Compare commits
10 Commits
3856b27ea8
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8d99108333
| Author | SHA1 | Date | |
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8d99108333 | ||
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945a6a8eea | ||
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4183d47ab6 | ||
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48ee855bc9 | ||
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8160b13872 | ||
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538c25f434 | ||
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0175347805 | ||
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43956bd037 | ||
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cc5f2472c8 | ||
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ce2eb3e615 |
@@ -4,86 +4,47 @@ set (CMAKE_CXX_STANDARD 11)
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include(ExternalProject)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE RELEASE)
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set(CMAKE_BUILD_TYPE Release)
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add_definitions(-DNDEBUG)
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endif(NOT CMAKE_BUILD_TYPE)
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# Download automatically, you can also just copy the conan.cmake file
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if(NOT EXISTS "${CMAKE_BINARY_DIR}/conan.cmake")
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message(STATUS "Downloading conan.cmake from https://github.com/conan-io/cmake-conan")
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file(DOWNLOAD "https://raw.githubusercontent.com/conan-io/cmake-conan/v0.13/conan.cmake"
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"${CMAKE_BINARY_DIR}/conan.cmake")
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endif()
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include(${CMAKE_BINARY_DIR}/conan.cmake)
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# Launch Conan Install
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conan_cmake_run(CONANFILE conanfile.txt
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BASIC_SETUP CMAKE_TARGETS
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BUILD missing)
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MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
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MESSAGE( STATUS "DarkRP2D_SOURCE_DIR: " ${DarkRP2D_SOURCE_DIR} )
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set(DarkRP2D_EXTERNAL_DIR ${DarkRP2D_SOURCE_DIR}/external)
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set(SDL2_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2-2.0.8)
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set(GLEW_DIR ${DarkRP2D_EXTERNAL_DIR}/glew-2.1.0)
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set(SDL2_Image_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2_image-2.0.3)
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set(FREETYPE_DIR ${DarkRP2D_EXTERNAL_DIR}/freetype-2.9)
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set(GLM_DIR ${DarkRP2D_EXTERNAL_DIR}/glm-0.9.9-a2)
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set(BOX2D_DIR ${DarkRP2D_EXTERNAL_DIR}/Box2D-2.3.1)
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set(IMGUI_DIR ${DarkRP2D_EXTERNAL_DIR}/imgui-1.60)
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set(ENTITYX_DIR ${DarkRP2D_EXTERNAL_DIR}/entityx-1.1.2)
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#Libs
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find_package(SDL2 REQUIRED CONFIG)
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include_directories(${SDL2_INCLUDE_DIRS})
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find_package(SDL2_Image REQUIRED CONFIG)
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include_directories(${SDL2_IMAGE_INCLUDE_DIRS})
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|
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find_package(GLEW REQUIRED CONFIG)
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include_directories(${GLEW_INCLUDE_DIRS})
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find_package(FREETYPE REQUIRED CONFIG)
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include_directories(${FREETYPE_INCLUDE_DIRS})
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find_package(GLM REQUIRED CONFIG)
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include_directories(${GLM_INCLUDE_DIRS})
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find_package(OPENGL REQUIRED)
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find_package(BOX2D REQUIRED CONFIG)
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include_directories(${BOX2D_INCLUDE_DIRS})
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include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
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conan_basic_setup()
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find_package(ENTITYX REQUIRED CONFIG)
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include_directories(${ENTITYX_INCLUDE_DIRS})
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MESSAGE( STATUS "Entityx Lib: " ${ENTITYX_LIBRARIES} )
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MESSAGE( STATUS "OpenGL Lib: " ${OPENGL_gl_LIBRARY} )
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MESSAGE( STATUS "SDL2 Lib: " ${SDL2_LIBRARIES} )
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MESSAGE( STATUS "SDL2_IMG Lib: " ${SDL2_IMAGE_LIBRARIES} )
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MESSAGE( STATUS "Glew Lib: " ${GLEW_LIBRARIES} )
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MESSAGE( STATUS "Freetype lib: " ${FREETYPE_LIBRARIES} )
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MESSAGE( STATUS "Box2D lib: " ${BOX2D_LIBRARIES} )
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MESSAGE( STATUS "Conan Libs: " "${CONAN_LIBS}")
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file(GLOB_RECURSE DarkRP2D_SOURCE_FILES ${DarkRP2D_SOURCE_DIR}/src/*.cpp)
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if (${CMAKE_BUILD_TYPE} MATCHES "DEBUG")
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if (${CMAKE_BUILD_TYPE} MATCHES "Debug")
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# Include imgui to build
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file(GLOB IMGUI_SOURCE_FILES ${IMGUI_DIR}/*.cpp)
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include_directories(${IMGUI_DIR}/include)
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set(DarkRP2D_SOURCE_FILES ${DarkRP2D_SOURCE_FILES} ${IMGUI_SOURCE_FILES})
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endif (${CMAKE_BUILD_TYPE} MATCHES "DEBUG")
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# Exclude if Release
