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422 lines
11 KiB
422 lines
11 KiB
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// Some defaults for the game layout |
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#define DEBUG_DRAW true |
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#define VIEWPORT_WIDTH 1920 |
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#define VIEWPORT_HEIGHT 1080 |
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#define CONE_ANGLE 30 |
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#define VSYNC_ENABLED true |
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#define DATA_DIR "../data" |
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#define DEFAULT_SCENE_FILE "hashmap_scene.json" |
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#define SCENE_SCHEMA_FILE "scene_schema.json" |
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#define HEXMAP_SCHEMA_FILE "hexmap_schema.json" |
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#define MAX_ENTITIES 1000 |
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#include <vector> |
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#if defined(_WIN32) |
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#include <windows.h> |
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#include <Winuser.h> |
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#include <SDL.h> |
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#else |
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#include <SDL2/SDL.h> |
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#endif |
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// TODO: replace aixlog with simpler logging |
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#if defined(_WIN32) |
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#pragma warning(push) |
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#pragma warning(disable : 4003) |
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#endif |
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#include "aixlog.hpp" |
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#include "gooey.h" |
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#include "hexgame.h" |
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#include "mesh.h" |
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#include "platform_wait_for_vblank.h" |
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#include "renderer.h" |
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#include "scene_loader.h" |
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#include "util.h" |
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using std::vector; |
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static game_state* g_game_state; |
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static render_state* g_render_state; |
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static vector<Point> g_polygon_select_vertices = {Point(), Point(), Point(), Point()}; |
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bool |
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loadSceneFromJson(game_state* s, render_state* rs) |
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{ |
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bool ret = true; |
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slSceneDoc* sd = slLoadFile(DATA_DIR, DEFAULT_SCENE_FILE, SCENE_SCHEMA_FILE); |
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if (sd != nullptr) { |
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game_state* gs = g_game_state; |
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render_state* rs = g_render_state; |
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if (!slParseEntities(sd, gs->entities, gs->entity_count, MAX_ENTITIES, DATA_DIR)) { |
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LOG(ERROR) << "Error loading Entities, exiting\n"; |
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ret = false; |
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} |
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slParseCamera(sd, rs->cam); |
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slParseHexGrid(sd, gs->grid, rs->palette_image); |
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if (slCreateHexRenderGroups(gs->grid, rs)) { |
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if (gs->grid.gridT == HASH_MAP) { |
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if (!slParseGridHashMap(gs->grid, DATA_DIR, HEXMAP_SCHEMA_FILE)) |
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ret = false; |
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} |
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if (!hgInit(gs->grid, rs->filled_hex_render_group, rs->hex_line_render_group)) |
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ret = false; |
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} else { |
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LOG(ERROR) << "Error creating hexgrid render groups\n"; |
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ret = false; |
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} |
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if (!slParseLights(sd, rs->lights, rs->num_lights, rs->max_lights)) { |
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LOG(ERROR) << "Error loading lights, exiting\n"; |
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ret = false; |
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} |
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} else { |
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ret = false; |
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} |
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slFreeSceneDoc(sd); |
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return ret; |
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} |
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bool |
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init() |
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{ |
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// init global game state |
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g_game_state = UTIL_ALLOC(1, game_state); |
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g_game_state->entities = UTIL_ALLOC(MAX_ENTITIES, Entity); |
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// TODO: I think this is necessary because we're using calloc to initialize gamestate |
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// which contains the hashtable. |
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g_game_state->grid.hex_map = std::unordered_map<Hex, hex_info, hex_hashfunc>(); |
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// NOTE: testing hex_add |
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g_game_state->grid.draw_mode = NONE; |
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// TODO: maybe add this as an option to scene json? |
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g_game_state->grid.normal = v3f(0.f, 0.f, 1.f); |
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// init global render state |
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g_render_state = UTIL_ALLOC(1, render_state); |
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g_render_state->is_debug_draw = DEBUG_DRAW; |
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g_render_state->viewport_dims = v2i(VIEWPORT_WIDTH, VIEWPORT_HEIGHT); |
