Browse Source

Move bootloader function into a boot state. Add file buffer resource. Add support for loading SDL game controller mappings database.

master
C. J. Howard 2 years ago
parent
commit
3eddbefccc
17 changed files with 440 additions and 83 deletions
  1. +0
    -1
      CMakeLists.txt
  2. +40
    -31
      src/application.cpp
  3. +7
    -2
      src/application.hpp
  4. +2
    -0
      src/game/context.hpp
  5. +39
    -4
      src/game/states/boot.cpp
  6. +39
    -0
      src/game/states/boot.hpp
  7. +0
    -30
      src/game/states/loading.cpp
  8. +38
    -0
      src/game/states/main-menu.cpp
  9. +39
    -0
      src/game/states/main-menu.hpp
  10. +7
    -7
      src/game/states/splash.cpp
  11. +3
    -0
      src/game/states/states.hpp
  12. +132
    -0
      src/game/states/title.cpp
  13. +39
    -0
      src/game/states/title.hpp
  14. +12
    -4
      src/main.cpp
  15. +35
    -0
      src/resources/file-buffer-loader.cpp
  16. +7
    -4
      src/resources/file-buffer.hpp
  17. +1
    -0
      src/scene/scene.hpp

+ 0
- 1
CMakeLists.txt View File

@ -1,6 +1,5 @@
cmake_minimum_required(VERSION 3.7) cmake_minimum_required(VERSION 3.7)
option(VERSION_STRING "Project version string" "0.0.0") option(VERSION_STRING "Project version string" "0.0.0")
project(antkeeper VERSION ${VERSION_STRING} LANGUAGES CXX) project(antkeeper VERSION ${VERSION_STRING} LANGUAGES CXX)

+ 40
- 31
src/application.cpp View File

@ -149,6 +149,18 @@ application::application():
// Update window size and viewport size // Update window size and viewport size
SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]); SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]);
SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]); SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]);
// Make OpenGL context current
logger->push_task("Making OpenGL context current");
if (SDL_GL_MakeCurrent(sdl_window, sdl_gl_context) != 0)
{
logger->pop_task(EXIT_FAILURE);
throw std::runtime_error("Failed to make OpenGL context current");
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Load OpenGL functions via GLAD // Load OpenGL functions via GLAD
logger->push_task("Loading OpenGL functions"); logger->push_task("Loading OpenGL functions");
@ -184,20 +196,6 @@ application::application():
{ {
logger->pop_task(EXIT_SUCCESS); logger->pop_task(EXIT_SUCCESS);
} }
// Load SDL gamepad mappings
/*
logger->push_task("Loading SDL gamepad mappings from database");
std::string gamecontrollerdb_path = data_path + "controls/gamecontrollerdb.txt";
if (SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str()) == -1)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
*/
// Setup rasterizer // Setup rasterizer
rasterizer = new gl::rasterizer(); rasterizer = new gl::rasterizer();
@ -245,26 +243,12 @@ void application::close(int status)
exit_status = status; exit_status = status;
} }
int application::execute(bootloader_type bootloader)
int application::execute(const application::state& initial_state)
{ {
try try
{ {
// Execute bootloader
if (bootloader)
{
exit_status = bootloader(this);
if (exit_status != EXIT_SUCCESS)
{
return exit_status;
}
}
// Show window
SDL_ShowWindow(sdl_window);
// Clear window
rasterizer->clear_framebuffer(true, false, false);
SDL_GL_SwapWindow(sdl_window);
// Enter initial application state
change_state(initial_state);
// Perform initial update // Perform initial update
update(0.0, 0.0); update(0.0, 0.0);
@ -494,6 +478,31 @@ void application::swap_buffers()
SDL_GL_SwapWindow(sdl_window); SDL_GL_SwapWindow(sdl_window);
} }
void application::show_window()
{
SDL_ShowWindow(sdl_window);
}
void application::hide_window()
{
SDL_HideWindow(sdl_window);
}
void application::add_game_controller_mappings(const void* mappings, std::size_t size)
{
logger->push_task("Adding SDL game controller mappings");
int mapping_count = SDL_GameControllerAddMappingsFromRW(SDL_RWFromConstMem(mappings, size), 0);
if (mapping_count == -1)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
logger->log("Added " + std::to_string(mapping_count) + " SDL game controller mappings");
logger->pop_task(EXIT_SUCCESS);
}
}
void application::update(double t, double dt) void application::update(double t, double dt)
{ {
translate_sdl_events(); translate_sdl_events();