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endif (${CMAKE_BUILD_TYPE} MATCHES "Debug")
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add_executable(DarkRP2D ${DarkRP2D_SOURCE_FILES})
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target_link_libraries(DarkRP2D ${SDL2_LIBRARIES}
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${SDL2_IMAGE_LIBRARIES}
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${GLEW_LIBRARIES}
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${FREETYPE_LIBRARIES}
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target_link_libraries(DarkRP2D
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${OPENGL_gl_LIBRARY}
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${BOX2D_LIBRARIES}
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${ENTITYX_LIBRARIES})
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add_custom_command(
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TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${FREETYPE_DLL} ${CMAKE_CURRENT_BINARY_DIR}
|
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COMMAND ${CMAKE_COMMAND} -E copy ${GLEW_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${BOX2D_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${ENTITYX_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_IMAGE_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_PNG_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_ZLIB_DLL} ${CMAKE_CURRENT_BINARY_DIR}
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COMMENT "copys binaries from to ${CMAKE_CURRENT_BINARY_DIR}"
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)
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${CONAN_LIBS})
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set (RESOURCE_DIR "${DarkRP2D_SOURCE_DIR}/resources")
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add_custom_command(
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18
conanfile.txt
Normal file
18
conanfile.txt
Normal file
@@ -0,0 +1,18 @@
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[requires]
|
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GameEngine/0.0.1@gulum/stable
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box2d/2.3.1@conan/stable
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glm/0.9.9.1@g-truc/stable
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EntityX/1.1.2@gulum/stable
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freetype/2.9.0@bincrafters/stable
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sdl2/2.0.9@bincrafters/stable
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sdl2_image/2.0.4@bincrafters/stable
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glew/2.1.0@bincrafters/stable
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imgui/1.63@bincrafters/stable
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vscodepropertiesgen/0.1@mkovalchik/stable
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[generators]
|
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cmake
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VSCodeProperties
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||||
[imports]
|
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bin, *.dll -> ./bin # Copies all dll files from packages bin folder to my "./" folder
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@@ -1,41 +0,0 @@
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cmake_minimum_required(VERSION 3.0)
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project(DarkRP2D_DEDICATED_SERVER)
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set (CMAKE_CXX_STANDARD 11)
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include(ExternalProject)
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if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE RELEASE)
|
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add_definitions(-DNDEBUG)
|
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endif(NOT CMAKE_BUILD_TYPE)
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MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
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MESSAGE( STATUS "DarkRP2D_DEDICATED_SERVER_SOURCE_DIR: " ${DarkRP2D_DEDICATED_SERVER_SOURCE_DIR} )
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set(DarkRP2D_EXTERNAL_DIR ${DarkRP2D_DEDICATED_SERVER_SOURCE_DIR}/../external)
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set(SDL2_net_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2_net-2.0.1)
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set(SDL2_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2-2.0.8)
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#Libs
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find_package(SDL2 REQUIRED CONFIG)
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include_directories(${SDL2_INCLUDE_DIRS})
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find_package(SDL2_net REQUIRED CONFIG)
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include_directories(${SDL2_NET_INCLUDE_DIRS})
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MESSAGE( STATUS "SDL2 Lib: " ${SDL2_LIBRARIES} )
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MESSAGE( STATUS "SDL2_NET Lib: " ${SDL2_NET_LIBRARIES} )
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file(GLOB_RECURSE DarkRP2D_DEDICATED_SERVER_SOURCE_FILES ${DarkRP2D_DEDICATED_SERVER_SOURCE_DIR}/src/*.cpp)
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add_executable(DarkRP2DDServer ${DarkRP2D_DEDICATED_SERVER_SOURCE_FILES})
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target_link_libraries(DarkRP2DDServer ${SDL2_LIBRARIES}
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${SDL2_NET_LIBRARIES} )
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add_custom_target(CopyBinaries
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} ${CMAKE_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_NET_DLL} ${CMAKE_BINARY_DIR}
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)
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add_dependencies(DarkRP2DDServer CopyBinaries)
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@@ -1,9 +0,0 @@
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#pragma once
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namespace constants {
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const int CLIENT_PORT = 9999;
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const int MAX_CLIENTS = 128;
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}
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@@ -1,85 +0,0 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <string>
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#include <iostream>
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#include <SDL_net.h>
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int main(int argc, char *argv[])
