Files
PlanetFleet/gameManager.cpp
T

121 lines
4.2 KiB
C++
Executable File

#include <algorithm>
#include <stateManager.h>
#include <inputManager.h>
#include <assetManager.h>
#include <root.h>
#include "gameManager.h"
#include "gameObjectFactory.h"
#include "guiAppState.h"
#include "defConfigs.h"
#include "player.h"
#include "resourceDeposit.h"
using namespace std;
using namespace vb01;
using namespace gameBase;
namespace battleship{
static GameManager *gameManager = nullptr;
GameManager* GameManager::getSingleton(){
if(!gameManager)
gameManager = new GameManager();
return gameManager;
}
void GameManager::registerOrderMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Order> orderType = SOL_LUA_STATE.new_usertype<Order>("Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>());
orderType["type"] = &Order::type;
orderType["direction"] = &Order::direction;
orderType["targets"] = &Order::targets;
sol::usertype<Order::Target> targetType = SOL_LUA_STATE.new_usertype<Order::Target>("Target", sol::constructors<Order::Target(), Order::Target(Unit*, Vector3)>());
targetType["unit"] = &Order::Target::unit;
targetType["pos"] = &Order::Target::pos;
}
void GameManager::registerGameObjectFactoryMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<GameObjectFactory> gmObjFacType = SOL_LUA_STATE.new_usertype<GameObjectFactory>("GameObjectFactory");
gmObjFacType["createUnit"] = &GameObjectFactory::createUnit;
gmObjFacType["createResourceDeposit"] = &GameObjectFactory::createResourceDeposit;
}
void GameManager::registerUnitMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Unit> unitType = SOL_LUA_STATE.new_usertype<Unit>("Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>());
unitType["getUnitClass"] = &Unit::getUnitClass;
}
void GameManager::registerPlayerMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Player> playerType = SOL_LUA_STATE.new_usertype<Player>("Player", sol::constructors<Player(int, int, int, bool, Vector3)>());
playerType["addUnit"] = &Player::addUnit;
playerType["getUnit"] = &Player::getUnit;
playerType["getNumUnits"] = &Player::getNumberOfUnits;
playerType["issueOrder"] = &Player::issueOrder;
playerType["selectUnits"] = &Player::selectUnits;
playerType["deselectUnits"] = &Player::deselectUnits;
playerType["getSpawnPoint"] = &Player::getSpawnPoint;
playerType["getSelectedUnitsByClass"] = &Player::getSelectedUnitsByClass;
}
void GameManager::registerVectorMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Vector3> vec3Type = SOL_LUA_STATE.new_usertype<Vector3>("Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>());
vec3Type["x"] = &Vector3::x;
vec3Type["y"] = &Vector3::y;
vec3Type["z"] = &Vector3::z;
}
void GameManager::registerQuaternionMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Quaternion> quatType = SOL_LUA_STATE.new_usertype<Quaternion>("Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float)>());
quatType["w"] = &Quaternion::w;
quatType["x"] = &Quaternion::x;
quatType["y"] = &Quaternion::y;
quatType["z"] = &Quaternion::z;
}
void GameManager::initLua(string gameDir){
sol::state_view SOL_LUA_STATE = generateView();
path = gameDir + "Assets/";
SOL_LUA_STATE.script("PATH = \"" + path + "\";");
for(string f : configData::scripts)
SOL_LUA_STATE.script_file(path + f);
sol::table resTable = SOL_LUA_STATE["graphics"]["resolution"];
width = resTable["x"];
height = resTable["y"];
}
void GameManager::start(string gameDir) {
registerVectorMembers();
registerQuaternionMembers();
registerOrderMembers();
registerGameObjectFactoryMembers();
registerUnitMembers();
registerPlayerMembers();
initLua(gameDir);
Root *root = Root::getSingleton();
root->start(width, height, path + "../external/vb01/", "Battleship");
stateManager = new StateManager();
inputManager = new InputManager(stateManager, root->getWindow());
}
void GameManager::update() {
Root::getSingleton()->update();
inputManager->update();
stateManager->update();
}
}