() const;
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@ -52,10 +56,12 @@ namespace nf {
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int m_FPS;
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int m_FPS;
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//Inactive states states to potentially be loaded during the Application's lifetime
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//Inactive states states to potentially be loaded during the Application's lifetime
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std::vector<IGamestate*> m_states;
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std::unordered_map<const char*, IGamestate*> m_states;
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//The currently active and loaded states where the top-most is the current one
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//The currently active and loaded states where the top-most is the current one
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std::vector<IGamestate*> m_activeStates;
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std::vector<IGamestate*> m_activeStates;
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IntroGamestate* m_sIntro;
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IntroGamestate* m_sIntro;
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IGamestate* m_DefaultState;
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bool m_defaultStateAdded = false;
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bool m_defaultStateAdded = false;
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IGamestate* m_currentState;
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};
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};
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}
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}
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#include "IGamestate.h"
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#include "IGamestate.h"
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#include "Utility.h"
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namespace nf {
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namespace nf {
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class IntroGamestate : public IGamestate {
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class IntroGamestate : public IGamestate {
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//Master engine include (Is this even useful?)
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//Master engine include (Is this even useful?)
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#include "Application.h"
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#include "Application.h"
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#include "Config.h"
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#include "Utility.h"
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@ -10,8 +10,8 @@ namespace nf {
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#define DEBUGINIT std::chrono::steady_clock::time_point Debug::m_initTime = std::chrono::high_resolution_clock::now();
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#define DEBUGINIT std::chrono::steady_clock::time_point Debug::m_initTime = std::chrono::high_resolution_clock::now();
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#define SleepS(x) std::this_thread::sleep_for(std::chrono::seconds(x))
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#define SleepS(x) std::this_thread::sleep_for(std::chrono::seconds(x))
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#define SleepMS(x) std::this_thread::sleep_for(std::chrono::milliseconds(x))
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#define SleepMS(x) std::this_thread::sleep_for(std::chrono::milliseconds(x))
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#define Log(x) Debug::LogImp(x)
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#define Log(x) nf::Debug::LogImp(x)
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#define Error(x) Debug::ErrorImp(x,__FILENAME__, __LINE__);\
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#define Error(x) nf::Debug::ErrorImp(x,__FILENAME__, __LINE__);\
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DebugBreak();
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DebugBreak();
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class Debug {
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class Debug {
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