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{
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TCPsocket sd, csd; /* Socket descriptor, Client socket descriptor */
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IPaddress ip, *remoteIP;
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int quit, quit2;
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char buffer[512];
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std::cout << "Starting DarkRP2D Server..." << std::endl;
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if (SDLNet_Init() < 0)
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{
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fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
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exit(EXIT_FAILURE);
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}
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/* Resolving the host using NULL make network interface to listen */
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if (SDLNet_ResolveHost(&ip, NULL, 9999) < 0)
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{
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fprintf(stderr, "SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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exit(EXIT_FAILURE);
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||||
}
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||||
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||||
/* Open a connection with the IP provided (listen on the host's port) */
|
||||
if (!(sd = SDLNet_TCP_Open(&ip)))
|
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{
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fprintf(stderr, "SDLNet_TCP_Open: %s\n", SDLNet_GetError());
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exit(EXIT_FAILURE);
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||||
}
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||||
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||||
std::cout << "DarkRP2D Server started." << std::endl;
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std::cout << "Waiting for a Connection!" << std::endl;
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/* Wait for a connection, send data and term */ quit = 0;
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||||
while (!quit)
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{ /* This check the sd if there is a pending connection. * If there is one, accept that, and open a new socket for communicating */
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||||
if ((csd = SDLNet_TCP_Accept(sd)))
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{ /* Now we can communicate with the client using csd socket * sd will remain opened waiting other connections */
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|
||||
/* Get the remote address */
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if ((remoteIP = SDLNet_TCP_GetPeerAddress(csd))) /* Print the address, converting in the host format */
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||||
printf("Host connected: %x %d\n", SDLNet_Read32(&remoteIP->host), SDLNet_Read16(&remoteIP->port));
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else
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fprintf(stderr, "SDLNet_TCP_GetPeerAddress: %s\n", SDLNet_GetError());
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||||
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||||
quit2 = 0;
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while (!quit2)
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{
|
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if (SDLNet_TCP_Recv(csd, buffer, 512) > 0)
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{
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printf("Client say: %s\n", buffer);
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if (strcmp(buffer, "exit") == 0) /* Terminate this connection */
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{
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quit2 = 1;
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printf("Terminate connection\n");
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}
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if (strcmp(buffer, "quit") == 0) /* Quit the program */
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||||
{
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quit2 = 1;
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quit = 1;
|
||||
printf("Quit program\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Close the client socket */ SDLNet_TCP_Close(csd);
|
||||
}
|
||||
}
|
||||
std::cout << "Server is closing..." << std::endl;
|
||||
SDLNet_TCP_Close(sd);
|
||||
SDLNet_Quit();
|
||||
std::cout << "Server closed!" << std::endl;
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#define CONNECTION_REQUEST 0x01
|
||||
#define CONNECTION_ACCEPTED 0x02
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#define CONNECTION_DENIED 0x03
|
||||
|
||||
struct ConnectionRequest {
|
||||
ConnectionRequest() : type(CONNECTION_REQUEST) {}
|
||||
char type = CONNECTION_REQUEST;
|
||||
};
|
||||
|
||||
struct ConnectionAccepted {
|
||||
ConnectionAccepted() : type(CONNECTION_ACCEPTED) {}
|
||||
char type;
|
||||
int index;
|
||||
};
|
||||
|
||||
struct ConnectionDenied {
|
||||
ConnectionDenied() : type(CONNECTION_DENIED) {}
|
||||
char type;
|
||||
};
|
||||
|
||||
@@ -1,164 +0,0 @@
|
||||
#include "Server.h"
|
||||
#include "Protocoll.h"
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||||
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <thread>
|
||||
|
||||
Server::Server(int port) : m_maxClients(constants::MAX_CLIENTS), m_clientConnected{0}
|
||||
{
|
||||
udpSocket = SDLNet_UDP_Open(port);
|
||||
|
||||
if (udpSocket == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_UDP_Open failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
std::cout << "Server was started and is listening on port: " << port << std::endl;
|
||||
|
||||
//Creating ConnectionAccepted packet!
|
||||
// Allocate udp packet with 512 byte size
|
||||
connectionAccepted = SDLNet_AllocPacket(512);
|
||||
|
||||
if (connectionAccepted == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
ConnectionAccepted conAcc = ConnectionAccepted();
|
||||
memcpy(connectionAccepted->data, &conAcc, sizeof(ConnectionAccepted));
|
||||
connectionAccepted->len = sizeof(ConnectionAccepted);
|
||||
|
||||
connectionDenied = SDLNet_AllocPacket(512);
|
||||
|
||||
if (connectionDenied == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
ConnectionDenied conDen = ConnectionDenied();
|
||||
memcpy(connectionDenied->data, &conDen, sizeof(ConnectionDenied));
|
||||
connectionDenied->len = sizeof(ConnectionDenied);
|
||||
|
||||
//Creating receiver packet!
