bool Application::OnUpdate() { //System Update m_pMouse->Update(); m_pKeyboard->Update(); m_pCamera->Update(); m_pGameTime->Update(); //m_fRot += PI * GameTime::GetTimeElapsed(); //m_pScene->SetRotateY(m_fRot); m_pScene->Update(); if(m_pKeyboard->IsKeyPressed(KEY_1)) { m_pParent->DetachChild(m_pChild); } else if(m_pKeyboard->IsKeyPressed(KEY_2)) { m_pParent->AttachChild(m_pChild); } m_pChild->Update(); DX11Camera::FreeLookCamera(m_pCamera,10.0f); //m_pCamera->LookAt(D3DXVECTOR3(0,0,0)); //Window Update return m_pWindow->Tick(); }
bool Game::Run() { if(!Initialize()) { Log::Error << "Could not initialize GLFW window.\n"; return false; } GameTime time; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_window)) { /* Poll for and process events */ glfwPollEvents(); Update(time); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); Render(time); /* Render here */ /* Swap front and back buffers */ glfwSwapBuffers(m_window); auto title = "Time: " + std::to_string(time.TotalSeconds()); glfwSetWindowTitle(m_window, title.c_str()); time.Update(); } Dispose(); return true; }