-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.cpp
208 lines (171 loc) · 6.6 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
//Mode.hpp declares the "Mode::current" static member variable, which is used to decide where event-handling, updating, and drawing events go:
#include "Mode.hpp"
//The 'PlayMode' mode plays the game:
#include "PlayMode.hpp"
//For asset loading:
#include "Load.hpp"
//GL.hpp will include a non-namespace-polluting set of opengl prototypes:
#include "GL.hpp"
//for screenshots:
#include "load_save_png.hpp"
//Includes for libSDL:
#include <SDL.h>
//...and for c++ standard library functions:
#include <chrono>
#include <iostream>
#include <stdexcept>
#include <memory>
#include <algorithm>
#ifdef _WIN32
extern "C" { uint32_t GetACP(); }
#endif
int main(int argc, char **argv) {
#ifdef _WIN32
{ //when compiled on windows, check that code page is forced to utf-8 (makes file loading/saving work right):
//see: https://docs.microsoft.com/en-us/windows/apps/design/globalizing/use-utf8-code-page
uint32_t code_page = GetACP();
if (code_page == 65001) {
std::cout << "Code page is properly set to UTF-8." << std::endl;
} else {
std::cout << "WARNING: code page is set to " << code_page << " instead of 65001 (UTF-8). Some file handling functions may fail." << std::endl;
}
}
//when compiled on windows, unhandled exceptions don't have their message printed, which can make debugging simple issues difficult.
try {
#endif
//------------ initialization ------------
//Initialize SDL library:
SDL_Init(SDL_INIT_VIDEO);
//Ask for an OpenGL context version 3.3, core profile, enable debug:
SDL_GL_ResetAttributes();
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
//create window:
SDL_Window *window = SDL_CreateWindow(
"gp21 game1: Liftoff", //TODO: remember to set a title for your game!
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
2*PPU466::ScreenWidth + 8, 2*PPU466::ScreenHeight + 8, //TODO: modify window size if you'd like
SDL_WINDOW_OPENGL
| SDL_WINDOW_RESIZABLE //uncomment to allow resizing
| SDL_WINDOW_ALLOW_HIGHDPI //uncomment for full resolution on high-DPI screens
);
//prevent exceedingly tiny windows when resizing:
SDL_SetWindowMinimumSize(window, PPU466::ScreenWidth, PPU466::ScreenHeight);
if (!window) {
std::cerr << "Error creating SDL window: " << SDL_GetError() << std::endl;
return 1;
}
//Create OpenGL context:
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
SDL_DestroyWindow(window);
std::cerr << "Error creating OpenGL context: " << SDL_GetError() << std::endl;
return 1;
}
//On windows, load OpenGL entrypoints: (does nothing on other platforms)
init_GL();
//Set VSYNC + Late Swap (prevents crazy FPS):
if (SDL_GL_SetSwapInterval(-1) != 0) {
std::cerr << "NOTE: couldn't set vsync + late swap tearing (" << SDL_GetError() << ")." << std::endl;
if (SDL_GL_SetSwapInterval(1) != 0) {
std::cerr << "NOTE: couldn't set vsync (" << SDL_GetError() << ")." << std::endl;
}
}
//Hide mouse cursor (note: showing can be useful for debugging):
//SDL_ShowCursor(SDL_DISABLE);
//------------ load assets --------------
call_load_functions();
//------------ create game mode + make current --------------
Mode::set_current(std::make_shared< PlayMode >());
//------------ main loop ------------
//this inline function will be called whenever the window is resized,
// and will update the window_size and drawable_size variables:
glm::uvec2 window_size; //size of window (layout pixels)
glm::uvec2 drawable_size; //size of drawable (physical pixels)
//On non-highDPI displays, window_size will always equal drawable_size.
auto on_resize = [&](){
int w,h;
SDL_GetWindowSize(window, &w, &h);
window_size = glm::uvec2(w, h);
SDL_GL_GetDrawableSize(window, &w, &h);
drawable_size = glm::uvec2(w, h);
glViewport(0, 0, drawable_size.x, drawable_size.y);
};
on_resize();
//This will loop until the current mode is set to null:
while (Mode::current) {
//every pass through the game loop creates one frame of output
// by performing three steps:
{ //(1) process any events that are pending
static SDL_Event evt;
while (SDL_PollEvent(&evt) == 1) {
//handle resizing:
if (evt.type == SDL_WINDOWEVENT && evt.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
on_resize();
}
//handle input:
if (Mode::current && Mode::current->handle_event(evt, window_size)) {
// mode handled it; great
} else if (evt.type == SDL_QUIT) {
Mode::set_current(nullptr);
break;
} else if (evt.type == SDL_KEYDOWN && evt.key.keysym.sym == SDLK_PRINTSCREEN) {
// --- screenshot key ---
std::string filename = "screenshot.png";
std::cout << "Saving screenshot to '" << filename << "'." << std::endl;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadBuffer(GL_FRONT);
int w,h;
SDL_GL_GetDrawableSize(window, &w, &h);
std::vector< glm::u8vec4 > data(w*h);
glReadPixels(0,0,w,h, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
for (auto &px : data) {
px.a = 0xff;
}
save_png(filename, glm::uvec2(w,h), data.data(), LowerLeftOrigin);
}
}
if (!Mode::current) break;
}
{ //(2) call the current mode's "update" function to deal with elapsed time:
auto current_time = std::chrono::high_resolution_clock::now();
static auto previous_time = current_time;
float elapsed = std::chrono::duration< float >(current_time - previous_time).count();
previous_time = current_time;
//if frames are taking a very long time to process,
//lag to avoid spiral of death:
elapsed = std::min(0.1f, elapsed);
Mode::current->update(elapsed);
if (!Mode::current) break;
}
{ //(3) call the current mode's "draw" function to produce output:
Mode::current->draw(drawable_size);
}
//Wait until the recently-drawn frame is shown before doing it all again:
SDL_GL_SwapWindow(window);
}
//------------ teardown ------------
SDL_GL_DeleteContext(context);
context = 0;
SDL_DestroyWindow(window);
window = NULL;
return 0;
#ifdef _WIN32
} catch (std::exception const &e) {
std::cerr << "Unhandled exception:\n" << e.what() << std::endl;
return 1;
} catch (...) {
std::cerr << "Unhandled exception (unknown type)." << std::endl;
throw;
}
#endif
}