|
||||
receivedPacket = SDLNet_AllocPacket(512);
|
||||
|
||||
if (receivedPacket == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
int Server::FindFreeClientIndex() const
|
||||
{
|
||||
for (int i = 0; i < m_maxClients; ++i)
|
||||
{
|
||||
if (!m_clientConnected[i])
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int Server::FindExistingClientIndex(const IPaddress &ip) const
|
||||
{
|
||||
for (int i = 0; i < m_maxClients; ++i)
|
||||
{
|
||||
if (m_clientConnected[i] && m_clients[i].host == ip.host && m_clients[i].port == ip.port)
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
bool Server::IsClientConnected(int clientIndex) const
|
||||
{
|
||||
return m_clientConnected[clientIndex];
|
||||
}
|
||||
|
||||
const IPaddress &Server::GetClientAddress(int clientIndex) const
|
||||
{
|
||||
return m_clients[clientIndex];
|
||||
}
|
||||
|
||||
void Server::update(unsigned int delta)
|
||||
{
|
||||
//Receive packages
|
||||
if (SDLNet_UDP_Recv(udpSocket, receivedPacket))
|
||||
{
|
||||
switch (*(receivedPacket->data))
|
||||
{
|
||||
case CONNECTION_REQUEST:
|
||||
std::cout << "Connection request package received\n";
|
||||
int freeIndex;
|
||||
if ((freeIndex = this->FindFreeClientIndex()) == -1)
|
||||
{
|
||||
std::cout << "Connection denied because server full" << std::endl;
|
||||
//Send Connection denied
|
||||
this->sendConnectionDenied(receivedPacket->address);
|
||||
break;
|
||||
}
|
||||
std::cout << "Free index found: " << freeIndex << std::endl;
|
||||
int indexOfExistingClient;
|
||||
if ((indexOfExistingClient = FindExistingClientIndex(receivedPacket->address)) == -1)
|
||||
{
|
||||
std::cout << "Client doesent exist create new" << std::endl;
|
||||
m_clients[freeIndex] = receivedPacket->address;
|
||||
m_clientConnected[freeIndex] = true;
|
||||
//Send connection accepted with index
|
||||
this->sendConnectionAccepted(receivedPacket->address, freeIndex);
|
||||
m_numConnectedClients++;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Client exist sending accepted" << std::endl;
|
||||
//Send connection accepted with index
|
||||
this->sendConnectionAccepted(receivedPacket->address, indexOfExistingClient);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Wait 10 sec
|
||||
using namespace std::chrono_literals;
|
||||
std::this_thread::sleep_for(1s);
|
||||
|
||||
//Send data
|
||||
/*for(auto &value: clients) {
|
||||
value.send(this->udpSocket,*helloWorldPacket);
|
||||
}
|
||||
std::cout << "Data was send!!" << std::endl;*/
|
||||
}
|
||||
|
||||
bool Server::sendPacket(UDPpacket &packet)
|
||||
{
|
||||
// Send
|
||||
// SDLNet_UDP_Send returns number of packets sent. 0 means error
|
||||
if (SDLNet_UDP_Send(this->udpSocket, -1, &packet) == 0)
|
||||
{
|
||||
std::cout << "\tSDLNet_UDP_Send failed : " << SDLNet_GetError() << "\n"
|
||||
<< "==========================================================================================================\n";
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Server::sendConnectionDenied(IPaddress dest)
|
||||
{
|
||||
this->connectionDenied->address.host = dest.host;
|
||||
this->connectionDenied->address.port = dest.port;
|
||||
return this->sendPacket(*connectionDenied);
|
||||
}
|
||||
|
||||
bool Server::sendConnectionAccepted(IPaddress dest, int index)
|
||||
{
|
||||
this->connectionAccepted->address.host = dest.host;
|
||||
this->connectionAccepted->address.port = dest.port;
|
||||
((ConnectionAccepted *) connectionAccepted->data)->index = index;
|
||||
return this->sendPacket(*connectionAccepted);
|
||||
}
|
||||
|
||||
Server::~Server()
|
||||
{
|
||||
SDLNet_FreePacket(receivedPacket);
|
||||
SDLNet_FreePacket(connectionAccepted);
|
||||
SDLNet_UDP_Close(udpSocket);
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL_net.h>
|
||||
#include "Constants.h"
|
||||
|
||||
class Server {
|
||||
public:
|
||||
Server(int port);
|
||||
~Server();
|
||||
|
||||
int FindFreeClientIndex() const;
|
||||
int FindExistingClientIndex( const IPaddress &ip ) const;
|
||||
bool IsClientConnected( int clientIndex ) const;
|
||||
const IPaddress & GetClientAddress( int clientIndex ) const;
|
||||
|
||||
void update(unsigned int delta);
|
||||
|
||||
void gameTick();
|
||||
|
||||
private:
|
||||
UDPsocket udpSocket;
