Irlan bd09b243c2 use mvc for the testbed, update almost all tests, bugfixes, improvements, cleanup
Since I started altering the testbed for better maintainability, I prefered to drop this (tested) large change with a single commit. Some changes below:

Put some globals in their correct place,

Now Testbed uses the MVC pattern (Model-View Controller). This way it becomes better to maintain than using no pattern  in my opinion.

Fixed some bugs in the debug draw interface.

Of course, updated almost all tests because of the differences.

Update script.
2018-04-10 00:57:14 -03:00

225 lines
5.1 KiB
C++

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef MODEL_H
#define MODEL_H
#include <testbed/framework/debug_draw.h>
#include <testbed/framework/testbed_listener.h>
#include <testbed/tests/test.h>
class Model
{
public:
Model();
~Model();
void Action_SelectTest(int selection);
void Action_RestartTest();
void Action_PreviousTest();
void Action_NextTest();
void Action_DumpTest();
void Action_PlayPause();
void Action_SingleStep();
void Action_LeftCamera();
void Action_RightCamera();
void Action_BottomCamera();
void Action_TopCamera();
void Action_BackCamera();
void Action_FrontCamera();
void Command_Step();
void Command_Press_Key(int button);
void Command_Release_Key(int button);
void Command_Press_Mouse_Left(const b3Vec2& ps);
void Command_Release_Mouse_Left(const b3Vec2& ps);
void Command_Move_Cursor(const b3Vec2& ps);
void Command_ResizeCamera(float32 w, float32 h);
void Command_RotateCameraX(float32 angle);
void Command_RotateCameraY(float32 angle);
void Command_TranslateCameraX(float32 d);
void Command_TranslateCameraY(float32 d);
void Command_ZoomCamera(float32 d);
private:
friend class View;
friend class Controller;
DebugDraw m_debugDraw;
Camera m_camera;
Profiler m_profiler;
TestbedListener m_profilerListener;
Settings m_settings;
Test* m_test;
};
inline void Model::Action_SelectTest(int selection)
{
m_settings.testID = selection;
m_settings.lastTestID = -1;
}
inline void Model::Action_RestartTest()
{
m_settings.lastTestID = -1;
}
inline void Model::Action_PreviousTest()
{
m_settings.testID = b3Clamp(m_settings.testID - 1, 0, int(g_testCount) - 1);
m_settings.lastTestID = -1;
}
inline void Model::Action_NextTest()
{
m_settings.testID = b3Clamp(m_settings.testID + 1, 0, int(g_testCount) - 1);
m_settings.lastTestID = -1;
}
inline void Model::Action_DumpTest()
{
m_test->Dump();
}
inline void Model::Action_PlayPause()
{
m_settings.pause = !m_settings.pause;
}
inline void Model::Action_SingleStep()
{
m_settings.pause = true;
m_settings.singleStep = true;
}
inline void Model::Action_LeftCamera()
{
m_camera.m_q.Set(b3Vec3(0.0f, 1.0f, 0.0f), 0.5f * B3_PI);
m_camera.m_center.SetZero();
m_camera.m_zoom = 20.0f;
}
inline void Model::Action_RightCamera()
{
m_camera.m_q.Set(b3Vec3(0.0f, 1.0f, 0.0f), -0.5f * B3_PI);
m_camera.m_center.SetZero();
m_camera.m_zoom = 20.0f;
}
inline void Model::Action_BottomCamera()
{
m_camera.m_q.Set(b3Vec3(1.0f, 0.0f, 0.0f), 0.5f * B3_PI);
m_camera.m_center.SetZero();
m_camera.m_zoom = 20.0f;
}
inline void Model::Action_TopCamera()
{
m_camera.m_q.Set(b3Vec3(1.0f, 0.0f, 0.0f), -0.5f * B3_PI);
m_camera.m_center.SetZero();
m_camera.m_zoom = 20.0f;
}
inline void Model::Action_BackCamera()
{
m_camera.m_q.Set(b3Vec3(0.0f, 1.0f, 0.0f), -B3_PI);
m_camera.m_center.SetZero();
m_camera.m_zoom = 20.0f;
}
inline void Model::Action_FrontCamera()
{
m_camera.m_q.SetIdentity();
m_camera.m_center.SetZero();
m_camera.m_zoom = 20.0f;
}
inline void Model::Command_Press_Key(int button)
{
m_test->KeyDown(button);
}
inline void Model::Command_Release_Key(int button)
{
m_test->KeyUp(button);
}
inline void Model::Command_Press_Mouse_Left(const b3Vec2& ps)
{
Ray3 pw = m_camera.ConvertScreenToWorld(ps);
m_test->MouseLeftDown(pw);
}
inline void Model::Command_Release_Mouse_Left(const b3Vec2& ps)
{
Ray3 pw = m_camera.ConvertScreenToWorld(ps);
m_test->MouseLeftUp(pw);
}
inline void Model::Command_Move_Cursor(const b3Vec2& ps)
{
Ray3 pw = m_camera.ConvertScreenToWorld(ps);
m_test->MouseMove(pw);
}
inline void Model::Command_ResizeCamera(float32 w, float32 h)
{
m_camera.m_width = w;
m_camera.m_height = h;
}
inline void Model::Command_RotateCameraX(float32 angle)
{
b3Quat d = b3QuatRotationX(angle);
m_camera.m_q = m_camera.m_q * d;
m_camera.m_q.Normalize();
}
inline void Model::Command_RotateCameraY(float32 angle)
{
b3Quat d = b3QuatRotationY(angle);
m_camera.m_q = d * m_camera.m_q;
m_camera.m_q.Normalize();
}
inline void Model::Command_TranslateCameraX(float32 d)
{
b3Transform transform = m_camera.BuildWorldTransform();
m_camera.m_center += d * transform.rotation.x;
}
inline void Model::Command_TranslateCameraY(float32 d)
{
b3Transform transform = m_camera.BuildWorldTransform();
m_camera.m_center += d * transform.rotation.y;
}
inline void Model::Command_ZoomCamera(float32 d)
{
m_camera.m_zoom += d;
}
#endif