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#include "game.hpp"
void gluPerspective(double fovy,double aspect, double zNear, double zFar)
{
// Start in projection mode.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double xmin, xmax, ymin, ymax;
ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
namespace betacore
{
Game::Game(MODE mode,
int port,
std::string url): ME(mode)
{
this->TITLE = Parser::mode(mode).c_str();
printf("%s\t%s\t%d\t%d\n",this->TITLE, Parser::mode(mode).c_str(),
this->MONITOR_WIDTH, this->MONITOR_HEIGHT);
if (init())
{
printf("Error loading init\n");
return;
}
using namespace std::placeholders;
std::function<void(SHAPE & s, MODE & m)> fn =
std::bind(&Game::update, this, _1, _2);
this->client = new Client(mode, port, url, fn);
// SDL_DisplayMode DM;
// SDL_GetCurrentDisplayMode(0, &DM);
this->MONITOR_HEIGHT = 1080;
this->MONITOR_WIDTH = 1920;
SDL_Event event;
while (this->KEEP_ALIVE)
{
//Handle Events
this->events(event);
this->paint();
}
close();
}
Game::~Game()
{
if (this->client != nullptr)
delete this->client;
this->client = nullptr;
}
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_FULLSCREEN;
videoFlags |= SDL_WINDOW_SHOWN;
videoFlags |= SDL_WINDOW_RESIZABLE;
//videoFlags |= SDL_WINDOW_BORDERLESS;
// videoFlags |= SDL_WINDOW_INPUT_GRABBED;
this->WINDOW = SDL_CreateWindow(
this->TITLE,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
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");
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()
{
this->triangle(true);
}
void Game::triangle(bool filled)
{
glColor3f(1.0f, 0.0f, 0.0f);
if (filled)
glBegin(GL_POLYGON); // start drawing a polygon
else
glBegin(GL_LINE_LOOP);
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()
{
this->square(true);
}
void Game::square(bool filled)
{
glColor3f(0.0f, 0.0f, 1.0f);
if (filled)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
else
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(); // 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::cross(bool filled)
{
double width = 0.15;
if (filled)
glBegin(GL_QUADS);
else
glBegin(GL_LINE_LOOP);
glVertex3f(-0.5f, width, 0.0f); // Top Left
glVertex3f(0.5f, width, 0.0f); // Top Right
glVertex3f(0.5f, -width, 0.0f); // Bottom Right
glVertex3f(-0.5f, -width, 0.0f); // Bottom Left
glEnd();
glPushMatrix();
glRotatef(-90.0f, 0.0f, 0.0f, 1.0f);
if (filled)
glBegin(GL_QUADS);
else
glBegin(GL_LINE_LOOP);
glVertex3f(-0.5f, width, 0.0f); // Top Left
glVertex3f(0.5f, width, 0.0f); // Top Right
glVertex3f(0.5f, -width, 0.0f); // Bottom Right
glVertex3f(-0.5f, -width, 0.0f); // Bottom Left
glEnd();
glPopMatrix();
}
void Game::compass()
{
glPushMatrix();
glTranslatef(-1.5f, 0.0f, 0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
this->cross(false);
//MINI TRIANGLE
glPushMatrix();
glScalef(0.12f, 0.12f, 0.0f);
glTranslatef(0.0f, 2.6f, 0.0f);
this->triangle(this->KEY_UP_ARROW_ACTIVE);
glPopMatrix();
// MINI SQUARE
glPushMatrix();
glScalef(0.12f, 0.12f, 0.0f);
glTranslatef(0.0f, -2.6f, 0.0f);
this->square(this->KEY_DOWN_ARROW_ACTIVE);
glPopMatrix();
// MINI PENTAGON
glPushMatrix();
glScalef(0.12f, 0.12f, 0.0f);
glTranslatef(-2.56f, 0.0f, 0.0f);
this->pentagon(this->KEY_LEFT_ARROW_ACTIVE);
glPopMatrix();
// MINI CIRCLE
glPushMatrix();
glScalef(0.12f, 0.12f, 0.0f);
glTranslatef(2.56f, 0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
this->circle(this->KEY_RIGHT_ARROW_ACTIVE);
glPopMatrix();
glPushMatrix();
glScalef(0.35f, 0.35f, 0.0f);
glTranslatef(7.0f, 0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 1.0f);
this->circle(this->KEY_SPACE_ACTIVE);
glPopMatrix();
glPushMatrix();
glScalef(0.35f, 0.35f, 0.0f);
glTranslatef(10.0f, 0.0f, 0.0f);
glColor3f(1.0f, 1.0f, 0.0f);
this->circle(this->KEY_RETURN_ACTIVE);
glPopMatrix();
glPopMatrix();
}
void Game::circle()
{
this->circle(true);
}
void Game::circle(bool filled)
{
//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();
double radius = 1;
if (filled)
glBegin(GL_POLYGON);
else
glBegin(GL_LINE_LOOP);
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()
{
this->pentagon(true);
}
void Game::pentagon(bool filled)
{
glRotatef(-54.0f, 0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 0.0f, 1.0f);