+ 7
- 2
src/application.hpp View File

@ -79,11 +79,11 @@ public:
/** /**
* Executes the application, causing it to run the bootloader then enter the execution loop until closed. * Executes the application, causing it to run the bootloader then enter the execution loop until closed.
* *
* @param bootloader Function which will be executed immediately before the execution loop is entered. The bootloader will be passed a pointer to this application and should return an exit status code.
* @param initial_state Initial state of the application.
* *
* @return Exit status code. * @return Exit status code.
*/ */
int execute(bootloader_type bootloader);
int execute(const application::state& initial_state);
/** /**
* Requests the application's execution loop to cleanly terminate, and specifies its exit status code. * Requests the application's execution loop to cleanly terminate, and specifies its exit status code.
@ -186,6 +186,11 @@ public:
void swap_buffers(); void swap_buffers();
void show_window();
void hide_window();
void add_game_controller_mappings(const void* mappings, std::size_t size);
/// Returns the dimensions of the current display. /// Returns the dimensions of the current display.
const std::array<int, 2>& get_display_dimensions() const; const std::array<int, 2>& get_display_dimensions() const;

+ 2
- 0
src/game/context.hpp View File

@ -199,6 +199,8 @@ struct context
scene::camera* ui_camera; scene::camera* ui_camera;
scene::billboard* splash_billboard; scene::billboard* splash_billboard;
scene::billboard* camera_flash_billboard; scene::billboard* camera_flash_billboard;
scene::text* title_text;
scene::text* title_version_text;
// Surface scene // Surface scene
scene::collection* surface_scene; scene::collection* surface_scene;

src/game/bootloader.cpp → src/game/states/boot.cpp View File

@ -17,6 +17,7 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "game/states/boot.hpp"
#include "animation/animation.hpp" #include "animation/animation.hpp"
#include "animation/animator.hpp" #include "animation/animator.hpp"
#include "animation/ease.hpp" #include "animation/ease.hpp"
@ -51,7 +52,7 @@
#include "render/compositor.hpp" #include "render/compositor.hpp"
#include "render/renderer.hpp" #include "render/renderer.hpp"
#include "resources/resource-manager.hpp" #include "resources/resource-manager.hpp"
#include "resources/resource-manager.hpp"
#include "resources/file-buffer.hpp"
#include "scene/scene.hpp" #include "scene/scene.hpp"
#include "game/states/loading.hpp" #include "game/states/loading.hpp"
#include "entity/systems/behavior.hpp" #include "entity/systems/behavior.hpp"
@ -93,6 +94,10 @@
#include <execution> #include <execution>
#include <algorithm> #include <algorithm>
namespace game {
namespace state {
namespace boot {
static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0; static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0;
static void parse_options(game::context* ctx, int argc, char** argv); static void parse_options(game::context* ctx, int argc, char** argv);
@ -109,7 +114,7 @@ static void setup_controls(game::context* ctx);
static void setup_cli(game::context* ctx); static void setup_cli(game::context* ctx);
static void setup_callbacks(game::context* ctx); static void setup_callbacks(game::context* ctx);
int bootloader(application* app, int argc, char** argv)
void enter(application* app, int argc, char** argv)
{ {
// Get application logger // Get application logger
debug::logger* logger = app->get_logger(); debug::logger* logger = app->get_logger();
@ -142,7 +147,7 @@ int bootloader(application* app, int argc, char** argv)
{ {
logger->error("Caught exception: \"" + std::string(e.what()) + "\""); logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
logger->pop_task(EXIT_FAILURE); logger->pop_task(EXIT_FAILURE);
return EXIT_FAILURE;
return;
} }
logger->pop_task(EXIT_SUCCESS); logger->pop_task(EXIT_SUCCESS);
@ -162,9 +167,15 @@ int bootloader(application* app, int argc, char** argv)
// Enter initial application state // Enter initial application state
app->change_state(initial_state); app->change_state(initial_state);
return EXIT_SUCCESS;
return;
}
void exit(application* app)
{
} }
void parse_options(game::context* ctx, int argc, char** argv) void parse_options(game::context* ctx, int argc, char** argv)
{ {
debug::logger* logger = ctx->logger; debug::logger* logger = ctx->logger;
@ -441,6 +452,12 @@ void setup_window(game::context* ctx)
// Set title // Set title
app->set_title((*ctx->strings)["title"]); app->set_title((*ctx->strings)["title"]);
// Show window
ctx->app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
ctx->app->get_rasterizer()->clear_framebuffer(true, false, false);
app->show_window();
ctx->app->swap_buffers();
logger->pop_task(EXIT_SUCCESS); logger->pop_task(EXIT_SUCCESS);
} }
@ -919,6 +936,20 @@ void setup_controls(game::context* ctx)
// Setup input listener // Setup input listener
ctx->input_listener = new input::listener(); ctx->input_listener = new input::listener();
ctx->input_listener->set_event_dispatcher(event_dispatcher); ctx->input_listener->set_event_dispatcher(event_dispatcher);
// Load SDL game controller mappings database
ctx->logger->push_task("Loading SDL game controller mappings from database");
file_buffer* game_controller_db = ctx->resource_manager->load<file_buffer>("gamecontrollerdb.txt");
if (!game_controller_db)
{
ctx->logger->pop_task(EXIT_FAILURE);
}
else
{
ctx->app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
ctx->resource_manager->unload("gamecontrollerdb.txt");
ctx->logger->pop_task(EXIT_SUCCESS);
}
} }
void setup_cli(game::context* ctx) void setup_cli(game::context* ctx)
@ -1001,3 +1032,7 @@ void setup_callbacks(game::context* ctx)
} }
); );
} }
} // namespace boot
} // namespace state
} // namespace game

