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- #include "game.hpp"
-
- namespace betacore
- {
- Game::Game()
- {
- if (init())
- {
- printf("Error loading init\n");
- return;
- }
- SDL_Event event;
-
- while (this->KEEP_ALIVE)
- {
- //Handle Events
- this->events(event);
- this->paint();
- }
- close();
- }
- Game::~Game() {}
-
- int Game::init()
- {
- int result = 0;
-
- //Initialize SDL
- if (SDL_Init(SDL_INIT_VIDEO) < 0)
- {
- printf("Problem loading SLD Error: %s\n", SDL_GetError());
- }
- else
- {
- //OPEN GL VERSION 2.X
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- //OPEN GL VERSION ^.1
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
-
- //Create window
- int videoFlags = SDL_WINDOW_OPENGL;
- videoFlags |= SDL_WINDOW_SHOWN;
- videoFlags |= SDL_WINDOW_RESIZABLE;
-
- this->WINDOW = SDL_CreateWindow(
- this->TITLE,
- SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED,
- this->SCREEN_WIDTH,
- this->SCREEN_HEIGHT,
- videoFlags);
- if (WINDOW == NULL)
- {
- printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
- result = -1;
- }
- else
- {
- glContext = SDL_GL_CreateContext(WINDOW);
-
- if (glContext == NULL)
- {
- printf("Unable to crate Open GL Context: %s\n", SDL_GetError());
- result = -2;
- }
- else
- {
- //Try Vsync
- if (SDL_GL_SetSwapInterval(1) < 0)
- {
- printf("Vsync error:%s\n", SDL_GetError());
- }
-
- if (initGL())
- {
- printf("Problem working with OpenGL");
- }
- }
- }
- }
-
- return result;
- }
-
- int Game::initGL()
- {
- int result = 0;
-
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
- glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
- glDepthFunc(GL_LESS);
-
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
- glMatrixMode(GL_PROJECTION);
- /* Really Nice Perspective Calculations */
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glLoadIdentity();
- GLenum error = glGetError();
-
- if (error != GL_NO_ERROR)
- {
- printf("OpenGL Error %s\n", gluErrorString(error));
- result = -1;
- return result;
- }
-
- glMatrixMode(GL_MODELVIEW);
-
- // Set up the view port
- glViewport(0, 0, this->SCREEN_WIDTH, this->SCREEN_HEIGHT);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- gluPerspective(
- 45.0f,
- (GLfloat)this->SCREEN_WIDTH / (GLfloat)this->SCREEN_HEIGHT,
- 0.1f,
- 100.0f);
- glMatrixMode(GL_MODELVIEW);
-
- return result;
- }
-
- void Game::close()
- {
- SDL_DestroyWindow(this->WINDOW);
- WINDOW = NULL;
- SDL_Quit();
- }
-
- void Game::grid()
- {
- glPushMatrix();
- //glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,gray);
- //glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
- //glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
- glTranslatef(0.0f, 0.0f, 0.0f);
- glLineWidth(2.5);
- glColor3f(1.0, 1.0, 1.0);
-
- /*grid*/
- float GRIDE_SIZE = 100;
- //X
- glBegin(GL_LINES);
- glVertex2f(-GRIDE_SIZE, 0);
- glVertex2f(GRIDE_SIZE, 0);
- glEnd();
- //Y
- glBegin(GL_LINES);
- glVertex2f(0, -GRIDE_SIZE);
- glVertex2f(0, GRIDE_SIZE);
- glEnd();
- //Z
- glBegin(GL_LINES);
- glVertex3f(0, 0, -GRIDE_SIZE);
- glVertex3f(0, 0, GRIDE_SIZE);
- glEnd();
-
- //X ticks
- float TICK_SIZE = .5;
- for (float f = -GRIDE_SIZE; f <= GRIDE_SIZE; f += 1)
- {
- //X
- glBegin(GL_LINES);
- glVertex3f(f, -TICK_SIZE, 0);
- glVertex3f(f, TICK_SIZE, 0);
- glEnd();
- //Y
- glBegin(GL_LINES);
- glVertex2f(-TICK_SIZE, f);
- glVertex2f(TICK_SIZE, f);
- glEnd();
- //Z
- glBegin(GL_LINES);
- glVertex3f(0, -TICK_SIZE, f);
- glVertex3f(0, TICK_SIZE, f);
- glEnd();
- }
- glPopMatrix();
- }
- void Game::triangle()
- {
- glBegin(GL_POLYGON); // start drawing a polygon
- glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red
- glVertex3f(0.0f, 1.0f, 0.0f); // Top
- glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
- glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
- glEnd(); // we're done with the polygon (smooth color interpolation)
- }
- void Game::square()
- {
- glBegin(GL_QUADS); // start drawing a polygon (4 sided)
- glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
- glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
- glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
- glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
- glEnd(); // done with the polygon
- }
-
- void Game::box()
- {
- glColor3f(1.0f, 1.0f, 1.0f);
- glBegin(GL_LINE_LOOP);
- glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
- glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
- glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
- glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
- glEnd();
- }
- void Game::rectangle(){
- glColor3f(1.0f, 1.0f, 1.0f);
- glBegin(GL_LINE_LOOP);
- glVertex3f(-2.5f, 1.0f, 0.0f); // Top Left
