WIP: GameController

This commit is contained in:
sebastian 2026-08-05 16:00:32 +02:00
parent c755d39677
commit 5e580af16f
18 changed files with 429 additions and 203 deletions

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@ -255,8 +255,8 @@ target_link_libraries(Engine PUBLIC OpenGL::GL glfw glad glm::glm imgui spdlog::
add_library(GameLib STATIC
game/src/ColorRaceApp.cpp
game/src/ColorRaceApp.h
game/src/GameLayer.cpp
game/src/GameLayer.h
game/src/gameLayer/GameLayer.cpp
game/src/gameLayer/GameLayer.h
game/src/GameScene.cpp
game/src/GameScene.h
game/src/ludo/LudoGameState.cpp
@ -278,6 +278,15 @@ add_library(GameLib STATIC
game/src/ludo/DiceSource.h
game/src/ludo/PresentationGameState.cpp
game/src/ludo/PresentationGameState.h
game/src/gameLayer/GameRenderer.cpp
game/src/gameLayer/GameRenderer.h
game/src/gameLayer/gameController/LudoGameController.cpp
game/src/gameLayer/gameController/LudoGameController.h
game/src/gameLayer/LudoHud.cpp
game/src/gameLayer/LudoHud.h
game/src/gameLayer/GameInput.cpp
game/src/gameLayer/GameInput.h
game/src/gameLayer/gameController/LudoGameControllerContext.h
)
target_include_directories(GameLib PUBLIC game/src)
target_link_libraries(GameLib PUBLIC Engine)

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@ -4,7 +4,7 @@
#ifndef COLORRACE_COLORRACEAPP_H
#define COLORRACE_COLORRACEAPP_H
#include "GameLayer.h"
#include "gameLayer/GameLayer.h"
#include "GameScene.h"
#include "core/Application.h"
#include "ecs/EntityRegistry.h"