+ 39
- 0
src/game/states/boot.hpp View File

@ -0,0 +1,39 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATE_BOOT_HPP
#define ANTKEEPER_GAME_STATE_BOOT_HPP
#include "application.hpp"
namespace game {
namespace state {
/// Boot game state functions.
namespace boot {
void enter(application* app, int argc, char** argv);
void exit(application* app);
} // namespace boot
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_BOOT_HPP

+ 0
- 30
src/game/states/loading.cpp View File

@ -323,36 +323,6 @@ void load_fonts(game::context* ctx)
{ {
build_bitmap_font(*it->second, 96.0f, charset, ctx->title_font, ctx->title_font_material, bitmap_font_shader); build_bitmap_font(*it->second, 96.0f, charset, ctx->title_font, ctx->title_font_material, bitmap_font_shader);
} }
// Create title text
scene::text* title_text = new scene::text();
title_text->set_material(&ctx->title_font_material);
title_text->set_font(&ctx->title_font);
title_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
title_text->set_content((*ctx->strings)["title"]);
ctx->ui_scene->add_object(title_text);
// Align title text
const auto& title_aabb = static_cast<const geom::aabb<float>&>(title_text->get_local_bounds());
float title_w = title_aabb.max_point.x - title_aabb.min_point.x;
float title_h = title_aabb.max_point.y - title_aabb.min_point.y;
title_text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f), 0.0f});
// Create version string text
scene::text* version_text = new scene::text();
version_text->set_material(&ctx->debug_font_material);
version_text->set_font(&ctx->debug_font);
version_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
version_text->set_content(ANTKEEPER_VERSION_STRING);
ctx->ui_scene->add_object(version_text);
// Align version string
const auto& version_aabb = static_cast<const geom::aabb<float>&>(version_text->get_local_bounds());
float version_w = version_aabb.max_point.x - version_aabb.min_point.x;
float version_h = version_aabb.max_point.y - version_aabb.min_point.y;
const float version_padding = 12.0f;
auto viewport = ctx->app->get_viewport_dimensions();
version_text->set_translation({viewport[0] * 0.5f - version_w - version_padding, -viewport[1] * 0.5f + version_padding, 0.0f});
} }
void cosmogenesis(game::context* ctx) void cosmogenesis(game::context* ctx)

