Added settings to CMake

This commit is contained in:
2021-08-14 07:51:46 -07:00
parent 98b50f5987
commit e7f6e356e0
9 changed files with 78 additions and 30 deletions

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@ -10,9 +10,6 @@
bool pokerGameInit(game_t *game) {
pokergame_t *pokerGame = &game->pokerGame;
// Init the game
game->name = POKER_GAME_NAME;
// Load the Assets
pokerGameAssetsInit(&pokerGame->assets);

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@ -1,126 +0,0 @@
// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "glwfwplatform.h"
game_t *GAME_STATE;
GLFWwindow *window = NULL;
int32_t main() {
// Attempt to init GLFW
if(!glfwInit()) return 1;
// Setup window hints
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, false);
// Create Window
window = glfwCreateWindow(WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT,
"", NULL, NULL
);
if(!window) {
glfwTerminate();
return 1;
}
// Load GLAD
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
// Setup window listeners
glfwSetWindowSizeCallback(window, &glfwOnResize);
glfwSetKeyCallback(window, &glfwOnKey);
glfwSetErrorCallback(&glfwOnError);
// Prepare the game
game_t *game = malloc(sizeof(game_t));
GAME_STATE = game;
input_t *input = &game->engine.input;
printf("Game is %zu bytes.\n", sizeof(game_t));
// Init the render resolution
renderSetResolution(&game->engine.render,
WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT
);
// Init the game
if(gameInit(game)) {
// Bind initial keys
inputBind(input, INPUT_NULL, (inputsource_t)GLFW_KEY_ESCAPE);
inputBind(input, INPUT_DEBUG_UP, (inputsource_t)GLFW_KEY_W);
inputBind(input, INPUT_DEBUG_DOWN, (inputsource_t)GLFW_KEY_S);
inputBind(input, INPUT_DEBUG_LEFT, (inputsource_t)GLFW_KEY_A);
inputBind(input, INPUT_DEBUG_RIGHT, (inputsource_t)GLFW_KEY_D);
inputBind(input, INPUT_DEBUG_RAISE, (inputsource_t)GLFW_KEY_Q);
inputBind(input, INPUT_DEBUG_LOWER, (inputsource_t)GLFW_KEY_E);
inputBind(input, INPUT_DEBUG_FINE, (inputsource_t)GLFW_KEY_LEFT_CONTROL);
inputBind(input, INPUT_DEBUG_PLUS, (inputsource_t)GLFW_KEY_EQUAL);
inputBind(input, INPUT_DEBUG_MINUS, (inputsource_t)GLFW_KEY_MINUS);
inputBind(input, INPUT_UP, (inputsource_t)GLFW_KEY_UP);
inputBind(input, INPUT_DOWN, (inputsource_t)GLFW_KEY_DOWN);
inputBind(input, INPUT_LEFT, (inputsource_t)GLFW_KEY_LEFT);
inputBind(input, INPUT_RIGHT, (inputsource_t)GLFW_KEY_RIGHT);
inputBind(input, INPUT_UP, (inputsource_t)GLFW_KEY_W);
inputBind(input, INPUT_DOWN, (inputsource_t)GLFW_KEY_S);
inputBind(input, INPUT_LEFT, (inputsource_t)GLFW_KEY_A);
inputBind(input, INPUT_RIGHT, (inputsource_t)GLFW_KEY_D);
inputBind(input, INPUT_ACCEPT, (inputsource_t)GLFW_KEY_E);
inputBind(input, INPUT_ACCEPT, (inputsource_t)GLFW_KEY_ENTER);
inputBind(input, INPUT_ACCEPT, (inputsource_t)GLFW_KEY_SPACE);
// Update the window title.
glfwSetWindowTitle(window, GAME_STATE->name);
double time = 0;
// Main Render Loop
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
// Determine the delta.
double newTime = glfwGetTime();
float fDelta = (float)(newTime - time);
time = newTime;
// Tick the engine.
if(!gameUpdate(game, fDelta)) break;
glfwSwapBuffers(window);
sleep(0);//Fixes some weird high CPU bug, not actually necessary.
}
// Game has finished running, cleanup.
gameDispose(game);
}
free(game);
// Terminate the GLFW context.
glfwSetWindowSizeCallback(window, NULL);
glfwTerminate();
return 0;
}
void glfwOnResize(GLFWwindow *window, int32_t width, int32_t height) {
renderSetResolution(&GAME_STATE->engine.render, width, height);
}
void glfwOnKey(GLFWwindow *window,
int32_t key, int32_t scancode, int32_t action, int32_t mods
) {
input_t *input = &GAME_STATE->engine.input;
if(action == GLFW_PRESS) {
input->buffer[key] = 1;
} else if(action == GLFW_RELEASE) {
input->buffer[key] = 0;
}
}
void glfwOnError(int error, const char* description) {
fputs(description, stderr);
}

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@ -1,50 +0,0 @@
// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
// I load GLAD and GLFW Here because they need to be included in specific orders
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <dawn/dawn.h>
#include "../../display/render.h"
#include "../../game/game.h"
#include "../../input/input.h"
#define WINDOW_WIDTH_DEFAULT 1280
#define WINDOW_HEIGHT_DEFAULT WINDOW_WIDTH_DEFAULT/16*9
/** The current running game state. */
extern game_t *GAME_STATE;
/** The GLFW Window Context Pointer */
extern GLFWwindow *window;
/**
* Entry of the program
* @return 0 if success, anything else for failure.
*/
int32_t main();
/**
* Resize callbacks.
*
* @param window Window that was resized.
* @param width New window width.
* @param height New window height.
*/
void glfwOnResize(GLFWwindow *window, int32_t width, int32_t height);
/**
* Keyboard Input callbacks.
*
* @param window Window that was resized.
*/
void glfwOnKey(GLFWwindow *window,
int32_t key, int32_t scancode, int32_t action, int32_t mods
);
void glfwOnError(int error, const char* description);