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@ -1,116 +0,0 @@
//
// Created by sebastian on 29.07.26.
//
#include "GameLayer.h"
#include <format>
#include <iostream>
#include <ostream>
#include "ecs/standardComponents/MeshComponent.h"
#include "ecs/standardComponents/TransformComponent.h"
#include "renderer/MeshRenderer.h"
#include "renderer/MeshRenderSystem.h"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/string_cast.hpp>
#include "core/animation/components/BlockingAnimationComponent.h"
#include "core/audio/SoundSource.h"
#include "core/audio/ecs/BlockingSoundComponent.h"
#include "core/audio/ecs/PlaySoundComponent.h"
#include "GLFW/glfw3.h"
using namespace engine;
void GameLayer::onAttachImpl() {
m_renderState.depthTesting = false;
m_renderState.backfaceCulling = false;
m_renderer = std::make_unique<engine::MeshRenderer>();
m_cameraController = std::make_unique<engine::CameraController>(getInputStack(), getInputContext());
m_piecePresenter.spawnPieces(m_gameMode->getState());
this->m_presentationGameState = std::make_unique<ludo::PresentationGameState>(*m_gameMode, m_gameMode->getState());
}
void GameLayer::onDetachImpl() {
}
void GameLayer::renderHud() {
const auto& state = m_gameMode->getState();
ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
ImGui::Begin("Ludo", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize);
auto currentPlayerColor = m_gameMode->getColorOf(m_presentationGameState->getCurrentPlayer());
int currentDiceValue = m_presentationGameState->getDiceValue();
ImGui::Text("Am Zug: %s", toString(currentPlayerColor).data());
ImGui::Text("Wuerfel: %d", currentDiceValue);
ImGui::BeginDisabled(m_presentationGameState->isDiceRollEnabled() == false && m_gameMode->getState().getPhase() == ludo::TurnPhase::AwaitingRoll);
if (ImGui::Button("Wuerfeln")) {
m_gameMode->sendCommand(ludo::RollDiceCommand{m_localPlayer});
}
//
// if (!m_lastEventMessage.empty()) ImGui::Text("%s", m_lastEventMessage.c_str());
ImGui::EndDisabled();
ImGui::End();
}
bool GameLayer::isAnimationBlocking() const {
return m_entityRegistry.getPool<animation::BlockingAnimationComponent>().size() > 0;
}
bool GameLayer::isSoundBlocking() const {
return m_entityRegistry.getPool<audio::BlockingSoundComponent>().size() > 0;
}
void GameLayer::onUpdate(float deltaTime) {
Layer::onUpdate(deltaTime);
m_cameraController->update(getKeyboard(), *m_camera, deltaTime);
m_animationSystem.update(deltaTime);
if (isAnimationBlocking() || isSoundBlocking()) return;
m_presentationGameState->commitGameState(m_gameMode->getCurrentPlayer(), m_gameMode->getState().getDiceValue(), m_gameMode->getState().getPhase() == ludo::TurnPhase::AwaitingRoll && m_localPlayer == m_gameMode->getCurrentPlayer());
for (auto& ai : aiControllers) {
ai.update(deltaTime);
}
for (const auto& event : m_gameMode->pollEvents()) {
std::visit([this]<typename T>(const T& e) {
if constexpr (std::is_same_v<T, ludo::PieceMovedEvent>) {
m_piecePresenter.onPieceMoved(e, m_gameMode->getState());
}
if constexpr (std::is_same_v<T, ludo::DiceRolledEvent>) {
// m_lastEventMessage = std::format("Wuerfel geworfen: {}", e.diceValue);
}
// DiceRolledEvent/TurnChangedEvent -> ImGui-State aktualisieren
}, event);
}
m_highlightSystem.update(getMouse(), m_entityRegistry);
if (auto entity = m_pickingSystem.update(getMouse(), m_entityRegistry)) {
if (auto pieceIndex = m_piecePresenter.getPieceIndex(*entity)) {
spdlog::info("Sende MovePieceCommand fuer pieceIndex={}", *pieceIndex);
m_gameMode->sendCommand(ludo::MovePieceCommand{m_localPlayer, *pieceIndex});
} else {
spdlog::warn("Entity {} getroffen, aber keine bekannte Spielfigur (getPieceIndex = nullopt)", entity->value());
}
}
}
void GameLayer::onRender() {
m_renderQueue.clear();
MeshRenderSystem meshRenderSystem;
meshRenderSystem.update(m_entityRegistry, m_renderQueue);
m_renderer->render(m_renderQueue, *m_camera, *m_pointLight);
renderHud();
}

