Working on doing things properly.

This commit is contained in:
2021-09-30 11:09:52 -07:00
parent d47a3707ba
commit fd6b9e5c84
27 changed files with 106439 additions and 890 deletions

6
client/CMakeLists.txt Normal file
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# Copyright (c) 2021 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(glfw)

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# Copyright (c) 2021 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
project(${GAME_NAME} VERSION ${GAME_VERSION})
file(GLOB_RECURSE SOURCES ${CMAKE_SOURCE_DIR}/*.c)
file(GLOB_RECURSE HEADERS ${CMAKE_SOURCE_DIR}/*.h)
add_executable(${PROJECT_NAME} ${HEADERS} ${SOURCES})
target_link_libraries(${PROJECT_NAME} src glfw)

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client/glfw/glwfwplatform.c Normal file
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// 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);
glfwSetCursorPosCallback(window, &glfwOnCursor);
// 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, glfwGetInputSourceForKey(GLFW_KEY_ESCAPE));
inputBind(input, INPUT_UP, glfwGetInputSourceForKey(GLFW_KEY_UP));
inputBind(input, INPUT_DOWN, glfwGetInputSourceForKey(GLFW_KEY_DOWN));
inputBind(input, INPUT_LEFT, glfwGetInputSourceForKey(GLFW_KEY_LEFT));
inputBind(input, INPUT_RIGHT, glfwGetInputSourceForKey(GLFW_KEY_RIGHT));
inputBind(input, INPUT_UP, glfwGetInputSourceForKey(GLFW_KEY_W));
inputBind(input, INPUT_DOWN, glfwGetInputSourceForKey(GLFW_KEY_S));
inputBind(input, INPUT_LEFT, glfwGetInputSourceForKey(GLFW_KEY_A));
inputBind(input, INPUT_RIGHT, glfwGetInputSourceForKey(GLFW_KEY_D));
inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_E));
inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_ENTER));
inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_SPACE));
// Bind the fake inputs
inputBind(input, INPUT_MOUSE_X, GLFW_PLATFORM_INPUT_MOUSE_X);
inputBind(input, INPUT_MOUSE_Y, GLFW_PLATFORM_INPUT_MOUSE_Y);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// Update the window title.
glfwSetWindowTitle(window, game->engine.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, (float)width, (float)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[glfwGetInputSourceForKey(key)] = 1;
} else if(action == GLFW_RELEASE) {
input->buffer[glfwGetInputSourceForKey(key)] = 0;
}
}
void glfwOnError(int error, const char* description) {
fputs(description, stderr);
}
void glfwOnCursor(GLFWwindow *window, double x, double y) {
input_t *input = &GAME_STATE->engine.input;
input->buffer[GLFW_PLATFORM_INPUT_MOUSE_X] = (float)x;
input->buffer[GLFW_PLATFORM_INPUT_MOUSE_Y] = (float)y;
}
inputsource_t glfwGetInputSourceForKey(int32_t key) {
return (inputsource_t)((
key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
key
) % INPUT_SOURCE_COUNT);
}

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// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include <src/libs.h>
#include "src/display/render.h"
#include "src/game/game.h"
#include "src/input/input.h"
#define WINDOW_WIDTH_DEFAULT 1280
#define WINDOW_HEIGHT_DEFAULT WINDOW_WIDTH_DEFAULT/16*9
#define GLFW_PLATFORM_INPUT_MOUSE_X (inputsource_t)0xFF
#define GLFW_PLATFORM_INPUT_MOUSE_Y (inputsource_t)0xFE
/** 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);
void glfwOnCursor(GLFWwindow *window, double x, double y);
/**
* Get the game engine specific input source for a given GLFW Key code.
*
* @param key Key to get the input source for.
* @return The input source.
*/
inputsource_t glfwGetInputSourceForKey(int32_t key);