Have the submodules working correctly.
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139
client/glfwclient/glfwclient.c
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139
client/glfwclient/glfwclient.c
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// Copyright (c) 2021 Dominic Msters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "glfwclient.h"
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static game_t *GAME_STATE;
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static GLFWwindow *window = NULL;
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int32_t main() {
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double time, newTime;
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game_t *game;
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input_t *input;
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float fDelta;
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// Attempt to init GLFW
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if(!glfwInit()) return 1;
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// Setup window hints
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, false);
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// Create Window
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window = glfwCreateWindow(
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WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT, "", NULL, NULL
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);
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if(!window) {
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glfwTerminate();
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return 1;
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}
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// Load GLAD
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0);
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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// Setup window listeners
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glfwSetWindowSizeCallback(window, &glfwOnResize);
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glfwSetKeyCallback(window, &glfwOnKey);
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glfwSetErrorCallback(&glfwOnError);
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glfwSetCursorPosCallback(window, &glfwOnCursor);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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// Prepare the game
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game = malloc(sizeof(game_t));
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GAME_STATE = game;
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input = &game->engine.input;
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printf("Game is %zu bytes.\n", sizeof(game_t));
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// Init the render resolution
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renderSetResolution(&game->engine.render,
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WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT
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);
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// Init the game
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if(gameInit(game)) {
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// Bind initial keys
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inputBind(input, INPUT_NULL, glfwGetInputSourceForKey(GLFW_KEY_ESCAPE));
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inputBind(input, INPUT_UP, glfwGetInputSourceForKey(GLFW_KEY_UP));
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inputBind(input, INPUT_DOWN, glfwGetInputSourceForKey(GLFW_KEY_DOWN));
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inputBind(input, INPUT_LEFT, glfwGetInputSourceForKey(GLFW_KEY_LEFT));
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inputBind(input, INPUT_RIGHT, glfwGetInputSourceForKey(GLFW_KEY_RIGHT));
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inputBind(input, INPUT_UP, glfwGetInputSourceForKey(GLFW_KEY_W));
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inputBind(input, INPUT_DOWN, glfwGetInputSourceForKey(GLFW_KEY_S));
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inputBind(input, INPUT_LEFT, glfwGetInputSourceForKey(GLFW_KEY_A));
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inputBind(input, INPUT_RIGHT, glfwGetInputSourceForKey(GLFW_KEY_D));
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inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_E));
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inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_ENTER));
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inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_SPACE));
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// Bind the fake inputs
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inputBind(input, INPUT_MOUSE_X, GLFW_PLATFORM_INPUT_MOUSE_X);
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inputBind(input, INPUT_MOUSE_Y, GLFW_PLATFORM_INPUT_MOUSE_Y);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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time = 0;
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// Main Render Loop
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while(!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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// Determine the delta.
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newTime = glfwGetTime();
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fDelta = (float)(newTime - time);
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time = newTime;
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// Tick the engine.
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if(!gameUpdate(game, fDelta)) break;
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glfwSwapBuffers(window);
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sleep(0);//Fixes some weird high CPU bug, not actually necessary.
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}
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// Game has finished running, cleanup.
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gameDispose(game);
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}
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free(game);
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// Terminate the GLFW context.
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glfwSetWindowSizeCallback(window, NULL);
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glfwTerminate();
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return 0;
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}
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void glfwOnResize(GLFWwindow *window, int32_t width, int32_t height) {
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renderSetResolution(&GAME_STATE->engine.render, (float)width, (float)height);
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}
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void glfwOnKey(GLFWwindow *window,
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int32_t key, int32_t scancode, int32_t action, int32_t mods
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) {
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input_t *input = &GAME_STATE->engine.input;
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if(action == GLFW_PRESS) {
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inputStateSet(input, glfwGetInputSourceForKey(key), 1.0f);
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} else if(action == GLFW_RELEASE) {
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inputStateSet(input, glfwGetInputSourceForKey(key), 0.0f);
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}
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}
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void glfwOnError(int error, const char* description) {
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fputs(description, stderr);
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}
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void glfwOnCursor(GLFWwindow *window, double x, double y) {
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input_t *input = &GAME_STATE->engine.input;
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inputStateSet(input, GLFW_PLATFORM_INPUT_MOUSE_X, (float)x);
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inputStateSet(input, GLFW_PLATFORM_INPUT_MOUSE_Y, (float)y);
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}
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inputsource_t glfwGetInputSourceForKey(int32_t key) {
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return (inputsource_t)((
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key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
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key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
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key
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) % INPUT_SOURCE_COUNT);
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}
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