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@ -1,78 +0,0 @@
//
// Created by sebastian on 29.07.26.
//
#ifndef COLORRACE_GAMELAYER_H
#define COLORRACE_GAMELAYER_H
#include <utility>
#include "core/animation/AnimationSystem.h"
#include "core/audio/AudioDevice.h"
#include "core/audio/SoundBuffer.h"
#include "core/inputsOutputs/controller/CameraController.h"
#include "ecs/EntityRegistry.h"
#include "ecs/systems/PickingSystem.h"
#include "layer/Layer.h"
#include "ludo/BoardLayout.h"
#include "ludo/LudoAiController.h"
#include "ludo/PiecePresenter.h"
#include "renderer/MeshRenderer.h"
#include "renderer/RenderQueue.h"
#include "utils/openglWrapper/GLRenderState.h"
#include "ludo/LudoGameMode.h"
#include "ludo/PresentationGameState.h"
#include "ludo/ecs/highlight/HighlightSystem.h"
class GameLayer: public engine::Layer {
public:
GameLayer(engine::EventBus<engine::animation::AnimationMarkerEvent>& animationEventbus, std::shared_ptr<ludo::LudoGameMode> gameMode, engine::EntityRegistry& entityRegistry, std::shared_ptr<engine::Camera> cam, std::shared_ptr<engine::PointLight> light,
engine::Keyboard& keyboard, engine::Mouse& mouse, std::shared_ptr<engine::Model> boardModel, std::unordered_map<std::string, std::shared_ptr<engine::Model>> pieceModdels, std::unordered_map<std::string, std::shared_ptr<engine::audio::SoundBuffer>> pieceSounds,
engine::EventBus<ludo::LudoEvent>& eventBus)
: Layer(keyboard, mouse, animationEventbus), m_gameMode(std::move(gameMode)), m_entityRegistry(entityRegistry), m_camera(std::move(cam)), m_renderer(std::make_unique<engine::MeshRenderer>()),
m_pointLight(std::move(light)), m_boardLayout(std::move(boardModel)), m_piecePresenter(animationEventbus, m_entityRegistry, std::move(pieceModdels), std::move(pieceSounds), m_boardLayout),
m_pickingSystem(*m_camera), m_highlightSystem(*m_camera), m_animationSystem(m_entityRegistry), m_eventBus(eventBus) {
for (auto playerID : m_gameMode->getPlayerOrder()) {
if (playerID != m_localPlayer) {
aiControllers.emplace_back(m_gameMode, playerID);
}
}
}
void onUpdate(float deltaTime) override;
void onRender() override;
protected:
void onAttachImpl() override;
void onDetachImpl() override;
private:
engine::GLRenderState m_renderState;
engine::RenderQueue m_renderQueue;
engine::EntityRegistry& m_entityRegistry;
engine::EventBus<ludo::LudoEvent>& m_eventBus;
std::shared_ptr<engine::PointLight> m_pointLight;
std::shared_ptr<engine::Camera> m_camera;
std::unique_ptr<engine::MeshRenderer> m_renderer;
std::unique_ptr<engine::CameraController> m_cameraController;
ludo::BoardLayout m_boardLayout;
ludo::PiecePresenter m_piecePresenter;
engine::PlayerID m_localPlayer = 0;
std::shared_ptr<ludo::LudoGameMode> m_gameMode;
std::unique_ptr<ludo::PresentationGameState> m_presentationGameState;
engine::PickingSystem m_pickingSystem;
ludo::HighlightSystem m_highlightSystem;
std::vector<ludo::LudoAiController> aiControllers;
engine::animation::AnimationSystem m_animationSystem;
std::unique_ptr<engine::audio::SoundBuffer> m_soundBuffer;
void renderHud();
bool isAnimationBlocking() const;
bool isSoundBlocking() const;
};
#endif //COLORRACE_GAMELAYER_H

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@ -5,7 +5,7 @@
#include "GameScene.h"
#include "AudioLayer.h"
#include "GameLayer.h"
#include "gameLayer/GameLayer.h"
#include "core/inputsOutputs/inputs/Mouse.h"
#include "ecs/standardComponents/MeshComponent.h"
#include "ecs/standardComponents/TransformComponent.h"
@ -44,7 +44,7 @@ void GameScene::onEnter() {
addLayer(std::make_unique<ludo::AudioLayer>(*assetManager, m_keyboard, m_mouse, m_gameMode, entityRegistry, m_eventBus, getAnimationEventBus()));
addLayer(std::make_unique<engine::DebugLayer>(getAnimationEventBus(), *m_camera, entityRegistry, m_keyboard, m_mouse, engine::SphereFactory::createUVSphere(1.0f)));
addLayer(std::make_unique<GameLayer>(getAnimationEventBus(), m_gameMode, entityRegistry, m_camera, m_pointLight, m_keyboard, m_mouse, assetManager->getModel("gameboard"), pieceModels, pieceSounds, m_eventBus));
addLayer(std::make_unique<GameLayer>(getAnimationEventBus(), m_gameMode, entityRegistry, m_camera, m_pointLight, m_keyboard, m_mouse, m_eventBus, *assetManager));
}
void GameScene::onExit() {

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@ -0,0 +1,5 @@
//
// Created by sebastian on 05.08.26.
//
#include "GameInput.h"

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@ -0,0 +1,13 @@
//
// Created by sebastian on 05.08.26.
//
#ifndef COLORRACE_GAMEINPUT_H
#define COLORRACE_GAMEINPUT_H
class GameInput {
};
#endif //COLORRACE_GAMEINPUT_H

