Boilerplate, boilerplate, boilerplate!!!
I've created a project for client & editor programs, by simply copying one to the other. Right now, the client still has the editor scene, but I'll switch that out soon. I've also added a license header to the server's source. I don't remember what else I did, but at this point it should theoretically build out of the box.
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial EditorApplications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "editor_application.hpp"
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#include <stdexcept>
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#include <chrono>
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//-------------------------
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//Static declarations
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//-------------------------
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EditorApplication EditorApplication::instance;
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//-------------------------
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//Scene headers
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//-------------------------
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//Add the custom scene headers here
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#include "editor_scene.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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EditorApplication::EditorApplication() {
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//
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}
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EditorApplication::~EditorApplication() {
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//
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}
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void EditorApplication::Init() {
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if (SDL_Init(SDL_INIT_VIDEO))
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throw(std::runtime_error("Failed to initialize SDL"));
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BaseScene::SetScreen(800, 600);
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}
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void EditorApplication::Proc() {
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LoadScene(SceneList::FIRST);
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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//The main loop
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while(activeScene->GetNextScene() != SceneList::QUIT) {
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//switch scenes when necessary
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if (activeScene->GetNextScene() != SceneList::CONTINUE) {
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LoadScene(activeScene->GetNextScene());
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continue;
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}
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//update the current time
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realTime = Clock::now();
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//simulate game time
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
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simTime += delta;
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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//give the computer a break
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SDL_Delay(10);
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}
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UnloadScene();
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}
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void EditorApplication::Quit() {
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SDL_Quit();
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}
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//-------------------------
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//Private access members
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//-------------------------
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void EditorApplication::LoadScene(SceneList sceneIndex) {
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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case SceneList::EDITORSCENE:
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activeScene = new EditorScene();
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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}
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void EditorApplication::UnloadScene() {
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delete activeScene;
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activeScene = nullptr;
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}
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