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https://github.com/kuhyx/engineer-thesis-WUT.git
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175 lines
5.1 KiB
C++
175 lines
5.1 KiB
C++
// Copyright [2023] Krzysztof Rudnicki
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#include <GLFW/glfw3.h>
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#include <array>
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#include <iostream>
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#include "../dependencies/include/glad/glad.h"
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#include "./game.hpp"
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#include "./resourceManager.hpp"
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#include "./constants.hpp"
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// GLFW function declarations
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mode);
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// The Width of the screen
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constexpr int SCREEN_WIDTH = 800;
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// The height of the screen
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constexpr int SCREEN_HEIGHT = 600;
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Game &getBreakoutInstance() {
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static Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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return Breakout;
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}
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void initGLFW() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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glfwWindowHint(GLFW_RESIZABLE, 0);
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}
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int failedGLAD() {
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// we are forced to use reinterpret_cast since there is no standard-compliant
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// way to convert a void* (which is what glfwGetProcAddress returns) to a
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// function pointer in C++
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if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) ==
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0) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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return 0;
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}
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std::pair<double, double> calculate_delta_time(double deltaTime,
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double lastFrame) {
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// calculate delta time
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// --------------------
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double const currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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return std::make_pair(deltaTime, lastFrame);
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}
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void main_loop_render(Game Breakout) {
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// render
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glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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}
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void main_loop_inside(GLFWwindow *window, double deltaTime, double lastFrame,
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Game Breakout) {
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const std::pair<double, double> times =
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calculate_delta_time(deltaTime, lastFrame);
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deltaTime = times.first;
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lastFrame = times.second;
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// manage user input
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Breakout.ProcessInput(deltaTime);
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// update game state
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Breakout.Update(deltaTime);
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main_loop_render(Breakout);
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glfwSwapBuffers(window);
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}
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void main_loop(GLFWwindow *window, const Game &Breakout) {
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// deltaTime variables
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const double deltaTime = 0.0F;
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const double lastFrame = 0.0F;
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// We do not comply with altera-unroll-loops
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// since each loop iteration is dependent on the previous one.
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while (glfwWindowShouldClose(window) == 0) {
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main_loop_inside(window, deltaTime, lastFrame, Breakout);
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}
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}
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int delete_resources() {
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// delete all resources as loaded using the resource manager
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ResourceManager::Clear();
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glfwTerminate();
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return 0;
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}
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void gl_magic(GLFWwindow *window) {
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glfwSetKeyCallback(window, key_callback);
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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int main(int /*argc*/, char * /*argv*/[]) {
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initGLFW();
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GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
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nullptr, nullptr);
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glfwMakeContextCurrent(window);
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if (failedGLAD() != 0) {
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return -1;
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}
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gl_magic(window);
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Game Breakout = getBreakoutInstance();
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// initialize game
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Breakout.Init();
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main_loop(window, Breakout);
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return delete_resources();
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}
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void exit_window(GLFWwindow *window, const int key, const int action) {
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// when a user presses the escape key, we set the
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// WindowShouldClose property to true, closing the application
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, 1);
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}
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}
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void key_callback_happy(const std::pair<int, int> action_key) {
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Game Breakout = getBreakoutInstance();
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if (action_key.first == GLFW_PRESS) {
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Breakout.Keys.at(action_key.second) = true;
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} else if (action_key.first == GLFW_RELEASE) {
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Breakout.Keys.at(action_key.second) = false;
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}
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}
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void key_callback_sad(int key) {
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std::cerr << "key_callback_sad Error! key is out of range!" << key
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<< std::endl;
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}
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// Assume Breakout.Keys is of type KeyArray
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void key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
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int /*mode*/) {
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// Define the array type for keys
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const int MAX_KEYS_TRACKED = constants::MAX_KEYS_TRACKED;
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using KeyArray = std::array<bool, MAX_KEYS_TRACKED>;
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exit_window(window, key, action);
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if (key >= 0 && key < MAX_KEYS_TRACKED) {
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try {
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key_callback_happy(std::pair<int, int>(action, key));
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} catch (const std::out_of_range &e) {
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key_callback_sad(key);
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}
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}
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}
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void framebuffer_size_callback(GLFWwindow * /*window*/, int width, int height) {
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// make sure the viewport matches the new window dimensions;
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// note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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#endif
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// BREAKOUT_CPP
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