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@ -0,0 +1,101 @@
//
// Created by sebastian on 29.07.26.
//
#include "GameLayer.h"
#include <format>
#include <iostream>
#include <ostream>
#include "ecs/standardComponents/MeshComponent.h"
#include "ecs/standardComponents/TransformComponent.h"
#include "renderer/MeshRenderer.h"
#include "renderer/MeshRenderSystem.h"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/string_cast.hpp>
#include "core/animation/components/BlockingAnimationComponent.h"
#include "core/audio/SoundSource.h"
#include "core/audio/ecs/BlockingSoundComponent.h"
#include "core/audio/ecs/PlaySoundComponent.h"
#include "GLFW/glfw3.h"
using namespace engine;
void GameLayer::onAttachImpl() {
m_renderState.depthTesting = false;
m_renderState.backfaceCulling = false;
m_renderer = std::make_unique<engine::MeshRenderer>();
m_cameraController = std::make_unique<engine::CameraController>(getInputStack(), getInputContext());
std::unordered_map<std::string, std::shared_ptr<engine::Model>> pieceModels = std::unordered_map<std::string, std::shared_ptr<engine::Model>>();
pieceModels["Red"] = m_assetManager.getModel("pawn_red");
pieceModels["Blue"] = m_assetManager.getModel("pawn_blue");
pieceModels["Green"] = m_assetManager.getModel("pawn_green");
pieceModels["Yellow"] = m_assetManager.getModel("pawn_yellow");
std::unordered_map<std::string, std::shared_ptr<engine::audio::SoundBuffer>> pieceSounds;
pieceSounds["step"] = m_assetManager.getSound("pawn_step");
auto boardLayout = ludo::BoardLayout(m_assetManager.getModel("gameboard"));
ludo::GameController::LudoGameControllerContext context = {
.gameMode = m_gameMode,
.registry = m_entityRegistry,
.camera = *m_camera,
.boardLayout = boardLayout,
.eventBus = m_eventBus,
.animationEventBus = getAnimationEventBus(),
.pieceModels = pieceModels,
.pieceSounds = pieceSounds,
.localPlayer = 0
};
this->m_GameController = std::move( ludo::GameController::LudoGameController::create(context));
}
void GameLayer::onDetachImpl() {
}
void GameLayer::renderHud() {
ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
ImGui::Begin("Ludo", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize);
auto currentPlayerColor = m_GameController->getPresentationGameState().getCurrentPlayerColor();
int currentDiceValue = m_GameController->getPresentationGameState().getDiceValue();
ImGui::Text("Am Zug: %s", toString(currentPlayerColor).data());
ImGui::Text("Wuerfel: %d", currentDiceValue);
ImGui::BeginDisabled(m_GameController->isBlocking() || !m_GameController->getPresentationGameState().isDiceRollEnabled());
if (ImGui::Button("Wuerfeln")) {
m_gameMode->sendCommand(ludo::RollDiceCommand{m_GameController->getLocalPlayer()});
}
//
// if (!m_lastEventMessage.empty()) ImGui::Text("%s", m_lastEventMessage.c_str());
ImGui::EndDisabled();
ImGui::End();
}
void GameLayer::onUpdate(float deltaTime) {
Layer::onUpdate(deltaTime);
m_cameraController->update(getKeyboard(), *m_camera, deltaTime);
m_GameController->update(deltaTime, getMouse(), getKeyboard());
}
void GameLayer::onRender() {
m_renderQueue.clear();
MeshRenderSystem meshRenderSystem;
meshRenderSystem.update(m_entityRegistry, m_renderQueue);
m_renderer->render(m_renderQueue, *m_camera, *m_pointLight);
renderHud();
}

