KDE/app/src/main/cpp/win32_kde.cpp
2022-12-16 12:18:47 +01:00

223 lines
6.9 KiB
C++

#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "glad.h"
#include "Renderer.h"
#include "Win32AssetManager.h"
#include "TouchInput.h"
#include "Position.h"
#include "GameState.h"
#include "Profiling.h"
#undef APIENTRY
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <assert.h>
struct CodePointsArray
{
unsigned int* cps; // codepoints
unsigned int count;
unsigned int cap;
};
struct UserData
{
CodePointsArray cp_array;
double scroll_offset;
};
static void errorCallback(int error, const char* desc)
{
MessageBoxA(NULL, desc, "Error", MB_ICONERROR | MB_OK);
}
static void charCallback(GLFWwindow* window, unsigned int cp)
{
ZoneScoped;
UserData* ud = reinterpret_cast<UserData*>(glfwGetWindowUserPointer(window));
assert(ud != nullptr);
if (ud->cp_array.count < ud->cp_array.cap)
ud->cp_array.cps[ud->cp_array.count++] = cp;
}
static void scrollCallback(GLFWwindow* window, double /* xoffset */, double yoffset)
{
ZoneScoped;
UserData* ud = reinterpret_cast<UserData*>(glfwGetWindowUserPointer(window));
assert(ud != nullptr);
ud->scroll_offset = yoffset;
}
int main()
{
glfwSetErrorCallback(errorCallback);
if (!glfwInit()) {
return 1;
}
unsigned int pressed_codepoints[100];
UserData ud = {};
ud.cp_array = {pressed_codepoints, 0, 100};
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
GLFWwindow* window = glfwCreateWindow(1024, 768, "Krimi Dinner", nullptr, nullptr);
if (!window) {
glfwTerminate();
return 1;
}
glfwSetWindowUserPointer(window, &ud);
glfwSetCharCallback(window, charCallback);
glfwSetScrollCallback(window, scrollCallback);
glfwMakeContextCurrent(window);
int ret = gladLoadGLES2Loader((GLADloadproc)glfwGetProcAddress);
if (!ret) {
MessageBoxA(nullptr, "Failed to load GLES3", "Error", MB_ICONERROR | MB_OK);
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
GameState state = {};
const char* asset_dir = "app\\src\\main\\assets";
Win32AssetManager::create(asset_dir);
Renderer::create();
// BEISPIELCODE
Position smiley_pos = {512, 384};
StringHandle smiley = StringRepository::global->internString("smiley_PNG42.png");
StringHandle ttf = StringRepository::global->internString("Milky Honey.ttf");
FontData fd;
AssetManager::ptr->loadFontData("Milky Honey.ttf", 24.f, &fd);
// ENDE BEISPIELCODE
glfwSwapInterval(1);
while (!glfwWindowShouldClose(window)) {
/* Reset the pressed codepoints array and scroll offset
* because glfwPollEvents() will call our callbacks
*/
ud.cp_array.count = 0;
ud.scroll_offset = 0.0;
glfwPollEvents();
/* Gather keyboard input */
int pressed_keys[GLFW_KEY_LAST + 1];
unsigned int pressed_key_count = 0;
for (int key = GLFW_KEY_SPACE; key <= GLFW_KEY_LAST; ++key) {
if (glfwGetKey(window, key) == GLFW_PRESS) {
pressed_keys[pressed_key_count++] = key;
}
}
/* Gather mouse input */
TouchInputEvent input_events[1] = {};
int input_event_count = 0;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
double x, y;
glfwGetCursorPos(window, &x, &y);
input_events[0].kind = TouchInputEventKind::Tap;
input_events[0].start = {static_cast<float>(x), static_cast<float>(y)};
input_events[0].end = input_events[0].start;
input_event_count = 1;
}
int w, h;
glfwGetFramebufferSize(window, &w, &h);
float display_width = static_cast<float>(w);
float display_height = static_cast<float>(h);
// INTEGRATION Rufe hier deine "gameloop"/"update" funktion auf, die als Parameter
// den GameState, input_events und input_event_count und die Displaygröße bekommen sollte:
//
// kUpdate(&state, input_events, input_event_count,
// ud.scroll_offset,
// ud.cp_array.cps, ud.cp_array.count,
// pressed_keys, pressed_key_count,
// display_width, display_height)
//
//
// Die Funktion könnte folgende Definition haben:
// void kUpdate(GameState* state,
// const TouchInputEvent* touch_events,
// unsigned int touch_event_count,
// double scroll_offset,
// const unsigned int* pressed_codepoints,
// unsigned int codepoint_count,
// const int* pressed_keys,
// unsigned int pressed_key_count,
// float display_width,
// float display_height)
// ENDE INTEGRATION
// BEISPIELCODE
static float x = 1.f;
static float d = -0.01f;
x += d;
if (x <= 0.f)
d *= -1.f;
else if (x >= 1.f)
d *= -1.f;
if (input_event_count > 0) {
smiley_pos = input_events[0].end;
smiley_pos.x -= 250;
smiley_pos.y -= 250;
}
if (ud.scroll_offset != 0) {
smiley_pos.y += ud.scroll_offset;
}
if (pressed_key_count > 0) {
for (unsigned int i = 0; i < pressed_key_count; ++i) {
if (pressed_keys[i] == GLFW_KEY_LEFT_CONTROL)
smiley_pos = {100, 100};
}
}
Renderer::ptr->addRect(100, 100, 500, 500, 0.3f, 0.3f, 0.3f, 1.f);
Renderer::ptr->addRect(smiley_pos.x, smiley_pos.y, 500, 500, 0.f, x * x, 1.f - x * x, 1.f, smiley);
const char* text = "Hello, Sailor!";
float tx = 100, ty = 200;
while (*text) {
if (*text >= 32 && *text < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(fd.char_data, 1024, 1024, *text - 32, &tx, &ty, &q, 1);
float w = q.x1 - q.x0, h = q.y1 - q.y0;
Renderer::ptr->addFontRect(q.x0,
q.y0,
w,
h,
fd.char_height,
ttf,
StringRepository::global->internString("1"),
q.s0,
q.t0,
q.s1,
q.t1);
}
++text;
}
// ENDE BEISPIELCODE
Renderer::ptr->renderFrame(static_cast<float>(w), static_cast<float>(h));
glfwSwapBuffers(window);
FrameMark;
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}