engineer-thesis-WUT/breakout/breakout.cpp

121 lines
3.4 KiB
C++

// Copyright [2023] Krzysztof Rudnicki
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
#include <GLFW/glfw3.h>
#include "../dependencies/include/glad/glad.h"
#include "./game.hpp"
#include "./resourceManager.hpp"
// GLFW function declarations
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mode);
// The Width of the screen
constexpr int SCREEN_WIDTH = 800;
// The height of the screen
constexpr int SCREEN_HEIGHT = 600;
Game &getBreakoutInstance() {
static Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
return Breakout;
}
int main(int /*argc*/, char * /*argv*/[]) {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
glfwWindowHint(GLFW_RESIZABLE, 0);
GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
nullptr, nullptr);
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) ==
0) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetKeyCallback(window, bugprone-easily-swappable-parameters
// --------------------
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// initialize game
// ---------------
Breakout.Init();
// deltaTime variables
// -------------------
float deltaTime = 0.0F;
float lastFrame = 0.0F;
while (glfwWindowShouldClose(window) == 0) {
// calculate delta time
// --------------------
float const currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
// manage user input
// -----------------
Breakout.ProcessInput(deltaTime);
// update game state
// -----------------
Breakout.Update(deltaTime);
// render
// ------
glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
glClear(GL_COLOR_BUFFER_BIT);
Breakout.Render();
glfwSwapBuffers(window);
}
// delete all resources as loaded using the resource manager
// ---------------------------------------------------------
ResourceManager::Clear();
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
int /*mode*/) {
// when a user presses the escape key, we set the
// WindowShouldClose property to true, closing the application
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, 1);
}
if (key >= 0 && key < 1024) {
if (action == GLFW_PRESS) {
Breakout.Keys[key] = true;
} else if (action == GLFW_RELEASE) {
Breakout.Keys[key] = false;
}
}
}
void framebuffer_size_callback(GLFWwindow * /*window*/, int width, int height) {
// make sure the viewport matches the new window dimensions;
// note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
#endif
// BREAKOUT_CPP