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if (SDL_Init(SDL_INIT_VIDEO) != 0) { |
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LOG(ERROR) << "Error, SDL_Init: " << SDL_GetError() << "\n"; |
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return false; |
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} |
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if (!renInit(g_render_state)) { |
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LOG(ERROR) << "Unable to initialize graphics, exiting\n"; |
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return false; |
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} |
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if (!gooInit(g_render_state->handles, g_render_state->viewport_dims)) { |
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LOG(ERROR) << "Fooey, No Gooey!\n"; |
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return false; |
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} |
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if (!meInitAssimp()) { |
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LOG(ERROR) << "Error initializing assimp\n"; |
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return false; |
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} |
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if (!loadSceneFromJson(g_game_state, g_render_state)) { |
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LOG(ERROR) << "Error loading scene\n"; |
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return false; |
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} |
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if (!renCreateScene(g_render_state, g_game_state->entities, g_game_state->entity_count)) |
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{ |
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LOG(ERROR) << "Error in vertex data, exiting\n"; |
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return false; |
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} |
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#if defined(_WIN32) |
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LOG(DEBUG) << "TODO: Test SDL_Delay frame timer in win32\n"; |
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if (!platform_init(g_render_state->handles.window)) { |
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LOG(ERROR) << "Couldn't get SDL platform info, exiting\n"; |
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return false; |
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} |
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#endif |
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return true; |
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} |
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v2i |
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mapMouseToViewport(int32 x, int32 y) |
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{ |
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v2i coords; |
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coords.x = x; |
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coords.y = g_render_state->viewport_dims.y - y; |
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return coords; |
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} |
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void |
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startDrawHelper(int32 x, int32 y) |
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{ |
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hgResetHexes(g_game_state->grid); |
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v2i dims = g_render_state->viewport_dims; |
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v2f v = cameraUnproject(g_render_state->cam, x, y, dims.x, dims.y); |
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hex_info *hex = hgGetSingleHex(g_game_state->grid, v.x, v.y); |
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if (hex) { |
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hex->selected = true; |
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g_game_state->grid.start_hex = g_game_state->grid.current_hex = hex; |
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} |
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} |
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void |
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handleMouseDown(SDL_MouseButtonEvent &e) |
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{ |
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game_state* gs = g_game_state; |
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render_state* rs = g_render_state; |
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v2i coords = mapMouseToViewport(e.x, e.y); |
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v2i dims = rs->viewport_dims; |
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switch (gs->grid.draw_mode) { |
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case FILL: |
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startDrawHelper(coords.x, coords.y); |
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break; |
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case LINE: |
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startDrawHelper(coords.x, coords.y); |
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break; |
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case CONE_FILL: |
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startDrawHelper(coords.x, coords.y); |
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break; |
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case PATHFINDING: |
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break; |
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case ADD_HEXES: { |
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v3f ray = cameraCreateRay(rs->cam, coords, dims); |
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v3f xsect; |
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if (cameraIntersectPlane(rs->cam, ray, gs->grid.position, gs->grid.normal, xsect)) |
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hgAddHex(gs->grid, xsect, rs->filled_hex_render_group, rs->hex_line_render_group); |
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break; |
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} |
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case REMOVE_HEXES: { |
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v3f ray = cameraCreateRay(rs->cam, coords, dims); |
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v3f xsect; |
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if (cameraIntersectPlane(rs->cam, ray, gs->grid.position, gs->grid.normal, xsect)) |
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hgRemoveHex(gs->grid, xsect, rs->filled_hex_render_group, rs->hex_line_render_group); |
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break; |
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} |
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case NONE: |
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default: |
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v2f v = cameraUnproject(rs->cam, coords.x, coords.y, dims.x, dims.y); |
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hex_info *hxi = hgGetSingleHex(gs->grid, v.x, v.y); |
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if (hxi) { |
