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