- glVertex3f(2.5f, 1.0f, 0.0f); // Top Right
- glVertex3f(2.5f, -1.0f, 0.0f); // Bottom Right
- glVertex3f(-2.5f, -1.0f, 0.0f); // Bottom Left
- glEnd();
- }
-
- void Game::circle()
- {
- // glBegin(GL_LINE_LOOP);
- // for(int i =0; i <= 300; i++){
- // double angle = 2 * PI * i / 300;
- // double x = cos(angle);
- // double y = sin(angle);
- // glVertex2d(x,y);
- // }
- // glEnd();
- // this code (mostly) copied from question:
- double radius = 1;
- glBegin(GL_POLYGON);
- double angle1 = 0.0;
- glVertex2d(radius * cos(0.0), radius * sin(0.0));
- static const int circle_points = 100;
- static const float angle = 2.0f * 3.1416f / circle_points;
- int i;
- for (i = 0; i < circle_points; i++)
- {
- glVertex2d(radius * cos(angle1), radius * sin(angle1));
- angle1 += angle;
- }
- glEnd();
- }
- void Game::pentagon()
- {
- float angleIncrement = 360.0f / 5.0f;
- angleIncrement *= PI / 180.0f;
- glBegin(GL_TRIANGLE_FAN);
- float angle = 0.0f;
- double radius = 1;
- for (int k = 0; k < 100; ++k)
- {
- glVertex3f(radius * cos(angle), radius * sin(angle), 0.0f);
- angle += angleIncrement;
- }
- glEnd();
- }
- void Game::user_screen()
- {
- glPushMatrix();
- glTranslatef(-1.5f, -1.0f, -6.0f);
- this->box();
-
- //this->box();
- //glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
- glTranslatef(-1.5f, -1.0f, -6.0f);
- // draw a triangle (in smooth coloring mode)
- switch (USER_CURRENT)
- {
- case TRIANGLE:
- glColor3f(1.0f, 0.0f, 0.0f);
- this->triangle();
- break;
- case CIRCLE:
- glColor3f(0.0f, 1.0f, 0.0f);
- this->circle();
- break;
- case SQUARE:
- glColor3f(0.0f, 0.0f, 1.0f);
- this->square();
- break;
- case PENTAGON:
- glRotatef(-54.0f, 0.0f, 0.0f, 1.0f);
- glColor3f(1.0f, 0.0f, 1.0f);
- this->pentagon();
- break;
- }
-
- // glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units
- // // draw a square (quadrilateral)
-
- // glColor3f(0.5f, 0.5f, 1.0f); // set color to a blue shade.
-
- glPopMatrix();
- }
- void Game::guest_screen(){
- glPushMatrix();
- glTranslatef(1.5f, -1.0f, -6.0f);
- this->box();
- glPopMatrix();
- }
- void Game::top_screen(){
- glPushMatrix();
- glTranslatef(-0.0f, 1.25f, -6.0f);
- this->rectangle();
- glPopMatrix();
-
- }
- void Game::paint()
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- if (this->SHOW_GRID)
- {
- this->grid();
- }
- this->top_screen();
- this->user_screen();
- this->guest_screen();
-
- SDL_GL_SwapWindow(this->WINDOW);
- }
- void Game::resize(int width, int height)
- {
- glViewport(0, 0, width, height); // Reset The USER_CURRENT Viewport And Perspective Transformation
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
- glMatrixMode(GL_MODELVIEW);
- }
-
- /**
- * key down
- * SDL_Keycode key_code
- */
- void Game::key_down(SDL_Keycode key_code)
- {
- switch (key_code)
- {
- case SDLK_ESCAPE:
- case SDLK_q:
- printf("Escape\n");
- this->KEEP_ALIVE = false;
- break;
-
- case SDLK_UP:
- printf("UP Key Pressed\n");
- this->on_key_up_arrow();
- break;
-
- case SDLK_DOWN:
- printf("Down Key Pressed\n");
- this->on_key_down_arrow();
- break;
-
- case SDLK_LEFT:
- printf("Left Key Pressed\n");
- this->on_key_left_arrow();
- break;
-
- case SDLK_RIGHT:
- printf("Right Key Pressed\n");
- this->on_key_right_arrow();
- break;
- case SDLK_g:
- this->SHOW_GRID = !SHOW_GRID;
- break;
- case SDLK_SPACE:
- printf("Space Key Pressed\n");
- break;
-
- default:
- //Do nothing
- break;
- }
- }
- void Game::events(SDL_Event &event)
- {
- while (SDL_PollEvent(&event) != 0)
- {
- //https://wiki.libsdl.org/SDL_EventType
- switch (event.type)
- {
- case SDL_WINDOWEVENT:
- switch (event.window.event)
- {
- case SDL_WINDOWEVENT_RESIZED:
- //resize();
- break;
- case SDL_WINDOWEVENT_SIZE_CHANGED:
- this->resize(event.window.data1, event.window.data2);
- break;
- }
- break;
- //user-requested quit
- case SDL_QUIT:
- this->KEEP_ALIVE = false;
- break;
-
- //Mouse events
- case SDL_MOUSEBUTTONDOWN:
- case SDL_MOUSEMOTION:
- case SDL_MOUSEBUTTONUP:
- case SDL_MOUSEWHEEL:
- break;
- //Keyboard Events
- case SDL_KEYDOWN:
- this->key_down(event.key.keysym.sym);
- break;
-
- case SDL_KEYUP:
- //Todo Key up commands
- break;
-
- } //end switch(event.type)
-
- } //end-while
- }
-
- void Game::on_key_up_arrow()
- {
- // Toggle triangle
- this->USER_CURRENT = TRIANGLE;
- }
- void Game::on_key_down_arrow()
- {
- this->USER_CURRENT = SQUARE;
- }
- void Game::on_key_left_arrow()
- {
- this->USER_CURRENT = PENTAGON;
- }
- void Game::on_key_right_arrow()
- {
- this->USER_CURRENT = CIRCLE;
- }
- void Game::on_key_space()
- {
- }
- void Game::on_key_enter()
- {
- }
- } // namespace betacore
-
- int main(int argc, char *argv[])
- {
- betacore::Game game;
- return 0;
- }
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