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/* Copyright: (c) Kayne Ruse 2015
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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 applications, 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 "application.hpp"
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#include <chrono>
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#include <sstream>
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#include <stdexcept>
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void Application::Init(int argc, char* argv[]) {
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//create and check the window
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window = SDL_CreateWindow(
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"Example Caption",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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screenWidth,
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screenHeight,
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SDL_WINDOW_RESIZABLE);
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if (!window) {
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std::ostringstream msg;
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msg << "Failed to create the window: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//create and check the renderer
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer) {
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std::ostringstream msg;
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msg << "Failed to create the renderer: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//screen scaling
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
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//set the hook for the renderer
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BaseScene::SetRenderer(renderer);
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}
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void Application::Proc() {
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//load the first scene
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ProcessSceneSignal(SceneSignal::FIRST);
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//fixed frame rate
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typedef std::chrono::steady_clock Clock;
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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constexpr std::chrono::duration<int, std::milli> frameDelay(16); //~60FPS
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//the game loop continues until the scenes signal QUIT
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while(activeScene->GetSceneSignal() != SceneSignal::QUIT) {
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//switch scenes if necessary
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if(activeScene->GetSceneSignal() != SceneSignal::CONTINUE) {
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ProcessSceneSignal(activeScene->GetSceneSignal());
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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 the game or give the machine a break
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if (simTime < realTime) {
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while(simTime < realTime) {
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//call the user defined functions
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activeScene->FrameStart();
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ProcessEvents();
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activeScene->Update();
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activeScene->FrameEnd();
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//step to the next frame
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simTime += frameDelay;
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}
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}
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else {
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SDL_Delay(1);
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}
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SDL_RenderClear(renderer);
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activeScene->RenderFrame(renderer);
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SDL_RenderPresent(renderer);
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}
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//cleanup
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ClearScene();
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}
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void Application::Quit() {
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//clean up after the program
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BaseScene::SetRenderer(nullptr);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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}
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//-------------------------
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//Scene management
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//-------------------------
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void Application::ProcessEvents() {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_QUIT:
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activeScene->QuitEvent();
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break;
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case SDL_MOUSEMOTION:
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activeScene->MouseMotion(event.motion);
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break;
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case SDL_MOUSEBUTTONDOWN:
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activeScene->MouseButtonDown(event.button);
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break;
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case SDL_MOUSEBUTTONUP:
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activeScene->MouseButtonUp(event.button);
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break;
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case SDL_MOUSEWHEEL:
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activeScene->MouseWheel(event.wheel);
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break;
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case SDL_KEYDOWN:
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activeScene->KeyDown(event.key);
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break;
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case SDL_KEYUP:
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activeScene->KeyUp(event.key);
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break;
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//TODO: joystick and controller events
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//window events are handled internally
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case SDL_WINDOWEVENT:
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switch(event.window.event) {
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case SDL_WINDOWEVENT_RESIZED:
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SDL_RenderSetLogicalSize(renderer, event.window.data1, event.window.data2);
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break;
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}
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break;
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}
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}
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}
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//Add the custom scene headers here
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#include "example_scene.hpp"
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void Application::ProcessSceneSignal(SceneSignal signal) {
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ClearScene();
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switch(signal) {
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case SceneSignal::FIRST:
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case SceneSignal::EXAMPLE_SCENE:
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activeScene = new ExampleScene();
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break;
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default: {
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std::ostringstream msg;
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msg << "Failed to recognize the scene signal: " << signal;
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throw(std::logic_error(msg.str()));
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}
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}
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}
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void Application::ClearScene() {
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delete activeScene;
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activeScene = nullptr;
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}
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