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hxi->selected = !hxi->selected; |
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gs->grid.start_hex = gs->grid.current_hex = hxi; |
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} |
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break; |
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} |
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} |
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void |
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handleMouseMove(SDL_MouseMotionEvent &e) |
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{ |
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game_state* gs = g_game_state; |
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render_state* rs = g_render_state; |
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v2i coords = mapMouseToViewport(e.x, e.y); |
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v2i dims = rs->viewport_dims; |
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v2f v = cameraUnproject(rs->cam, coords.x, coords.y, dims.x, dims.y); |
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switch (gs->grid.draw_mode) { |
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case FILL: |
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hgUpdateHexFill(gs->grid, v.x, v.y); |
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break; |
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case LINE: |
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hgUpdateHexLineDraw(gs->grid, v.x, v.y); |
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break; |
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case CONE_FILL: |
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hgUpdateHexConeFill(gs->grid, v.x, v.y, CONE_ANGLE, g_polygon_select_vertices); |
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break; |
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case PATHFINDING: |
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break; |
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case ADD_HEXES: { |
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if (gs->grid.is_selecting) { |
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v3f ray = cameraCreateRay(rs->cam, coords, dims); |
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v3f xsect; |
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if (cameraIntersectPlane(rs->cam, ray, gs->grid.position, gs->grid.normal, xsect)) |
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hgAddHex(gs->grid, xsect, rs->filled_hex_render_group, rs->hex_line_render_group); |
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} |
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break; |
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} |
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case REMOVE_HEXES: { |
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if (gs->grid.is_selecting) { |
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v3f ray = cameraCreateRay(rs->cam, coords, dims); |
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v3f xsect; |
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if (cameraIntersectPlane(rs->cam, ray, gs->grid.position, gs->grid.normal, xsect)) |
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hgRemoveHex(gs->grid, xsect, rs->filled_hex_render_group, rs->hex_line_render_group); |
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} |
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break; |
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} |
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case NONE: |
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default: |
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break; |
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} |
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} |
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bool |
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processSDLEvents() |
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{ |
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SDL_Event e; |
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bool run = true; |
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while (SDL_PollEvent(&e)) { |
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// let gooey have event |
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// TODO: need to check for both io.WantCaptureKeyboard and io.WantCaptureMouse |
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// to fix bug with 'ESC' not passing through while in imgui |
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bool gooey_wants = gooProcessEvent(e); |
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game_state* gs = g_game_state; |
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switch (e.type) { |
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case SDL_QUIT: |
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run = false; |
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break; |
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case SDL_KEYDOWN: |
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switch (e.key.keysym.sym) { |
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case SDLK_ESCAPE: run = false; break; |
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case SDLK_e: gs->is_moveforward = true; break; |
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case SDLK_s: gs->is_moveleft = true; break; |
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case SDLK_d: gs->is_movebackward = true; break; |
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case SDLK_f: gs->is_moveright = true; break; |
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case SDLK_SPACE: gs->is_moveup = true; break; |
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case SDLK_c: gs->is_movedown = true; break; |
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case SDLK_r: gs->is_rotateCW = true; break; |
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case SDLK_w: gs->is_rotateCCW = true; break; |
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} |
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break; |
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case SDL_KEYUP: |
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switch (e.key.keysym.sym) { |
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case SDLK_e: gs->is_moveforward = false; break; |
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case SDLK_s: gs->is_moveleft = false; break; |
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case SDLK_d: gs->is_movebackward = false; break; |
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case SDLK_f: gs->is_moveright = false; break; |
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case SDLK_SPACE: gs->is_moveup = false; break; |
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case SDLK_c: gs->is_movedown = false; break; |
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case SDLK_r: gs->is_rotateCW = false; break; |
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case SDLK_w: gs->is_rotateCCW = false; break; |
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} |
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break; |
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case SDL_MOUSEBUTTONDOWN: |
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if (!gooey_wants) { |