float angleIncrement = 360.0f / 5.0f;
angleIncrement *= PI / 180.0f;
if (filled)
glBegin(GL_TRIANGLE_FAN);
else
glBegin(GL_LINE_LOOP);
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:
this->triangle();
break;
case CIRCLE:
glColor3f(0.0f, 1.0f, 0.0f);
this->circle();
break;
case SQUARE:
this->square();
break;
case PENTAGON:
this->pentagon();
break;
case UNKOWN:
float gray = 105.0 / 255.0;
glColor3f(gray, gray, gray);
glPushMatrix();
glRotatef(-45.0f, 0.0f, 0.0f, 1.0f);
glScalef(2.0f, 2.0f, 0.0f);
this->cross(true);
glPopMatrix();
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();
glTranslatef(1.5f, -1.0f, -6.0f);
// draw a triangle (in smooth coloring mode)
switch (GUST_CURRENT)
{
case TRIANGLE:
this->triangle();
break;
case CIRCLE:
glColor3f(0.0f, 1.0f, 0.0f);
this->circle();
break;
case SQUARE:
this->square();
break;
case PENTAGON:
this->pentagon();
break;
case UNKOWN:
float gray = 105.0 / 255.0;
glColor3f(gray, gray, gray);
glPushMatrix();
glRotatef(-45.0f, 0.0f, 0.0f, 1.0f);
glScalef(2.0f, 2.0f, 0.0f);
this->cross(true);
glPopMatrix();
break;
}
glPopMatrix();
}
void Game::top_screen()
{
glPushMatrix();
glTranslatef(-0.0f, 1.25f, -6.0f);
this->rectangle();
this->compass();
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();
this->KEY_UP_ARROW_ACTIVE = true;
break;
case SDLK_DOWN:
printf("Down Key Pressed\n");
this->on_key_down_arrow();
this->KEY_DOWN_ARROW_ACTIVE = true;
break;
case SDLK_LEFT:
printf("Left Key Pressed\n");
this->on_key_left_arrow();
this->KEY_LEFT_ARROW_ACTIVE = true;
break;
case SDLK_RIGHT:
printf("Right Key Pressed\n");
this->on_key_right_arrow();
this->KEY_RIGHT_ARROW_ACTIVE = true;
break;
case SDLK_g:
this->SHOW_GRID = !SHOW_GRID;
break;
case SDLK_SPACE:
this->KEY_SPACE_ACTIVE = true;
this->on_key_space();
break;
case SDLK_RETURN:
this->KEY_RETURN_ACTIVE = true;
this->on_key_enter();
break;
case SDLK_F11:
if (FULL_SCREEN)
{
SDL_SetWindowPosition(this->WINDOW, 100, 100);
SDL_RestoreWindow(this->WINDOW);
//SDL_SetWindowResizable(this->WINDOW, SDL_TRUE);
//SDL_SetWindowBordered(this->WINDOW, 1);
SDL_SetWindowSize(this->WINDOW, SCREEN_WIDTH, SCREEN_HEIGHT);
//SDL_SetWindowFullscreen(this->WINDOW,SDL_WINDOW_FULLSCREEN );
}
else
{
SDL_SetWindowPosition(this->WINDOW, 0, 0);
//SDL_SetWindowResizable(this->WINDOW, SDL_FALSE);
//SDL_SetWindowBordered(this->WINDOW, 0);
SDL_SetWindowSize(this->WINDOW, MONITOR_WIDTH, MONITOR_HEIGHT);
//SDL_SetWindowFullscreen(this->WINDOW,0 );
}
this->FULL_SCREEN = !this->FULL_SCREEN;
SDL_ShowCursor(this->FULL_SCREEN);
break;
default:
//Do nothing
break;
}
}
/**
* key down
* SDL_Keycode key_code
*/
void Game::key_up(SDL_Keycode key_code)
{
switch (key_code)
{
case SDLK_UP:
this->KEY_UP_ARROW_ACTIVE = false;
break;
case SDLK_DOWN:
this->KEY_DOWN_ARROW_ACTIVE = false;
break;
case SDLK_LEFT:
this->KEY_LEFT_ARROW_ACTIVE = false;
break;
case SDLK_RIGHT:
this->KEY_RIGHT_ARROW_ACTIVE = false;
break;
case SDLK_SPACE:
this->KEY_SPACE_ACTIVE = false;
break;
case SDLK_RETURN:
this->KEY_RETURN_ACTIVE = false;
break;
case SDLK_F11:
// SDL_DisplayMode dm;
// SDL_RestoreWindow(this->WINDOW); //Incase it's maximized...
// SDL_SetWindowSize(this->WINDOW, dm.w, dm.h + 10);
// SDL_SetWindowPosition(this->WINDOW, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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:
this->key_up(event.key.keysym.sym);
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()
{
this->client->send(false,this->USER_CURRENT);
}
void Game::on_key_enter()
{
this->client->send(true,this->USER_CURRENT);
}
void Game::update(SHAPE &s, MODE &m)
{
if (m == ME || (ME==EVE && m == ALICE))
this->USER_CURRENT = s;
else
this->GUST_CURRENT = s;
}
} // namespace betacore
void ussage(){
std::cout
<< "Ussage:\n"
<< "\tMODE: 1-3\n"
<< "\t\t1)Alice\n"
<< "\t\t2)Bob\n"
<< "\t\t2)Eve\n"
<< "\tport\n"
<< "\taddress"
<< std::endl;
}
int main(int argc, char *argv[])
{
if(argc < 4){
ussage();
return 1;
}
betacore::MODE mode = betacore::EVE;
int a = atoi(argv[1]);
std::cout << "Running mode" << a << std::endl;
switch( a){
case 1:
mode = betacore::ALICE;
break;
case 2:
mode = betacore::BOB;
break;
default:
mode = betacore::EVE;
break;
}
betacore::Game game(mode, atoi(argv[2]),argv[3]);
return 0;
}