Get an opengl window showing.
This commit is contained in:
parent
e69c86283c
commit
9feff47a35
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@ -5,12 +5,10 @@ project(SimpleEngine)
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# Add some CMake options:
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# Add some CMake options:
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option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON)
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option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON)
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set(SFML_BUILD_AUDIO ON)
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find_package(GLEW REQUIRED)
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set(SFML_BUILD_GRAPHICS ON)
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find_package(glfw3 CONFIG REQUIRED)
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set(SFML_BUILD_WINDOW ON)
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find_package(glm CONFIG REQUIRED)
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set(SFML_BUILD_SYSTEM ON)
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find_package(soil2 CONFIG REQUIRED)
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find_package(SFML 2 COMPONENTS system main window graphics audio REQUIRED)
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# Link sources
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# Link sources
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file(GLOB_RECURSE source_list src/*.cpp)
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file(GLOB_RECURSE source_list src/*.cpp)
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@ -20,13 +18,15 @@ add_library(simpleengine STATIC ${source_list})
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target_include_directories(simpleengine PUBLIC include PRIVATE include/simpleengine)
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target_include_directories(simpleengine PUBLIC include PRIVATE include/simpleengine)
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# Link dependencies
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# Link dependencies
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target_link_libraries(simpleengine PUBLIC sfml-system sfml-main sfml-window sfml-network sfml-graphics sfml-audio OpenGL Freetype OpenAL Vorbis FLAC)
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target_link_libraries(simpleengine PUBLIC GLEW::GLEW)
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#target_link_libraries(simpleengine PUBLIC FLAC OpenAL OpenGL Vorbis)
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target_link_libraries(simpleengine PUBLIC glfw)
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target_link_libraries(simpleengine PUBLIC glm::glm)
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target_link_libraries(simpleengine PUBLIC soil2)
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# Add examples as a target if the user has them enabled
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# Add examples as a target if the user has them enabled
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if (SIMPLE_ENGINE_BUILD_EXAMPLES)
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if (SIMPLE_ENGINE_BUILD_EXAMPLES)
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add_subdirectory(examples)
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add_subdirectory(examples)
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endif()
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endif()
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# Set C++ standard to C++17
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# Set C++ standard to C++20
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set_target_properties(simpleengine PROPERTIES CXX_STANDARD 17 CXX_EXTENSIONS OFF)
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set_target_properties(simpleengine PROPERTIES CXX_STANDARD 20 CXX_EXTENSIONS OFF)
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@ -1,3 +1,2 @@
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# Add examples as a subdirectory
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# Add examples as a subdirectory
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add_subdirectory(snake)
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add_subdirectory(dev_testing)
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add_subdirectory(animation)
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@ -0,0 +1,15 @@
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cmake_minimum_required (VERSION 3.6)
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project(DevTesting DESCRIPTION "A testing project for engine developers.")
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add_executable(dev_testing src/main.cpp)
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# Link headers and source files.
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file(GLOB_RECURSE source_list src/*.cpp)
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target_sources(dev_testing PRIVATE ${source_list})
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target_include_directories(dev_testing PUBLIC include)
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# Link simpleengine
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target_link_libraries(dev_testing PUBLIC simpleengine)
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# Set standard to C++20
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set_target_properties(dev_testing PROPERTIES CXX_STANDARD 20 CXX_EXTENSIONS OFF)
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@ -0,0 +1,15 @@
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#include <simpleengine/game.h>
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#include <chrono>
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#include <iostream>
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int main(int argc, char *argv[]) {
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simpleengine::Game game(1280, 720, "SimpleEngine - Developer Testing", false);
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return game.run();
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}
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@ -1,145 +1,44 @@
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//
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//
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// Created by SeanOMik on 7/2/2020.