|
||||
|
||||
UDPpacket *connectionDenied;
|
||||
UDPpacket *connectionAccepted;
|
||||
UDPpacket *receivedPacket;
|
||||
|
||||
int m_maxClients;
|
||||
int m_numConnectedClients;
|
||||
bool m_clientConnected[constants::MAX_CLIENTS];
|
||||
IPaddress m_clients[constants::MAX_CLIENTS];
|
||||
|
||||
bool sendPacket(UDPpacket &packet);
|
||||
|
||||
bool sendConnectionDenied(IPaddress dest);
|
||||
bool sendConnectionAccepted(IPaddress dest, int index);
|
||||
};
|
||||
@@ -80,7 +80,6 @@ void DarkRP2D::render(unsigned int delta)
|
||||
#ifndef NDEBUG
|
||||
ImGui_ImplSdlGL3_NewFrame(gWindow);
|
||||
#endif
|
||||
|
||||
//texttest
|
||||
Shader bitmapShader = assets->getShader("bitmapShader");
|
||||
font->drawText(bitmapShader, "Hallo du noob", 25.0f, 25.0f, 1.f, glm::vec3(0.5f, 0.8f, 0.2f));
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
#include "DarkRP2D.h"
|
||||
#include "Utility.h"
|
||||
|
||||
#include <GameEngine.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
static SDL_Window *gWindow = NULL;
|
||||
@@ -17,7 +19,35 @@ static bool gameQuit = false;
|
||||
void dispose();
|
||||
bool initSDL();
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
class DarkRP2DD : public GE::Application
|
||||
{
|
||||
void create() override
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual void update() override
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual void render() override
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual void resize() override
|
||||
{
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
GE::Application* CreateApplication()
|
||||
{
|
||||
return new DarkRP2DD();
|
||||
}
|
||||
|
||||
/*int main(int argc, char *argv[])
|
||||
{
|
||||
//Init SDL_Window, SDL_Surface, SDL_Renderer
|
||||
if (!initSDL())
|
||||
@@ -40,7 +70,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
dispose();
|
||||
return 0;
|
||||
}
|
||||
}*/
|
||||
|
||||
void Game::exit()
|
||||
{
|
||||
|
||||
@@ -85,8 +85,6 @@ void Utility::Debug::ImGuiLogger::Draw(const char *title, bool *p_open)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
#endif //NDEBUG
|
||||
|
||||
void APIENTRY Utility::openglCallbackFunction(GLenum source,
|
||||
GLenum type,
|
||||
GLuint id,
|
||||
@@ -153,6 +151,7 @@ void APIENTRY Utility::openglCallbackFunction(GLenum source,
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif //NDEBUG
|
||||
|
||||
static const char *Errornames[] = {"OpenGL", "SDL", "GLEW", "Other"};
|
||||
void Utility::printWarning(ERROR_TYPE type, std::string msg)
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef UTILITY_H
|
||||
#define UTILITY_H
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <iostream>
|
||||
@@ -13,10 +12,10 @@
|
||||
namespace Utility
|
||||
{
|
||||
|
||||
#ifndef NDEBUG
|
||||
|
||||
namespace Debug
|
||||
{
|
||||
|
||||
#ifndef NDEBUG
|
||||
// Usage:
|
||||
// static ExampleAppLog my_log;
|
||||
// my_log.AddLog("Hello %d world\n", 123);
|
||||
@@ -45,9 +44,9 @@ struct ImGuiLogger
|
||||
};
|
||||
|
||||
extern ImGuiLogger openGLLogger;
|
||||
|
||||
} // namespace Debug
|
||||
#endif //NDEBUG
|
||||
} // namespace Debug
|
||||
|
||||
|
||||
enum ERROR_TYPE
|
||||
{
|
||||
@@ -72,4 +71,3 @@ void printError(ERROR_TYPE type, std::string msg);
|
||||
void printInfo(ERROR_TYPE type, std::string msg);
|
||||
|
||||
} // namespace Utility
|
||||
#endif // UTILITY_H
|
||||
|
||||
488
src/imgui_impl_sdl_gl3.cpp
Normal file
488
src/imgui_impl_sdl_gl3.cpp
Normal file
@@ -0,0 +1,488 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Missing features:
|
||||
// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl_gl3.h"
|
||||
|
||||
// SDL,GL3W
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include <GL/glew.h>
|
||||
|
||||
// SDL data
|
||||
static Uint64 g_Time = 0;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
|
||||
// OpenGL data
|
||||
static char g_GlslVersion[32] = "#version 150";
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static unsigned int g_VboHandle = 0,g_ElementsHandle = 0;
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{-1.0f, 1.0f, 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glBindSampler(0, 0); // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
GLuint vao_handle = 0;
