Merge pull request #31 from mephi1984/pavel

Pavel
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Pavel Makarov 2025-03-03 02:56:41 +06:00 committed by GitHub
commit ebe58e5488
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GPG Key ID: B5690EEEBB952194
5 changed files with 28 additions and 53 deletions

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@ -16,37 +16,9 @@ struct ActiveObject {
ZL::VertexDataStruct activeObjectScreenMesh;
ZL::VertexRenderStruct activeObjectScreenMeshMutable;
std::shared_ptr<ZL::Texture> inventoryIconTexturePtr;
ZL::Vector3f objectPos;
bool highlighted = false;
};
class ActiveObjectManager {
public:
std::unordered_map<std::string, ActiveObject> activeObjectsEntities;
// Добавить или обновить объект в контейнере
void addActiveObject(const ActiveObject& object) {
activeObjectsEntities[object.name] = object;
}
// Найти объект по имени (возвращает указатель, nullptr — если не найден)
ActiveObject* findByName(const std::string& name) {
auto it = activeObjectsEntities.find(name);
if (it != activeObjectsEntities.end()) {
return &it->second;
}
return nullptr;
}
// Найти все объекты с нужным значением highlighted
// (возвращает список указателей на найденные объекты)
// ActiveObject.h
void removeByName(const std::string& name) {
activeObjectsEntities.erase(name);
}
};
}

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@ -94,7 +94,7 @@ void GameObjectManager::initialize() {
ao1.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
ao1.activeObjectScreenMeshMutable.AssignFrom(ao1.activeObjectScreenMesh);
ao1.activeObjectScreenMeshMutable.RefreshVBO();
ao1.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
@ -132,8 +132,7 @@ void GameObjectManager::initialize() {
cubeForFirstRoomO.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
cubeForFirstRoomO.activeObjectScreenMeshMutable.AssignFrom(cubeForFirstRoomO.activeObjectScreenMesh);
cubeForFirstRoomO.activeObjectScreenMeshMutable.RefreshVBO();
ActiveObject cubeForFirstRoomM;
cubeForFirstRoomM.name = "cubeM";
@ -152,23 +151,19 @@ void GameObjectManager::initialize() {
cubeForFirstRoomM.activeObjectScreenMeshMutable.RefreshVBO();
/*
ActiveObject ao2;
ao2.name = "superchair001";
ao2.activeObjectMesh = ZL::LoadFromTextFile("./superchair001.txt"); // Add ZL:: namespace
ao2.activeObjectMesh.Scale(400);
ao2.activeObjectMesh.SwapZandY();
ao2.name = "book";
ao2.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
ao2.activeObjectMesh.Scale(4);
ao2.activeObjectMeshMutable.AssignFrom(ao2.activeObjectMesh);
ao2.activeObjectMeshMutable.RefreshVBO();
ao2.objectPos = Vector3f{ 0, 0, 0 };
ao2.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./chair_01_Base_Color.bmp"));
ao2.objectPos = Vector3f{ 50, 0, -300 };
ao2.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
ao2.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
ao2.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
ao2.activeObjectScreenMeshMutable.AssignFrom(ao2.activeObjectScreenMesh);
ao2.activeObjectScreenMeshMutable.RefreshVBO();
*/
ao2.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
@ -196,6 +191,7 @@ void GameObjectManager::initialize() {
Room room_2;
room_2.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./seconroom.bmp"));
room_2.objects.push_back(ao2);
room_2.sound_name = "Symphony No.6 (1st movement).ogg";
room_2.roomLogic = createRoom2Logic();
room_2.textMesh = preloadedRoomMeshArr[1];
@ -329,10 +325,12 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
continue;
}
AddItemToInventory(ao->name, ao->activeObjectTexturePtr, objects_in_inventory+1);
AddItemToInventory(ao->name, ao->inventoryIconTexturePtr, objects_in_inventory+1);
objects_in_inventory++;
rooms[current_room_index].removeByPtr(ao);
activeObjects = rooms[current_room_index].objects;
//aoMgr.removeByName(ao->name);
}

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@ -6,6 +6,7 @@
#include <vector>
#include "ActiveObject.h"
#include "Room.h"
#include "RenderSystem.h"
#include "Inventory.h"
#ifdef __linux__
#include <SDL2/SDL.h>

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@ -165,13 +165,7 @@ void RenderSystem::drawWorld(GameObjectManager& gameObjects) {
renderer.TranslateMatrix({ 0, Environment::cameraDefaultVerticalShift, 0 });
// Draw active objects
for (const auto& ao : gameObjects.activeObjects) {
renderer.PushMatrix();
renderer.TranslateMatrix(ao.objectPos);
glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
renderer.PopMatrix();
}
drawObjects(gameObjects);
// Draw room
glBindTexture(GL_TEXTURE_2D, gameObjects.rooms[gameObjects.current_room_index].roomTexture->getTexID());
@ -292,8 +286,6 @@ void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
}
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
@ -399,4 +391,14 @@ void RenderSystem::worldToScreenCoordinates(Vector3f objectPos,
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
}
void RenderSystem::drawObjects(GameObjectManager& gameObjects){
for (const auto& ao : gameObjects.activeObjects) {
renderer.PushMatrix();
renderer.TranslateMatrix(ao.objectPos);
glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
renderer.PopMatrix();
}
}
} // namespace ZL

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@ -19,6 +19,8 @@ public:
int screenWidth, int screenHeight,
int& screenX, int& screenY);
void drawObjects(GameObjectManager& gameObjects);
private:
void drawWorld(GameObjectManager& gameObjects);
void drawUI(const GameObjectManager& gameObjects);