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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// Github: https://github.com/SeanOMik
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// Email: seanomik@gmail.com
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//
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//
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#ifndef SIMPLEENGINE_GAME_H
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#ifndef SIMPLEENGINE_GAME_H
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#define SIMPLEENGINE_GAME_H
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#define SIMPLEENGINE_GAME_H
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#include <SFML/Graphics.hpp>
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#include <string>
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#include <SFML/System.hpp>
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#include <memory>
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#include <SFML/Audio.hpp>
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#include <SFML/Window/Event.hpp>
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#include <gl/glew.h>
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#include <GLFW/glfw3.h>
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#include <functional>
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#include "entity.h"
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#include "events/collision_handler.h"
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namespace simpleengine {
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namespace simpleengine {
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class Event;
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class Game {
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class Game {
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public:
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public:
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friend class CollisionHandler;
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friend class CollisionHandler;
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Game(int w, int h, const std::string& window_name);
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/**
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Game(const sf::Vector2u& window_size, const std::string& window_name);
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* @brief Construct a new Game object. Initializes GLEW and OpenGL
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*
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* @param w Width of viewport
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* @param h Height of viewport
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* @param window_name The name of the window
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*/
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Game(int w, int h, const std::string& window_name, const bool& resizeable = false);
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virtual ~Game();
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virtual ~Game();
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void UpdateSFMLEvents();
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void update();
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void Update();
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void render_window();
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void RenderWindow();
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void render_items();
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void RenderItems();
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void exit();
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void ExitGame();
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int run();
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int Run();
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void AddEvent(Event* event);
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//void AddEvent(Event* event);
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sf::RenderWindow* GetWindow();
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std::shared_ptr<GLFWwindow> get_window();
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template<sf::Event::EventType type, class _Fty>
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void AddEventCallback(const std::function<_Fty>& func) {
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if constexpr (type == sf::Event::Closed) {
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close_event.Add(func);
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} else if constexpr (type == sf::Event::Resized) {
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resized_event.Add(func);
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} else if constexpr (type == sf::Event::LostFocus) {
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lost_focus_event.Add(func);
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} else if constexpr (type == sf::Event::GainedFocus) {
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gained_focus_event.Add(func);
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} else if constexpr (type == sf::Event::TextEntered) {
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text_entered_event.Add(func);
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} else if constexpr (type == sf::Event::KeyPressed) {
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key_pressed_event.Add(func);
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} else if constexpr (type == sf::Event::KeyReleased) {
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key_released_event.Add(func);
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} else if constexpr (type == sf::Event::MouseWheelMoved) {
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mouse_wheel_moved_event.Add(func);
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} else if constexpr (type == sf::Event::MouseWheelScrolled) {
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mouse_wheel_scrolled_event.Add(func);
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} else if constexpr (type == sf::Event::MouseButtonPressed) {
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mouse_button_pressed_event.Add(func);
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} else if constexpr (type == sf::Event::MouseButtonReleased) {
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mouse_button_released_event.Add(func);
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} else if constexpr (type == sf::Event::MouseMoved) {
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mouse_move_event.Add(func);
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} else if constexpr (type == sf::Event::MouseEntered) {
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mouse_entered_event.Add(func);
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} else if constexpr (type == sf::Event::MouseLeft) {
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mouse_left_event.Add(func);
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} else if constexpr (type == sf::Event::JoystickButtonPressed) {
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joy_btn_pressed_event.Add(func);
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} else if constexpr (type == sf::Event::JoystickButtonReleased) {
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joy_btn_released_event.Add(func);
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} else if constexpr (type == sf::Event::JoystickMoved) {
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joy_moved_event.Add(func);
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} else if constexpr (type == sf::Event::JoystickConnected) {
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joy_connected_event.Add(func);
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} else if constexpr (type == sf::Event::JoystickDisconnected) {
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joy_disconnected_event.Add(func);
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} else if constexpr (type == sf::Event::TouchBegan) {
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touch_began_event.Add(func);
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} else if constexpr (type == sf::Event::TouchMoved) {
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touch_moved_event.Add(func);