|
||||
glGenVertexArrays(1, &vao_handle);
|
||||
glBindVertexArray(vao_handle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
|
||||
// Draw
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
glDeleteVertexArrays(1, &vao_handle);
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindSampler(0, last_sampler);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
|
||||
{
|
||||
return SDL_GetClipboardText();
|
||||
}
|
||||
|
||||
static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0) io.MouseWheelH += 1;
|
||||
if (event->wheel.x < 0) io.MouseWheelH -= 1;
|
||||
if (event->wheel.y > 0) io.MouseWheel += 1;
|
||||
if (event->wheel.y < 0) io.MouseWheel -= 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.scancode;
|
||||
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
||||
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
||||
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer, last_vertex_array;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
|
||||
const GLchar *vertex_shader =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
glCompileShader(g_FragHandle);
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
ImGui_ImplSdlGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||
g_VboHandle = g_ElementsHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
if (g_VertHandle) glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
if (g_FragHandle) glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
if (g_FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
|
||||
{
|
||||
// Store GL version string so we can refer to it later in case we recreate shaders.
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 150";
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
|
||||
strcpy(g_GlslVersion, glsl_version);
|
||||
strcat(g_GlslVersion, "\n");
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
io.ImeWindowHandle = wmInfo.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_Shutdown()
|
||||
{
|
||||
// Destroy SDL mouse cursors
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(g_MouseCursors[cursor_n]);
|
||||
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
||||
|
||||
// Destroy OpenGL objects
|
||||
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
|
||||
int mx, my;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
|
||||
// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
|
||||
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
|
||||
if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
bool any_mouse_button_down = false;
|
||||
for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
|
||||
any_mouse_button_down |= io.MouseDown[n];
|
||||
if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
|
||||
SDL_CaptureMouse(SDL_TRUE);
|
||||
if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
|
||||
SDL_CaptureMouse(SDL_FALSE);
|
||||
#else
|
||||
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
#endif
|
||||
|
||||
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
|
||||
{
|
||||
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
SDL_ShowCursor(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
SDL_ShowCursor(1);
|
||||
}
|
||||
}
|
||||
|
||||
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
26
src/imgui_impl_sdl_gl3.h
Normal file
26
src/imgui_impl_sdl_gl3.h
Normal file
@@ -0,0 +1,26 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Missing features:
|
||||
// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL);
|
||||
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
|
||||
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
|
||||
IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||
@@ -1,41 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.0)
|
||||
project(DarkRP2D_TEST_CLIENT)
|
||||
set (CMAKE_CXX_STANDARD 11)
|
||||
include(ExternalProject)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE RELEASE)
|
||||
add_definitions(-DNDEBUG)
|
||||
endif(NOT CMAKE_BUILD_TYPE)
|
||||
|
||||
MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
|
||||
MESSAGE( STATUS "DarkRP2D_TEST_CLIENT_SOURCE_DIR: " ${DarkRP2D_TEST_CLIENT_SOURCE_DIR} )
|
||||
|
||||
set(DarkRP2D_EXTERNAL_DIR ${DarkRP2D_TEST_CLIENT_SOURCE_DIR}/../external)
|
||||
