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https://github.com/kuhyx/engineer-thesis-WUT.git
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121 lines
3.4 KiB
C++
121 lines
3.4 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 "../dependencies/include/glad/glad.h"
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#include "./game.hpp"
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#include "./resourceManager.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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int main(int /*argc*/, char * /*argv*/[]) {
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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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GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
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nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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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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glfwSetKeyCallback(window, bugprone-easily-swappable-parameters
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// --------------------
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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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// initialize game
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// ---------------
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Breakout.Init();
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// deltaTime variables
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// -------------------
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float deltaTime = 0.0F;
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float lastFrame = 0.0F;
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while (glfwWindowShouldClose(window) == 0) {
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// calculate delta time
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// --------------------
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float 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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// manage user input
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// -----------------
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Breakout.ProcessInput(deltaTime);
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// update game state
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// -----------------
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Breakout.Update(deltaTime);
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// render
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// ------
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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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glfwSwapBuffers(window);
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}
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// delete all resources as loaded using the resource manager
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// ---------------------------------------------------------
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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 key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
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int /*mode*/) {
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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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if (key >= 0 && key < 1024) {
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if (action == GLFW_PRESS) {
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Breakout.Keys[key] = true;
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} else if (action == GLFW_RELEASE) {
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Breakout.Keys[key] = false;
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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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