SimpleEngine/src/game.cpp

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#include "game.h"
#include "event/event.h"
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#include <iostream>
#ifdef __linux__
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <GL/gl.h>
#else
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#include <gl/glew.h>
#include <GLFW/glfw3.h>
#include <gl/gl.h>
#endif
simpleengine::Game::Game(int w, int h, const std::string& window_name, const int& gl_profile, const int& major_version,
const int& minor_version, const bool& resizeable, const int& forward_compat) : window_resizeable(resizeable) {
initialize(gl_profile, major_version, minor_version, window_resizeable, forward_compat);
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// Create a window
window = glfwCreateWindow(w, h, window_name.c_str(), NULL, NULL);
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// If we're not resizeable, we need to set the viewport size.
if (!resizeable) {
int fbWidth;
int fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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glViewport(0, 0, fbWidth, fbHeight);
} else {
glfwSetFramebufferSizeCallback(window, simpleengine::Game::framebuffer_resize_callback);
}
glfwMakeContextCurrent(window);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize glew!" << std::endl;
glfwTerminate();
}
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enable_default_gl_options();
}
void simpleengine::Game::enable_default_gl_options() const {
glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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}
void simpleengine::Game::enable_gl_option(GLenum option) const {
glEnable(option);
}
void simpleengine::Game::initialize(const int& gl_profile, const int& major_version, const int& minor_version,
const bool& resizeable, const int& forward_compat) {
glfwInit();
glfwWindowHint(GLFW_OPENGL_PROFILE, gl_profile);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major_version);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor_version);
glfwWindowHint(GLFW_RESIZABLE, window_resizeable);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, forward_compat);
}
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simpleengine::Game::~Game() {
glfwDestroyWindow(window);
}
void simpleengine::Game::add_event(std::shared_ptr<simpleengine::Event> event) {
events.push_back(event);
}
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void simpleengine::Game::update() {
handle_input();
// Update items
for (const std::shared_ptr<Event>& event : events) {
event->update(0.f);
}
}
void simpleengine::Game::handle_input() {
}
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void simpleengine::Game::render_window() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
render_items();
}
void simpleengine::Game::render_items() {
for (const std::shared_ptr<Event>& event : events) {
event->render(window);
}
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}
int simpleengine::Game::run() {
while (!glfwWindowShouldClose(window)) {
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// Update input
glfwPollEvents();
update();
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render_window();
// End draw
glfwSwapBuffers(window);
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glFlush();
}
return 0;
}
GLFWwindow* simpleengine::Game::get_window() {
return window;
}
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void simpleengine::Game::exit() {
glfwSetWindowShouldClose(window, true);
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glfwTerminate();
}
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void simpleengine::Game::framebuffer_resize_callback(GLFWwindow*, int fbW, int fbH) {
glViewport(0, 0, fbW, fbH);
}