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if (e.button.button == SDL_BUTTON_LEFT) { |
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gs->grid.is_selecting = true; |
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handleMouseDown(e.button); |
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} else if (e.button.button == SDL_BUTTON_RIGHT) { |
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gs->is_camera_rotate = true; |
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} |
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} |
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break; |
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case SDL_MOUSEBUTTONUP: |
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if (!gooey_wants) { |
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if (e.button.button == SDL_BUTTON_LEFT) |
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gs->grid.is_selecting = false; |
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else if (e.button.button == SDL_BUTTON_RIGHT) |
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gs->is_camera_rotate = false; |
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} |
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break; |
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case SDL_MOUSEMOTION: |
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if (!gooey_wants && gs->grid.is_selecting) |
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handleMouseMove(e.motion); |
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else if(!gooey_wants && gs->is_camera_rotate) |
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cameraRotate(g_render_state->cam, e.motion.xrel, e.motion.yrel); |
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break; |
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default: |
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break; |
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} |
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} |
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return run; |
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} |
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bool |
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cleanUp(SDL_Handles &handles) |
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{ |
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gooFree(); |
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renFreeBuffers(g_render_state); // renderer.h |
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for (SDL_Surface *surface : handles.texSurfaces) |
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SDL_FreeSurface(surface); |
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meShutdownAssimp(); // mesh.h |
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SDL_GL_DeleteContext(handles.glContext); |
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SDL_DestroyWindow(handles.window); |
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SDL_Quit(); |
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game_state* gs = g_game_state; |
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for (uint i = 0; i < gs->entity_count; i++) { |
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meFreeMeshGroup(gs->entities[i].mesh_group); |
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rgFree(gs->entities[i].ren_group); |
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} |
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utilSafeFree(gs->entities); |
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utilSafeFree(g_render_state); |
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utilSafeFree(g_game_state); |
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return true; |
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} |
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#if defined(_WIN32) |
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int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, |
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LPSTR lpCmdLine, int nShowCmd) |
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#else |
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int main(int argc, char* argv[]) |
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#endif |
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{ |
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#if defined(_WIN32) |
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AixLog::Log::init<AixLog::SinkOutputDebugString>(AixLog::Severity::trace, AixLog::Type::normal); |
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#else |
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AixLog::Log::init<AixLog::SinkCout>(AixLog::Severity::trace, AixLog::Type::normal); |
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#endif |
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LOG(INFO) << "Application started\n"; |
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if (!init()) { |
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LOG(ERROR) << "failed init, exiting\n"; |
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return -1; |
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} |
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// main loop |
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const uint TARGET_FPS = 60; |
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const uint FRAME_DELAY = 1000 / TARGET_FPS; |
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uint frameStart, frameTime; |
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while (processSDLEvents()) { |
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frameStart = SDL_GetTicks(); |
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game_state* gs = g_game_state; |
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render_state* rs = g_render_state; |
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cameraMove(rs->cam, gs->is_moveup, gs->is_moveleft, gs->is_movedown, gs->is_moveright, |
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gs->is_moveforward, gs->is_movebackward); |
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renRenderFrame(rs, gs->grid, gs->entities, gs->entity_count); |
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if (rs->is_debug_draw && gs->grid.draw_mode == CONE_FILL) |
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renRenderDebug(rs, g_polygon_select_vertices); |
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gooRender(gs, rs); |
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SDL_GL_SwapWindow(rs->handles.window); |
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// TODO: test SDL_Delay on Win32 |
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//platform_wait_for_vblank(VSYNC_ENABLED); |
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frameTime = SDL_GetTicks() - frameStart; |
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if (FRAME_DELAY > frameTime) |
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SDL_Delay(FRAME_DELAY - frameTime); |
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} |
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cleanUp(g_render_state->handles); |
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LOG(INFO) << "Application exiting\n"; |
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return 0; |
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} |
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