set(SDL2_net_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2_net-2.0.1)
|
||||
set(SDL2_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2-2.0.8)
|
||||
|
||||
#Libs
|
||||
|
||||
find_package(SDL2 REQUIRED CONFIG)
|
||||
include_directories(${SDL2_INCLUDE_DIRS})
|
||||
|
||||
find_package(SDL2_net REQUIRED CONFIG)
|
||||
include_directories(${SDL2_NET_INCLUDE_DIRS})
|
||||
|
||||
MESSAGE( STATUS "SDL2 Lib: " ${SDL2_LIBRARIES} )
|
||||
MESSAGE( STATUS "SDL2_NET Lib: " ${SDL2_NET_LIBRARIES} )
|
||||
|
||||
file(GLOB_RECURSE DarkRP2D_TEST_CLIENT_SOURCE_FILES ${DarkRP2D_TEST_CLIENT_SOURCE_DIR}/src/*.cpp)
|
||||
|
||||
add_executable(DarkRP2DTestClient ${DarkRP2D_TEST_CLIENT_SOURCE_FILES})
|
||||
|
||||
target_link_libraries(DarkRP2DTestClient ${SDL2_LIBRARIES}
|
||||
${SDL2_NET_LIBRARIES} )
|
||||
|
||||
add_custom_target(CopyBinaries
|
||||
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} ${CMAKE_BINARY_DIR}
|
||||
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_NET_DLL} ${CMAKE_BINARY_DIR}
|
||||
)
|
||||
|
||||
add_dependencies(DarkRP2DTestClient CopyBinaries)
|
||||
@@ -1,87 +0,0 @@
|
||||
#include "Client.h"
|
||||
#include "Constants.h"
|
||||
#include "Protocoll.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <thread>
|
||||
|
||||
Client::Client(std::string _serverIP, int port) : connected(new Connected(this)),
|
||||
connecting(new Connecting(this)),
|
||||
disconnected(new Disconnected(this))
|
||||
{
|
||||
|
||||
udpSocket = SDLNet_UDP_Open(constants::CLIENT_PORT);
|
||||
|
||||
if (udpSocket == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_UDP_Open failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
|
||||
// Set IP and port number with correct endianess
|
||||
if (SDLNet_ResolveHost(&serverIP, _serverIP.c_str(), port) == -1)
|
||||
{
|
||||
std::cout << "\tSDLNet_ResolveHost failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
|
||||
connectionRequest = SDLNet_AllocPacket(512);
|
||||
|
||||
if (connectionRequest == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
ConnectionRequest conReq = ConnectionRequest();
|
||||
memcpy(connectionRequest->data, &conReq, sizeof(ConnectionRequest));
|
||||
connectionRequest->len = sizeof(ConnectionRequest);
|
||||
|
||||
receivedPacket = SDLNet_AllocPacket(512);
|
||||
|
||||
if (receivedPacket == nullptr)
|
||||
{
|
||||
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
|
||||
}
|
||||
|
||||
this->setClientState(connecting);
|
||||
}
|
||||
|
||||
void Client::setClientState(ClientState *state)
|
||||
{
|
||||
std::cout << "State changed!" << std::endl;
|
||||
currentState = state;
|
||||
}
|
||||
|
||||
void Client::update(unsigned int delta)
|
||||
{
|
||||
currentState->update(delta);
|
||||
using namespace std::chrono_literals;
|
||||
std::this_thread::sleep_for(2s);
|
||||
}
|
||||
|
||||
bool Client::sendConnectionRequest(IPaddress dest)
|
||||
{
|
||||
connectionRequest->address.host = dest.host;
|
||||
connectionRequest->address.port = dest.port;
|
||||
return this->sendPacket(*connectionRequest);
|
||||
}
|
||||
|
||||
bool Client::sendPacket(UDPpacket &packet)
|
||||
{
|
||||
// Send
|
||||
// SDLNet_UDP_Send returns number of packets sent. 0 means error
|
||||
if (SDLNet_UDP_Send(this->udpSocket, -1, &packet) == 0)
|
||||
{
|
||||
std::cout << "\tSDLNet_UDP_Send failed : " << SDLNet_GetError() << "\n"
|
||||
<< "==========================================================================================================\n";
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Client::~Client()
|
||||
{
|
||||
delete connected;
|
||||
delete connecting;
|
||||
delete disconnected;
|
||||
SDLNet_FreePacket(connectionRequest);
|
||||
SDLNet_FreePacket(receivedPacket);
|
||||
SDLNet_UDP_Close(udpSocket);
|
||||
}
|
||||
@@ -1,37 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL_net.h>
|
||||
#include <string>
|
||||
|
||||
class Client;
|
||||
|
||||
#include "ClientStates.h"
|
||||
|
||||
|
||||
class Client {
|
||||
public:
|
||||
Client(std::string serverIP, int port);
|
||||
~Client();
|
||||
|
||||
Client(const Client&) = delete;
|
||||
|
||||
void setClientState(ClientState *state);
|
||||
|
||||
void update(unsigned int delta);
|
||||
|
||||
|
||||
bool sendConnectionRequest(IPaddress dest);
|
||||