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@ -0,0 +1,73 @@
//
// Created by sebastian on 29.07.26.
//
#ifndef COLORRACE_GAMELAYER_H
#define COLORRACE_GAMELAYER_H
#include <utility>
#include "core/animation/AnimationSystem.h"
#include "core/audio/AudioDevice.h"
#include "core/audio/SoundBuffer.h"
#include "core/inputsOutputs/controller/CameraController.h"
#include "ecs/EntityRegistry.h"
#include "ecs/systems/PickingSystem.h"
#include "layer/Layer.h"
#include "../ludo/BoardLayout.h"
#include "../ludo/LudoAiController.h"
#include "../ludo/PiecePresenter.h"
#include "renderer/MeshRenderer.h"
#include "renderer/RenderQueue.h"
#include "utils/openglWrapper/GLRenderState.h"
#include "../ludo/LudoGameMode.h"
#include "../ludo/PresentationGameState.h"
#include "../ludo/ecs/highlight/HighlightSystem.h"
#include "gameController/LudoGameController.h"
class GameLayer: public engine::Layer {
public:
GameLayer(
engine::EventBus<engine::animation::AnimationMarkerEvent>& animationEventbus,
std::shared_ptr<ludo::LudoGameMode> gameMode,
engine::EntityRegistry& entityRegistry,
std::shared_ptr<engine::Camera> cam,
std::shared_ptr<engine::PointLight> light,
engine::Keyboard& keyboard, engine::Mouse& mouse,
engine::EventBus<ludo::LudoEvent>& eventBus,
engine::AssetManager& assetManager
)
:
Layer(keyboard, mouse, animationEventbus),
m_gameMode(gameMode),
m_eventBus(eventBus),
m_entityRegistry(entityRegistry),
m_camera(std::move(cam)),
m_pointLight(std::move(light)),
m_assetManager(assetManager)
{}
void onUpdate(float deltaTime) override;
void onRender() override;
protected:
void onAttachImpl() override;
void onDetachImpl() override;
private:
engine::GLRenderState m_renderState;
engine::RenderQueue m_renderQueue;
engine::EntityRegistry& m_entityRegistry;
engine::EventBus<ludo::LudoEvent>& m_eventBus;
std::shared_ptr<engine::PointLight> m_pointLight;
std::shared_ptr<engine::Camera> m_camera;
std::unique_ptr<engine::MeshRenderer> m_renderer;
std::unique_ptr<engine::CameraController> m_cameraController;
std::shared_ptr<ludo::LudoGameMode> m_gameMode;
std::unique_ptr<engine::audio::SoundBuffer> m_soundBuffer;
void renderHud();
std::unique_ptr<ludo::GameController::LudoGameController> m_GameController;
engine::AssetManager& m_assetManager;
};
#endif //COLORRACE_GAMELAYER_H

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@ -0,0 +1,5 @@
//
// Created by sebastian on 05.08.26.
//
#include "GameRenderer.h"

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@ -0,0 +1,13 @@
//
// Created by sebastian on 05.08.26.
//
#ifndef COLORRACE_GAMERENDERER_H
#define COLORRACE_GAMERENDERER_H
class GameRenderer {
};
#endif //COLORRACE_GAMERENDERER_H

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@ -0,0 +1,5 @@
//
// Created by sebastian on 05.08.26.
//
#include "LudoHud.h"

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@ -0,0 +1,13 @@
//
// Created by sebastian on 05.08.26.
//
#ifndef COLORRACE_LUDOHUD_H
#define COLORRACE_LUDOHUD_H
class LudoHud {
};
#endif //COLORRACE_LUDOHUD_H