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} else if constexpr (type == sf::Event::TouchEnded) {
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touch_ended_event.Add(func);
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} else if constexpr (type == sf::Event::SensorChanged) {
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sensor_event.Add(func);
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} else if constexpr (type == sf::Event::Count) {
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}
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}
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private:
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private:
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template<class _Fty>
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static void framebuffer_resize_callback(GLFWwindow*, int fbW, int fbH);
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class EventHolder {
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public:
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template<typename... Args>
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void Trigger(Args... args) {
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for(const std::function<_Fty>& func : callbacks) {
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func(std::forward<Args>(args)...);
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}
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}
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void Add(const std::function<_Fty>& func) {
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std::shared_ptr<GLFWwindow> window;
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callbacks.emplace_back(func);
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}
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private:
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std::vector<std::function<_Fty>> callbacks;
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};
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// Window event callbacks:
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EventHolder<void()> close_event;
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EventHolder<void(sf::Event::SizeEvent)> resized_event;
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EventHolder<void()> lost_focus_event;
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EventHolder<void()> gained_focus_event;
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EventHolder<void(sf::Event::TextEvent)> text_entered_event;
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EventHolder<void(sf::Event::KeyEvent)> key_pressed_event;
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EventHolder<void(sf::Event::KeyEvent)> key_released_event;
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EventHolder<void(sf::Event::MouseWheelEvent)> mouse_wheel_moved_event;
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EventHolder<void(sf::Event::MouseWheelScrollEvent)> mouse_wheel_scrolled_event;
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EventHolder<void(sf::Event::MouseButtonEvent)> mouse_button_pressed_event;
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EventHolder<void(sf::Event::MouseButtonEvent)> mouse_button_released_event;
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EventHolder<void(sf::Event::MouseMoveEvent)> mouse_move_event;
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EventHolder<void()> mouse_entered_event;
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EventHolder<void()> mouse_left_event;
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EventHolder<void(sf::Event::JoystickButtonEvent)> joy_btn_pressed_event;
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EventHolder<void(sf::Event::JoystickButtonEvent)> joy_btn_released_event;
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EventHolder<void(sf::Event::JoystickMoveEvent)> joy_moved_event;
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EventHolder<void(sf::Event::JoystickConnectEvent)> joy_connected_event;
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EventHolder<void(sf::Event::JoystickConnectEvent)> joy_disconnected_event;
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EventHolder<void(sf::Event::TouchEvent)> touch_began_event;
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EventHolder<void(sf::Event::TouchEvent)> touch_moved_event;
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EventHolder<void(sf::Event::TouchEvent)> touch_ended_event;
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EventHolder<void(sf::Event::SensorEvent)> sensor_event;
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sf::RenderWindow* window;
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sf::Clock delta_time_clock; // Delta time clock
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float delta_time; // Delta time
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std::vector<Event*> events;
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};
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};
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}
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}
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190
src/game.cpp
190
src/game.cpp
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@ -1,160 +1,94 @@
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//
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//
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// Created by SeanOMik on 7/2/2020.
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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// Github: https://github.com/SeanOMik
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// Email: seanomik@gmail.com
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//
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//
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#include "game.h"
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#include "game.h"
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#include "entity.h"
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#include "event.h"
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simpleengine::Game::Game(int w, int h, const std::string& window_name) {
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#include <iostream>
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// Create a render window
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window = new sf::RenderWindow(sf::VideoMode(w, h), window_name);
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}
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simpleengine::Game::Game(const sf::Vector2u& window_size, const std::string& window_name) : simpleengine::Game(window_size.x, window_size.y, window_name) {
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#include <gl/glew.h>
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#include <GLFW/glfw3.h>
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#include <gl/gl.h>
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simpleengine::Game::Game(int w, int h, const std::string& window_name, const bool& resizeable) {
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// Create a window
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glfwInit();
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
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glfwWindowHint(GLFW_RESIZABLE, resizeable);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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window = std::shared_ptr<GLFWwindow>(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.
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if (!resizeable) {
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int fbWidth;
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int fbHeight;
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glfwGetFramebufferSize(window.get(), &fbWidth, &fbHeight);
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glViewport(0, 0, fbWidth, fbHeight);
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} else {
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glfwSetFramebufferSizeCallback(window.get(), simpleengine::Game::framebuffer_resize_callback);
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}
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glfwMakeContextCurrent(window.get());
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cout << "Failed to initialize glew!" << std::endl;
