137 lines
3.4 KiB
C++
137 lines
3.4 KiB
C++
#pragma once
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#include <stdlib.h>
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#include <vector>
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <ctime>
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#include <fstream>
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#define SDL_MAIN_HANDLED
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#include "SDL.h"
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#include "SDL_mixer.h"
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#include "SDL_ttf.h"
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#define GL_GLEXT_PROTOTYPES
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#define GLEW_STATIC
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#if defined(__EMSCRIPTEN__)
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#include <GL/glew.h>
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#else
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#include "glew/glew.h"
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#endif
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#include "Node.hpp"
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#include "Input.hpp"
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#include "Display.hpp"
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#include "Configuration.hpp"
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#include "Delegate.hpp"
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#include "Recorder.hpp"
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#include "Sprite.hpp"
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#include "Audio.hpp"
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#include "Log.hpp"
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#include "filesystem.hpp"
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#include "extension.hpp"
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class FramerateIndicator : public Sprite
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{
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public:
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FramerateIndicator(Node*);
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void respond(SDL_Event&);
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SDL_Surface* get_surface();
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void refresh();
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};
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class Game : public Node
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{
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private:
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int ticks;
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float frame_length = 1000.0 / 60.0;
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Configuration _configuration {this};
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SDL_Window* _window;
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static void sdl_log_override(void*, int, SDL_LogPriority, const char*);
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public:
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/* two-state enum equivalent to a boolean that can improve readability depending on the context */
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enum class Flip {
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OFF,
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ON
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};
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/* Prevent an instance of this class from being copied or moved */
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Game(const Game&) = delete;
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Game& operator=(const Game&) = delete;
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Game(Game&&) = delete;
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Game& operator=(Game&&) = delete;
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SDL_Renderer* renderer = nullptr;
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SDL_GLContext glcontext = nullptr;
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int frame_count_this_second = 0, last_frame_length;
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float frame_time_overflow = 0, last_frame_timestamp, last_frame_count_timestamp;
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bool done = false, show_framerate = true, is_gl_context = true;
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Delegate delegate {this};
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sb::Display display {this};
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Recorder recorder {this};
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Input input {this};
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Audio audio {this};
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std::vector<float> frame_length_history;
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TTF_Font* bp_mono_font = nullptr;
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FramerateIndicator framerate_indicator {this};
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Game();
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virtual void reset() { activate(); }
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void print_frame_length_history();
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void load_sdl_context();
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void load_gl_context();
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GLuint load_shader(const fs::path&, GLenum) const;
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bool link_shader(GLuint program) const;
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void log_renderer_info(SDL_RendererInfo&);
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void log_display_mode();
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void log_surface_format(SDL_Surface*, std::string = "surface");
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std::string get_pixel_format_string(Uint32);
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const nlohmann::json& configuration() const;
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nlohmann::json& configuration();
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const SDL_Window* window() const;
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SDL_Window* window();
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const SDL_Renderer* get_renderer() const;
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SDL_Renderer* get_renderer();
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const Input& get_input() const;
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Input& get_input();
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Audio& get_audio();
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glm::vec2 weight(glm::vec2);
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void run();
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void frame(float);
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void flag_to_end();
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virtual void update() {};
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void set_framerate(int);
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float get_frame_length() const;
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void handle_quit_event(SDL_Event&);
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void quit();
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virtual std::string class_name() const { return "Game"; }
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~Game();
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/* Applies delta timing to a value: returns the value as weighted by the amount of time passed since the
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* last frame update, allowing for values to change the same amount over time independent of the frame rate */
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template<typename T>
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float weight(T amount)
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{
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return (last_frame_length / (1000.0 / 60)) * amount;
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}
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};
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#if defined(__EMSCRIPTEN__)
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void loop(void*);
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#endif
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