add basic timer
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@@ -12,6 +12,7 @@ class GameState : public ClientState {
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game::WorldPtr m_World;
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game::WorldPtr m_World;
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sim::ClientSimulation m_Simulation;
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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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float m_CurrentLerp;
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float m_ElapsedTime;
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public:
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public:
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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@@ -23,6 +24,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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return m_CurrentLerp;
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}
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}
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float GetElapsedTime() const {
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return m_ElapsedTime;
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}
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game::WorldPtr GetWorld() const {
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game::WorldPtr GetWorld() const {
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return m_World;
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return m_World;
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}
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}
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21
include/td/render/renderer/TimerRenderer.h
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21
include/td/render/renderer/TimerRenderer.h
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@@ -0,0 +1,21 @@
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#pragma once
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#include "client/state/GameState.h"
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#include <td/render/Renderer.h>
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#include <client/PlayerManager.h>
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namespace td {
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namespace render {
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class TimerRenderer : public BasicRenderer {
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private:
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const client::GameState& m_State;
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public:
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virtual void Render(float a_Lerp) override;
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TimerRenderer(const client::GameState& a_State);
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~TimerRenderer() {}
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};
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} // namespace render
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} // namespace td
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@@ -20,6 +20,7 @@ void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockSt
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void GameState::Update(float a_Delta) {
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void GameState::Update(float a_Delta) {
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m_CurrentLerp = m_Simulation.Update(a_Delta);
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m_CurrentLerp = m_Simulation.Update(a_Delta);
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m_ElapsedTime += a_Delta;
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}
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}
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} // namespace client
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} // namespace client
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@@ -7,6 +7,7 @@
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#include <td/protocol/packet/Packets.h>
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#include <td/protocol/packet/Packets.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/renderer/PlayerListRenderer.h>
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#include <td/render/renderer/PlayerListRenderer.h>
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#include <td/render/renderer/TimerRenderer.h>
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#include <td/render/renderer/TowerRenderer.h>
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#include <td/render/renderer/TowerRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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@@ -41,6 +42,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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18
src/td/render/renderer/TimerRenderer.cpp
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18
src/td/render/renderer/TimerRenderer.cpp
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@@ -0,0 +1,18 @@
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#include <client/state/GameState.h>
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#include <td/render/renderer/TimerRenderer.h>
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#include <imgui.h>
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namespace td {
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namespace render {
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void TimerRenderer::Render(float a_Lerp) {
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ImGui::Begin("Timer");
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ImGui::Text("Time : %02d:%02d", static_cast<int>(m_State.GetElapsedTime()) / 60, static_cast<int>(m_State.GetElapsedTime()) % 60);
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ImGui::End();
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}
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TimerRenderer::TimerRenderer(const client::GameState& a_State) : m_State(a_State) {}
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} // namespace render
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} // namespace td
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