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glfwTerminate();
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}
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}
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}
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simpleengine::Game::~Game() {
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simpleengine::Game::~Game() {
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delete window;
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std::vector<Event*>::iterator it = events.begin();
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while (it != events.end()) {
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delete (*it);
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it = events.erase(it);
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}
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}
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}
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void simpleengine::Game::UpdateSFMLEvents() {
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void simpleengine::Game::update() {
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sf::Event event;
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while (window->pollEvent(event)) {
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switch (event.type) {
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case sf::Event::Closed:
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close_event.Trigger();
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window->close();
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break;
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case sf::Event::Resized:
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resized_event.Trigger(event.size);
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break;
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case sf::Event::LostFocus:
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lost_focus_event.Trigger();
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break;
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case sf::Event::GainedFocus:
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gained_focus_event.Trigger();
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break;
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case sf::Event::TextEntered:
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text_entered_event.Trigger(event.text);
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break;
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case sf::Event::KeyPressed:
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key_pressed_event.Trigger(event.key);
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break;
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case sf::Event::KeyReleased:
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key_released_event.Trigger(event.key);
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break;
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case sf::Event::MouseWheelMoved:
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mouse_wheel_moved_event.Trigger(event.mouseWheel);
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break;
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case sf::Event::MouseWheelScrolled:
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mouse_wheel_scrolled_event.Trigger(event.mouseWheelScroll);
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break;
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case sf::Event::MouseButtonPressed:
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mouse_button_pressed_event.Trigger(event.mouseButton);
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break;
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case sf::Event::MouseButtonReleased:
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mouse_button_released_event.Trigger(event.mouseButton);
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break;
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case sf::Event::MouseMoved:
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mouse_move_event.Trigger(event.mouseMove);
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break;
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case sf::Event::MouseEntered:
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mouse_entered_event.Trigger();
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break;
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case sf::Event::MouseLeft:
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mouse_left_event.Trigger();
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break;
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case sf::Event::JoystickButtonPressed:
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joy_btn_pressed_event.Trigger(event.joystickButton);
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break;
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case sf::Event::JoystickButtonReleased:
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joy_btn_released_event.Trigger(event.joystickButton);
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break;
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case sf::Event::JoystickMoved:
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joy_moved_event.Trigger(event.joystickMove);
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break;
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case sf::Event::JoystickConnected:
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joy_connected_event.Trigger(event.joystickConnect);
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break;
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case sf::Event::JoystickDisconnected:
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|
||||||
joy_disconnected_event.Trigger(event.joystickConnect);
|
|
||||||
break;
|
|
||||||
case sf::Event::TouchBegan:
|
|
||||||
touch_began_event.Trigger(event.touch);
|
|
||||||
break;
|
|
||||||
case sf::Event::TouchMoved:
|
|
||||||
touch_moved_event.Trigger(event.touch);
|
|
||||||
break;
|
|
||||||
case sf::Event::TouchEnded:
|
|
||||||
touch_ended_event.Trigger(event.touch);
|
|
||||||
break;
|
|
||||||
case sf::Event::SensorChanged:
|
|
||||||
sensor_event.Trigger(event.sensor);
|
|
||||||
break;
|
|
||||||
case sf::Event::Count:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::Update() {
|
void simpleengine::Game::render_window() {
|
||||||
delta_time = delta_time_clock.restart().asSeconds(); // Update delta time
|
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||||
UpdateSFMLEvents();
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
|
render_items();
|
||||||
for (std::vector<Event*>::iterator it = events.begin(); it != events.end(); ) {
|
|
||||||
(*it)->Update(delta_time);
|
|
||||||
|
|
||||||
if ((*it)->IsDestroying()) {
|
|
||||||
delete (*it);
|
|
||||||
it = events.erase(it);
|
|
||||||
} else {
|
|
||||||
++it;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::RenderWindow() {
|
void simpleengine::Game::render_items() {
|
||||||
window->clear();
|
|
||||||
RenderItems();
|
|
||||||
window->display();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::RenderItems() {
|
int simpleengine::Game::run() {
|
||||||
for (std::vector<Event*>::iterator it = events.begin(); it != events.end(); it++) {
|
while (!glfwWindowShouldClose(window.get())) {
|
||||||
(*it)->Render(window);
|
// Update input
|
||||||
}
|
glfwPollEvents();
|
||||||
}
|
|
||||||
|
|
||||||
int simpleengine::Game::Run() {
|
update();
|
||||||
sf::CircleShape shape(100);
|
|
||||||
shape.setFillColor(sf::Color::Green);
|
|
||||||
|
|
||||||
while (window->isOpen()) {
|
render_window();
|
||||||
Update();
|
|
||||||
RenderWindow();
|
// End draw
|
||||||
|
glfwSwapBuffers(window.get());
|
||||||
|
glFlush();
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::AddEvent(simpleengine::Event *event) {
|
std::shared_ptr<GLFWwindow> simpleengine::Game::get_window() {
|
||||||
events.emplace_back(event);
|
|
||||||
}
|
|
||||||
|
|
||||||
sf::RenderWindow* simpleengine::Game::GetWindow() {
|
|
||||||
return window;
|
return window;
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::ExitGame() {
|
void simpleengine::Game::exit() {
|
||||||
window->close();
|
glfwSetWindowShouldClose(window.get(), true);
|
||||||
|
glfwTerminate();
|
||||||
|
}
|
||||||
|
|
||||||
|
void simpleengine::Game::framebuffer_resize_callback(GLFWwindow*, int fbW, int fbH) {
|
||||||
|
glViewport(0, 0, fbW, fbH);
|
||||||
}
|
}
|
Loading…
Reference in New Issue