initial commit

This commit is contained in:
2021-12-03 19:45:52 -05:00
commit 7b2a0719b1
17 changed files with 297 additions and 0 deletions

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.gitignore vendored Normal file
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/cmake-build-debug/

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.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/

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.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>

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.idea/modules.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/rla_iipp.iml" filepath="$PROJECT_DIR$/.idea/rla_iipp.iml" />
</modules>
</component>
</project>

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.idea/rla_iipp.iml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

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.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.22) # Specifies the required CMake version.
project(rla_iipp) # Defines the project name.
include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake) # Includes the contents of the conanbuildinfo.cmake file.
conan_basic_setup() # Prepares the CMakeList.txt for Conan.
# $source_files is a space-delimited list of filenames.
add_executable(rla_iipp src/main.cpp src/engine/engine.hpp src/engine/game/game.hpp src/engine/rendering/renderer.hpp src/game/visualizer.hpp src/game/visualizer.cpp src/engine/rendering/sdl/sdlrenderer.cpp src/engine/rendering/sdl/sdlrenderer.hpp src/engine/rendering/sdl/sdlrenderer.cpp src/engine/rendering/sdl/sdlrenderer.hpp src/engine/engine.cpp src/engine/engine.hpp) # Specifies the executable to build.
target_link_libraries(rla_iipp ${CONAN_LIBS}) # Specifies what libraries to link, using Conan.
file(COPY assets DESTINATION ${CMAKE_BINARY_DIR}/bin)

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conanfile.txt Normal file
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[requires]
sdl/2.0.16
[generators]
cmake

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src/engine/engine.cpp Normal file
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//
// Created by m on 12/3/21.
//
#include "engine.hpp"
#include <cstdio>
#include <memory>
#include <chrono>
#include <thread>
#include <SDL.h>
using namespace std::chrono_literals;
void Engine::start_loop() {
const auto one_second_milli = std::chrono::milliseconds(1s);
if(game == nullptr) {
printf("game is null\n");
return;
}
if(renderer == nullptr) {
printf("renderer is null\n");
return;
}
RendererParams renderParams = game->get_renderer_params();
renderer->initialize(renderParams);
renderer->flush();
auto duration_per_frame = one_second_milli / game->get_framerate();
auto last_frame = std::chrono::high_resolution_clock::now();
while(true) {
auto starttime = std::chrono::high_resolution_clock::now();
bool end = game->update();
if(end) {
break;
}
game->render(renderer.get());
renderer->flush();
auto endtime = std::chrono::high_resolution_clock::now();
last_frame = render_fps(endtime, last_frame);
std::this_thread::sleep_for(duration_per_frame);
}
}
Engine::Engine(std::unique_ptr<Game> game, std::unique_ptr<Renderer> renderer) {
this->renderer = std::move(renderer);
this->game = std::move(game);
}
std::chrono::time_point<std::chrono::system_clock>
Engine::render_fps(std::chrono::time_point<std::chrono::system_clock> end,
std::chrono::time_point<std::chrono::system_clock> lastframe) {
double frames = 1;
std::chrono::duration<double> dur = end - lastframe;
if(SHOW_FPS) {
printf("fps: %f\n", frames/dur.count());
}
return end;
}

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src/engine/engine.hpp Normal file
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//
// Created by m on 12/3/21.
//
#ifndef RLA_IIPP_ENGINE_HPP
#define RLA_IIPP_ENGINE_HPP
#include <memory>
#include <chrono>
#include "game/game.hpp"
#include "rendering/renderer.hpp"
static const bool SHOW_FPS = true;
class Engine {
public:
Engine(std::unique_ptr<Game> game, std::unique_ptr<Renderer> renderer);
void start_loop();
std::chrono::time_point<std::chrono::system_clock> render_fps(std::chrono::time_point<std::chrono::system_clock> end, std::chrono::time_point<std::chrono::system_clock> lastframe);
private:
std::unique_ptr<Game> game;
std::unique_ptr<Renderer> renderer;
};
#endif //RLA_IIPP_ENGINE_HPP

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src/engine/game/game.hpp Normal file
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//
// Created by m on 12/3/21.
//
#ifndef RLA_IIPP_GAME_HPP
#define RLA_IIPP_GAME_HPP
#include "../rendering/renderer.hpp"
class Game {
public:
virtual bool update() = 0;
virtual void render(Renderer* renderer) = 0;
virtual RendererParams get_renderer_params() = 0;
virtual unsigned int get_framerate() = 0;
};
#endif //RLA_IIPP_GAME_HPP

