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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;
}