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add prefixes to interface function names in renderer and gooey

master
cinnaboot 8 years ago
parent
commit
04757ec527
  1. 8
      src/gooey.cpp
  2. 11
      src/gooey.h
  3. 19
      src/hexgame.cpp
  4. 12
      src/renderer.cpp
  5. 17
      src/renderer.h

8
src/gooey.cpp

@ -15,7 +15,7 @@
#include "gooey.h"
bool
initGooey(SDL_Handles &handles, v2i vp_dims)
gooInit(SDL_Handles &handles, v2i vp_dims)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@ -33,7 +33,7 @@ initGooey(SDL_Handles &handles, v2i vp_dims)
}
void
shutdownGooey()
gooFree()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
@ -41,14 +41,14 @@ shutdownGooey()
}
bool
gooeyProcessEvent(SDL_Event &event)
gooProcessEvent(SDL_Event &event)
{
ImGui_ImplSDL2_ProcessEvent(&event);
return ImGui::GetIO().WantCaptureMouse;
}
void
renderGooey(SDL_Handles &handles, hexgrid* grid, bool &is_debug, camera* cam)
gooRender(SDL_Handles &handles, hexgrid* grid, bool &is_debug, camera* cam)
{
assert(grid != nullptr);

11
src/gooey.h

@ -6,8 +6,11 @@
#include "hexgrid.h"
#include "renderer.h"
bool initGooey(SDL_Handles &handles, v2i vp_dims);
void shutdownGooey();
bool gooeyProcessEvent(SDL_Event &event);
void renderGooey(SDL_Handles &handles, hexgrid* grid, bool &is_debug, camera* cam);
bool gooInit(SDL_Handles &handles, v2i vp_dims);
void gooFree();
bool gooProcessEvent(SDL_Event &event);
void gooRender(SDL_Handles &handles, hexgrid* grid, bool &is_debug, camera* cam);

19
src/hexgame.cpp

@ -1,7 +1,6 @@
/*******************************************************************************
* TODO:
* - renderer
* - add prefix to interface function names for eg) gooey.h, renderer.h
* - clean up main(), split out initialization and scene loading to new functions
* - check over renderer, camera, gooey init after changes
* - pass in frame time to camera movement functions to decouple speed from framerate
@ -191,7 +190,7 @@ processSDLEvents()
// let gooey have event
// TODO: need to check for both io.WantCaptureKeyboard and io.WantCaptureMouse
// to fix bug with 'ESC' not passing through while in imgui
bool gooey_wants = gooeyProcessEvent(e);
bool gooey_wants = gooProcessEvent(e);
game_state* g = g_game_state;
switch (e.type)
@ -269,7 +268,7 @@ cleanUp(SDL_Handles &handles)
#if 0
shutdownGooey();
#endif
freeBuffers(g_render_state); // renderer.h
renFreeBuffers(g_render_state); // renderer.h
for (SDL_Surface *surface : handles.texSurfaces)
SDL_FreeSurface(surface);
meShutdownAssimp(); // mesh.h
@ -324,12 +323,12 @@ int main(int argc, char* argv[])
return 1;
}
if (!initRenderer(g_render_state)) {
if (!renInit(g_render_state)) {
LOG(ERROR) << "Unable to initialize graphics, exiting\n";
return 1;
}
if (!initGooey(g_render_state->handles, g_render_state->viewport_dims)) {
if (!gooInit(g_render_state->handles, g_render_state->viewport_dims)) {
LOG(ERROR) << "Fooey, No Gooey!\n";
return 1;
}
@ -347,7 +346,7 @@ int main(int argc, char* argv[])
// pre-load textures
const char * path = "../data/coords.layout.flat.png";
if (!addTexture(g_render_state->handles, path))
if (!renAddTexture(g_render_state->handles, path))
{
LOG(ERROR) << "Error adding " << path << "\n";
return 1;
@ -394,7 +393,7 @@ int main(int argc, char* argv[])
return 1;
}
if (!createScene(g_render_state, g_game_state->entities, g_game_state->entity_count))
if (!renCreateScene(g_render_state, g_game_state->entities, g_game_state->entity_count))
{
LOG(ERROR) << "Error in vertex data, exiting\n";
return 1;
@ -424,12 +423,12 @@ int main(int argc, char* argv[])
cameraMove(r->cam, g->is_moveup, g->is_moveleft, g->is_movedown, g->is_moveright,
g->is_moveforward, g->is_movebackward);
renderFrame(r, g->grid.hex_array, g->entities, g->entity_count);
renRenderFrame(r, g->grid.hex_array, g->entities, g->entity_count);
if (r->is_debug_draw && g->grid.draw_mode == CONE_FILL)
renderDebug(r, g_polygon_select_vertices);
renRenderDebug(r, g_polygon_select_vertices);
renderGooey(r->handles, &g->grid, r->is_debug_draw, &r->cam);
gooRender(r->handles, &g->grid, r->is_debug_draw, &r->cam);
SDL_GL_SwapWindow(r->handles.window);

12
src/renderer.cpp

@ -42,7 +42,7 @@ void openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
// interface
bool
initRenderer(render_state* rs)
renInit(render_state* rs)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
@ -119,7 +119,7 @@ initRenderer(render_state* rs)
}
void
freeBuffers(render_state* rs)
renFreeBuffers(render_state* rs)
{
utilSafeFree(rs->lights);
rgFree(rs->filled_hex_render_group);
@ -128,7 +128,7 @@ freeBuffers(render_state* rs)
}
bool
addTexture(SDL_Handles &handles, const char * path)
renAddTexture(SDL_Handles &handles, const char * path)
{
// testing
LOG(INFO) << "Loading image: " << path << "\n";
@ -156,7 +156,7 @@ addTexture(SDL_Handles &handles, const char * path)
}
bool
createScene(render_state* rs, Entity* entities, uint32 entity_count)
renCreateScene(render_state* rs, Entity* entities, uint32 entity_count)
{
// entities
@ -195,7 +195,7 @@ createScene(render_state* rs, Entity* entities, uint32 entity_count)
}
void
renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, uint32 entity_count)
renRenderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, uint32 entity_count)
{
glClearColor(g_clear_col.R, g_clear_col.G, g_clear_col.B, g_clear_col.A);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
@ -226,7 +226,7 @@ renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, ui
}
void
renderDebug(render_state* rs, std::vector<Point> &vertices)
renRenderDebug(render_state* rs, std::vector<Point> &vertices)
{
GLfloat* buf = rs->debug_render_group->render_objects[0]->vertex_buffer.buffer;
buf[0] = vertices[0].x; buf[1] = vertices[0].y; buf[2] = 0;

17
src/renderer.h

@ -44,10 +44,15 @@ struct render_state
uint max_lights = 0;
};
bool initRenderer(render_state* rs);
void freeBuffers(render_state* rs);
bool addTexture(SDL_Handles &handles, const char * path);
bool createScene(render_state* rs, Entity* entities, uint32 entity_count);
void renderFrame(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count);
void renderDebug(render_state* rs, std::vector<Point> &vertices);
bool renInit(render_state* rs);
void renFreeBuffers(render_state* rs);
bool renAddTexture(SDL_Handles &handles, const char * path);
bool renCreateScene(render_state* rs, Entity* entities, uint32 entity_count);
void renRenderFrame(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count);
void renRenderDebug(render_state* rs, std::vector<Point> &vertices);

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