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//
// Created by m on 12/3/21.
//
#ifndef RLA_IIPP_RENDERER_HPP
#define RLA_IIPP_RENDERER_HPP
struct Color {
public:
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
Color(unsigned char r, unsigned char g, unsigned char b, unsigned char a) : r(r), g(g), b(b), a(a) {}
};
struct RendererParams {
char* title;
unsigned int width;
unsigned int height;
};
class Renderer {
public:
virtual void initialize(RendererParams params)=0;
virtual void flush() = 0;
virtual void draw_point(int x, int y, Color color) = 0;
};
#endif //RLA_IIPP_RENDERER_HPP

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//
// Created by m on 12/3/21.
//
#include <cstdio>
#include "sdlrenderer.hpp"
void SdlRenderer::initialize(RendererParams params) {
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("SDL vide oinit failed: %s\n", SDL_GetError());
}
SDL_Window* sdl_window = SDL_CreateWindow(params.title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, params.width, params.height, SDL_WINDOW_SHOWN);
if(sdl_window == nullptr) {
printf("error making window: %s\n", SDL_GetError());
}
else {
this->window = sdl_window;
SDL_Renderer* sdl_renderer = SDL_CreateRenderer(this->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
this->renderer = sdl_renderer;
SDL_RenderClear(this->renderer);
}
}
void SdlRenderer::flush() {
SDL_RenderPresent(this->renderer);
SDL_SetRenderDrawColor(this->renderer, 0, 0, 0, 255);
SDL_RenderClear(this->renderer);
}
void SdlRenderer::draw_point(int x, int y, Color color) {
SDL_SetRenderDrawColor(this->renderer, color.r, color.g, color.b, color.a);
SDL_RenderDrawPoint(this->renderer, x, y);
}

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//
// Created by m on 12/3/21.
//
#ifndef RLA_IIPP_SDLRENDERER_HPP
#define RLA_IIPP_SDLRENDERER_HPP
#include "../renderer.hpp"
#include <SDL.h>
class SdlRenderer : public Renderer {
void initialize(RendererParams params) override;
void flush() override;
void draw_point(int x, int y, Color color) override;
private:
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
};
#endif //RLA_IIPP_SDLRENDERER_HPP

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src/game/visualizer.cpp Normal file
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//
// Created by m on 12/3/21.
//
#include "visualizer.hpp"
#define TITLE "test"
#define WIN_WIDTH 800
#define WIN_HEIGHT 600
#define TARGET_FPS 60
bool Visualizer::update() {
this->x += 1;
if(this->x > WIN_WIDTH) {
this->x = 0;
return true;
}
return false;
}
RendererParams Visualizer::get_renderer_params() {
return {.title = TITLE, .width = WIN_WIDTH, .height = WIN_HEIGHT};
}
unsigned int Visualizer::get_framerate() {
return TARGET_FPS;
}
void Visualizer::render(Renderer *renderer) {
Color color = Color(255, 255, 255, 255);
for(int y=0;y<WIN_HEIGHT;y++) {
renderer->draw_point(this->x, y, color);
}
}

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src/game/visualizer.hpp Normal file
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//
// Created by m on 12/3/21.
//
#include "../engine/game/game.hpp"
#ifndef RLA_IIPP_VISUALIZER_HPP
#define RLA_IIPP_VISUALIZER_HPP
class Visualizer : public Game {
public:
bool update() override;
void render(Renderer* renderer) override;
RendererParams get_renderer_params() override;
unsigned int get_framerate() override;
private:
int x = 0;
};
#endif //RLA_IIPP_VISUALIZER_HPP

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src/main.cpp Normal file
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#include <cstdio>
#include <memory>
#include "engine/rendering/renderer.hpp"
#include "engine/rendering/sdl/sdlrenderer.hpp"
#include "engine/engine.hpp"
#include "game/visualizer.hpp"
int main() {
const char* TITLE = "Test";
std::unique_ptr<Renderer> renderer = std::make_unique<SdlRenderer>();
std::unique_ptr<Game> game = std::make_unique<Visualizer>();
Engine* engine = new Engine(std::move(game), std::move(renderer));
engine->start_loop();
return 0;
}