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@ -0,0 +1,96 @@
//
// Created by sebastian on 05.08.26.
//
#include "LudoGameController.h"
#include "core/animation/components/BlockingAnimationComponent.h"
#include "core/audio/ecs/BlockingSoundComponent.h"
std::unique_ptr<ludo::GameController::LudoGameController> ludo::GameController::LudoGameController::create(LudoGameControllerContext& context) {
auto controller = std::make_unique<LudoGameController>(context);
controller->m_piecePresenter.spawnPieces(context.gameMode->getState());
std::vector<engine::PlayerID> playerOrder = controller->m_gameMode->getPlayerOrder();
for (engine::PlayerID player : playerOrder) {
if (player == context.localPlayer) continue;
controller->m_aiControllers.emplace_back(LudoAiController(controller->m_gameMode, player));
}
return controller;
}
void ludo::GameController::LudoGameController::update(float deltaTime, const engine::Mouse &mouse, const engine::Keyboard &keyboard) {
m_animationSystem.update(deltaTime);
if (isBlocking()) return;
processEvents();
m_presentationGameState.commitGameState(
m_gameMode->getCurrentPlayer(),
m_gameMode->getColorOf(m_gameMode->getCurrentPlayer()),
m_gameMode->getState().getDiceValue(),
m_gameMode->getCurrentPlayer() == 0 //Todo: Replace through real m_localPlayer variable
);
for (auto& ai : m_aiControllers) {
ai.update(deltaTime);
}
handleInput(mouse, keyboard);
}
void ludo::GameController::LudoGameController::handleInput(const engine::Mouse &mouse, const engine::Keyboard &keyboard) {
m_highlightSystem.update(mouse, m_registry);
auto entity = m_pickingSystem.update(mouse, m_registry);
if (!entity) return;
auto pieceIndex = m_piecePresenter.getPieceIndex(*entity);
if (!pieceIndex) return;
m_gameMode->sendCommand(MovePieceCommand(m_localPlayer, *pieceIndex));
}
void ludo::GameController::LudoGameController::processEvents() {
for (const auto& event : m_gameMode->pollEvents()) {
std::visit([this]<typename T>(const T& e) {
if constexpr (std::is_same_v<T, ludo::PieceMovedEvent>) {
m_piecePresenter.onPieceMoved(e, m_gameMode->getState());
}
if constexpr (std::is_same_v<T, ludo::DiceRolledEvent>) {
// m_lastEventMessage = std::format("Wuerfel geworfen: {}", e.diceValue);
}
// DiceRolledEvent/TurnChangedEvent -> ImGui-State aktualisieren
}, event);
}
}
bool ludo::GameController::LudoGameController::isBlocking() const {
const bool isSoundBlocking = m_registry.getPool<engine::audio::BlockingSoundComponent>().size() > 0;
const bool isAnimationBlocking = m_registry.getPool<engine::animation::BlockingAnimationComponent>().size() > 0;
return isSoundBlocking || isAnimationBlocking;
}
ludo::GameController::LudoGameController::LudoGameController(
LudoGameControllerContext deps
)
:
m_gameMode(std::move(deps.gameMode)),
m_registry(deps.registry),
m_piecePresenter(
deps.animationEventBus,
m_registry,
std::move(deps.pieceModels),
std::move(deps.pieceSounds),
deps.boardLayout
),
m_presentationGameState(*m_gameMode, m_gameMode->getState()),
m_animationSystem(m_registry),
m_highlightSystem(deps.camera),
m_pickingSystem(deps.camera),
m_localPlayer(deps.localPlayer)
{
}

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@ -0,0 +1,49 @@
//
// Created by sebastian on 05.08.26.
//
#ifndef COLORRACE_LUDOGAMECONTROLLER_H
#define COLORRACE_LUDOGAMECONTROLLER_H
#include <memory>
#include "LudoGameControllerContext.h"
#include "core/animation/AnimationSystem.h"
#include "core/inputsOutputs/inputs/Keyboard.h"
#include "ecs/systems/PickingSystem.h"
#include "ludo/LudoAiController.h"
#include "ludo/LudoGameMode.h"
#include "ludo/PiecePresenter.h"
#include "ludo/PresentationGameState.h"
#include "ludo/ecs/highlight/HighlightSystem.h"
namespace ludo::GameController {
class LudoGameController {
public:
explicit LudoGameController(LudoGameControllerContext context);
static std::unique_ptr<LudoGameController> create(LudoGameControllerContext& context);
void update(float deltaTime, const engine::Mouse& mouse, const engine::Keyboard& keyboard);
void processEvents();
bool isBlocking() const;
const PresentationGameState& getPresentationGameState() const { return m_presentationGameState; }
engine::PlayerID getLocalPlayer() const { return m_localPlayer; }
private:
std::shared_ptr<LudoGameMode> m_gameMode;
engine::EntityRegistry& m_registry;
PiecePresenter m_piecePresenter;
PresentationGameState m_presentationGameState;
engine::animation::AnimationSystem m_animationSystem;
HighlightSystem m_highlightSystem;
engine::PickingSystem m_pickingSystem;
std::vector<LudoAiController> m_aiControllers;
engine::PlayerID m_localPlayer;
void handleInput(const engine::Mouse& mouse, const engine::Keyboard& keyboard);
};
}
#endif //COLORRACE_LUDOGAMECONTROLLER_H

