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AlgebraicDataflowArchitectureModel / GameEngine / src / main / java / gameEngine / Window.java
NoranekoFelician on 30 Sep 4 KB SceneとTimeを追加
package gameEngine;
import gameEngine.gameComponent.ColorController;
import gameEngine.gameComponent.GameComponent;
import gameEngine.input.*;
import gameEngine.scene.*;

import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;

import java.nio.*;
import java.util.ArrayList;
import java.util.List;

import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

public class Window {
    private static Window window;
    private static Scene currentScene;
    private int width;
    private int height;
    private String title;
    private long glfwWindow;
    public float r,g,b,a;
    private final List<GameComponent> gameComponents = new ArrayList<>();

    private Window() {
        this.width = 1200;
        this.height = 900;
        this.title = "HelloWorld";
        r = 1;
        g = 1;
        b = 1;
        a = 0;
    }

    public static void changeScene(int newScene){
        switch (newScene){
            case 0:
                currentScene = new EditorScene();
                break;
            case 1:
                currentScene = new GameScene();
                break;
            default:
                assert false : "Unknown Scene [" + newScene + "]";
                break;
        }
    }

    public static Window get() {
        if (window == null) {
            window = new Window();
        }

        return window;
    }

    public void run() {
        System.out.println("Hello LWJGL " + Version.getVersion() + "!");
        init();
        loop();
        glfwFreeCallbacks(glfwWindow);
        glfwDestroyWindow(glfwWindow);
        glfwTerminate();
        glfwSetErrorCallback(null).free();
    }

    private void init() {
        GLFWErrorCallback.createPrint(System.err).set();
        if ( !glfwInit() ) {
            throw new IllegalStateException("Unable to initialize GLFW");
        }

        //Configure GLFW
        glfwDefaultWindowHints();
        glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
        glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
        glfwWindowHint(GLFW_MAXIMIZED, GLFW_FALSE);

        glfwWindow = glfwCreateWindow(this.width, this.height, this.title, NULL, NULL);
        if ( glfwWindow == NULL ) {
            throw new RuntimeException("Failed to create the GLFW window");
        }

        glfwSetCursorPosCallback(glfwWindow, MouseInput::mousePosCallback);
        glfwSetMouseButtonCallback(glfwWindow, MouseInput::mouseButtonCallback);
        glfwSetScrollCallback(glfwWindow, MouseInput::mouseScrollCallBack);
        glfwSetKeyCallback(glfwWindow, KeyInput::keyCallback);

        // Get the thread stack and push a new frame
        try ( MemoryStack stack = stackPush() ) {
            IntBuffer pWidth = stack.mallocInt(1); // int*
            IntBuffer pHeight = stack.mallocInt(1); // int*

            // Get the window size passed to glfwCreateWindow
            glfwGetWindowSize(glfwWindow, pWidth, pHeight);

            // Get the resolution of the primary monitor
            GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());

            // Center the window
            glfwSetWindowPos(
                    glfwWindow,
                    (vidmode.width() - pWidth.get(0)) / 2,
                    (vidmode.height() - pHeight.get(0)) / 2
            );
        }

        glfwMakeContextCurrent(glfwWindow);
        glfwSwapInterval(1);
        glfwShowWindow(glfwWindow);

        gameComponents.add(new ColorController());
        for (GameComponent gameComponent : gameComponents) {
            gameComponent.init();
        }
        GL.createCapabilities();

        Window.changeScene(0);
    }

    private void loop() {
        double beginTime = Time.getTime();
        double endTime;
        double dt = -1.0f;

        while (!glfwWindowShouldClose(glfwWindow)) {

            glfwPollEvents(); // ウィンドウイベントをポーリング
            glClearColor(r, g, b, a);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // フレームバッファをクリア

            for (GameComponent gameComponents : gameComponents) {
                gameComponents.update();
            }

            if(dt >= 0){
                currentScene.update((float)dt);
            }

            glfwSwapBuffers(glfwWindow); // カラーバッファを交換

            endTime = Time.getTime();
            dt = endTime - beginTime;
            beginTime = endTime;
        }

    }

}