bool sendPacket(UDPpacket &packet);
|
||||
|
||||
UDPsocket udpSocket;
|
||||
IPaddress serverIP;
|
||||
|
||||
UDPpacket *connectionRequest;
|
||||
UDPpacket *receivedPacket;
|
||||
|
||||
ClientState *currentState;
|
||||
|
||||
Connected *connected;
|
||||
Connecting *connecting;
|
||||
Disconnected *disconnected;
|
||||
};
|
||||
@@ -1,40 +0,0 @@
|
||||
#include "ClientStates.h"
|
||||
|
||||
#include "Protocoll.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void Connecting::update(unsigned int delta)
|
||||
{
|
||||
std::cout << "Connecting.. (Sending Request)" << std::endl;
|
||||
m_client->sendConnectionRequest(m_client->serverIP);
|
||||
if (SDLNet_UDP_Recv(m_client->udpSocket, m_client->receivedPacket))
|
||||
{
|
||||
std::cout << "Something received.." << std::endl;
|
||||
switch (*(m_client->receivedPacket->data))
|
||||
{
|
||||
case CONNECTION_ACCEPTED:
|
||||
{
|
||||
int index = ((ConnectionAccepted *)(m_client->receivedPacket->data))->index;
|
||||
std::cout << "Server accepted Connection! My Index ist: " << index << std::endl;
|
||||
m_client->setClientState(m_client->connected);
|
||||
}
|
||||
break;
|
||||
case CONNECTION_DENIED:
|
||||
std::cout << "Server denied Connection!" << std::endl;
|
||||
m_client->setClientState(m_client->disconnected);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Connected::update(unsigned int delta)
|
||||
{
|
||||
std::cout << "I AM IN CONNECTED STATE!" << std::endl;
|
||||
}
|
||||
|
||||
void Disconnected::update(unsigned int delta)
|
||||
{
|
||||
std::cout << "I AM IN DISCONNECTED STATE!" << std::endl;
|
||||
}
|
||||
@@ -1,47 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
class ClientState;
|
||||
|
||||
class Connecting;
|
||||
class Connected;
|
||||
class Disconnected;
|
||||
|
||||
#include "Client.h"
|
||||
|
||||
class ClientState
|
||||
{
|
||||
public:
|
||||
virtual void update(unsigned int delta) = 0;
|
||||
};
|
||||
|
||||
class Connecting : public ClientState {
|
||||
public:
|
||||
Connecting(Client *client) : m_client(client) {}
|
||||
|
||||
virtual void update(unsigned int delta) override;
|
||||
|
||||
private:
|
||||
Client *m_client;
|
||||
};
|
||||
|
||||
class Connected : public ClientState
|
||||
{
|
||||
public:
|
||||
Connected(Client *client) : m_client(client) {}
|
||||
|
||||
virtual void update(unsigned int delta) override;
|
||||
|
||||
private:
|
||||
Client *m_client;
|
||||
};
|
||||
|
||||
class Disconnected : public ClientState
|
||||
{
|
||||
public:
|
||||
Disconnected(Client *client) : m_client(client) {}
|
||||
|
||||
virtual void update(unsigned int delta) override;
|
||||
|
||||
private:
|
||||
Client *m_client;
|
||||
};
|
||||
@@ -1,8 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
namespace constants {
|
||||
|
||||
const int CLIENT_PORT = 9999;
|
||||
|
||||
}
|
||||
|
||||
@@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#define CONNECTION_REQUEST 0x01
|
||||
#define CONNECTION_ACCEPTED 0x02
|
||||
#define CONNECTION_DENIED 0x03
|
||||
|
||||
struct ConnectionRequest {
|
||||
ConnectionRequest() : type(CONNECTION_REQUEST) {}
|
||||
char type = CONNECTION_REQUEST;
|
||||
};
|
||||
|
||||
struct ConnectionAccepted {
|
||||
ConnectionAccepted() : type(CONNECTION_ACCEPTED) {}
|
||||
char type;
|
||||
int index;
|
||||
};
|
||||
|
||||
struct ConnectionDenied {
|
||||
ConnectionDenied() : type(CONNECTION_DENIED) {}
|
||||
char type;
|
||||
};
|
||||
|
||||
@@ -1,33 +0,0 @@
|
||||
#include <SDL_net.h>
|
||||
#include <iostream>
|
||||
|
||||
#include "Client.h"
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
std::cout << "Starting DarkRP2D Client..." << std::endl;
|
||||
|
||||
if (SDLNet_Init() < 0)
|
||||
{
|
||||
fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
bool clientQuit = false;
|
||||
{
|
||||
Client client("127.0.0.1",12000);
|
||||
unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime;
|
||||
while (!clientQuit)
|
||||
{
|
||||
currentTime = SDL_GetTicks();
|
||||
elapsedTime = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
client.update(elapsedTime);
|
||||
}
|
||||
}
|
||||
|
||||
SDLNet_Quit();
|
||||
std::cout << "Client closed!" << std::endl;
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
Reference in New Issue
Block a user