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@ -0,0 +1,35 @@
//
// Created by sebastian on 05.08.26.
//
#ifndef COLORRACE_LUDOGAMECONTROLLERCONTEXT_H
#define COLORRACE_LUDOGAMECONTROLLERCONTEXT_H
#include <memory>
#include "core/animation/events/AnimationMarkerEvent.h"
#include "core/audio/SoundBuffer.h"
#include "ecs/EntityRegistry.h"
#include "ludo/BoardLayout.h"
#include "ludo/LudoGameMode.h"
#include "renderer/entities/Camera.h"
namespace ludo::GameController {
struct LudoGameControllerContext {
std::shared_ptr<LudoGameMode> gameMode;
engine::EntityRegistry& registry;
engine::Camera& camera;
ludo::BoardLayout& boardLayout;
engine::EventBus<ludo::LudoEvent>& eventBus;
engine::EventBus<engine::animation::AnimationMarkerEvent>& animationEventBus;
std::unordered_map<std::string, std::shared_ptr<engine::Model>> pieceModels;
std::unordered_map<std::string, std::shared_ptr<engine::audio::SoundBuffer>> pieceSounds;
int localPlayer;
};
}
#endif //COLORRACE_LUDOGAMECONTROLLERCONTEXT_H

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@ -7,11 +7,12 @@
#include "LudoGameMode.h"
ludo::PresentationGameState::PresentationGameState(const LudoGameMode& gameMode, const LudoGameState &originalGameState) :
m_currentPlayer(gameMode.getCurrentPlayer()), m_diceValue(originalGameState.getDiceValue()), m_enableDiceRoll(false) {
m_currentPlayer(gameMode.getCurrentPlayer()), m_diceValue(originalGameState.getDiceValue()), m_enableDiceRoll(false), m_currentPlayerColor(gameMode.getColorOf(gameMode.getCurrentPlayer())) {
}
void ludo::PresentationGameState::commitGameState(const engine::PlayerID currentPlayer, const int diceValue, const bool enableDiceRoll) {
void ludo::PresentationGameState::commitGameState(const engine::PlayerID currentPlayer, const ludo::PlayerColor color, const int diceValue, const bool enableDiceRoll) {
m_currentPlayer = currentPlayer;
m_diceValue = diceValue;
m_enableDiceRoll = enableDiceRoll;
m_currentPlayerColor = color;
}

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@ -11,13 +11,15 @@ namespace ludo {
class PresentationGameState {
public:
explicit PresentationGameState(const LudoGameMode& gameMode, const LudoGameState& originalGameState);
void commitGameState(engine::PlayerID currentPlayer, int diceValue, bool enableDiceRoll);
void commitGameState(engine::PlayerID currentPlayer, ludo::PlayerColor color, int diceValue, bool enableDiceRoll);
[[nodiscard]] engine::PlayerID getCurrentPlayer() const { return m_currentPlayer; }
[[nodiscard]] int getDiceValue() const { return m_diceValue; }
[[nodiscard]] bool isDiceRollEnabled() const { return m_enableDiceRoll; }
[[nodiscard]] ludo::PlayerColor getCurrentPlayerColor() const { return m_currentPlayerColor; }
private:
engine::PlayerID m_currentPlayer ;
engine::PlayerID m_currentPlayer;
ludo::PlayerColor m_currentPlayerColor;
int m_diceValue;
bool m_enableDiceRoll;
};