+ 38
- 0
src/game/states/main-menu.cpp View File

@ -0,0 +1,38 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/main-menu.hpp"
namespace game {
namespace state {
namespace main_menu {
void enter(game::context* ctx)
{
}
void exit(game::context* ctx)
{
}
} // namespace main_menu
} // namespace state
} // namespace game

+ 39
- 0
src/game/states/main-menu.hpp View File

@ -0,0 +1,39 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATE_MAIN_MENU_HPP
#define ANTKEEPER_GAME_STATE_MAIN_MENU_HPP
#include "game/context.hpp"
namespace game {
namespace state {
/// Main menu screen game state functions.
namespace main_menu {
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace main_menu
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_MAIN_MENU_HPP

+ 7
- 7
src/game/states/splash.cpp View File

@ -18,7 +18,7 @@
*/ */
#include "game/states/splash.hpp" #include "game/states/splash.hpp"
#include "game/states/brood.hpp"
#include "game/states/title.hpp"
#include "animation/screen-transition.hpp" #include "animation/screen-transition.hpp"
#include "animation/ease.hpp" #include "animation/ease.hpp"
#include "animation/timeline.hpp" #include "animation/timeline.hpp"
@ -51,9 +51,9 @@ void enter(game::context* ctx)
auto change_state = [ctx]() auto change_state = [ctx]()
{ {
application::state next_state; application::state next_state;
next_state.name = "brood";
next_state.enter = std::bind(game::state::brood::enter, ctx);
next_state.exit = std::bind(game::state::brood::exit, ctx);
next_state.name = "title";
next_state.enter = std::bind(game::state::title::enter, ctx);
next_state.exit = std::bind(game::state::title::exit, ctx);
ctx->app->change_state(next_state); ctx->app->change_state(next_state);
}; };
@ -83,9 +83,9 @@ void enter(game::context* ctx)
ctx->app->swap_buffers(); ctx->app->swap_buffers();
application::state next_state; application::state next_state;
next_state.name = "brood";
next_state.enter = std::bind(game::state::brood::enter, ctx);
next_state.exit = std::bind(game::state::brood::exit, ctx);
next_state.name = "title";
next_state.enter = std::bind(game::state::title::enter, ctx);
next_state.exit = std::bind(game::state::title::exit, ctx);
ctx->app->change_state(next_state); ctx->app->change_state(next_state);
} }

+ 3
- 0
src/game/states/states.hpp View File

@ -27,7 +27,10 @@ namespace state {}
} // namespace game } // namespace game
#include "game/states/boot.hpp"
#include "game/states/loading.hpp" #include "game/states/loading.hpp"
#include "game/states/splash.hpp" #include "game/states/splash.hpp"
#include "game/states/title.hpp"
#include "game/states/main-menu.hpp"
#endif // ANTKEEPER_GAME_STATES_HPP #endif // ANTKEEPER_GAME_STATES_HPP

+ 132
- 0
src/game/states/title.cpp View File

@ -0,0 +1,132 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/title.hpp"
#include "game/states/main-menu.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "configuration.hpp"
namespace game {
namespace state {
namespace title {
void enter(game::context* ctx)
{
// Setup timing
const float title_fade_in_duration = 0.5f;
const float title_fade_out_duration = 0.5f;
// Start fade in
ctx->fade_transition->transition(title_fade_in_duration, true, ease<float>::in_quad);
// Crate fade out function
auto fade_out = [ctx, title_fade_out_duration]()
{
ctx->fade_transition->transition(title_fade_out_duration, false, ease<float>::out_quad);
};
// Create change state function
auto change_state = [ctx]()
{
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->change_state(next_state);
};
// Set up title skipper
ctx->input_listener->set_callback
(
[ctx](const event_base& event)
{
auto id = event.get_event_type_id();
if (id != mouse_moved_event::event_type_id && id != mouse_wheel_scrolled_event::event_type_id && id != gamepad_axis_moved_event::event_type_id)
{
ctx->timeline->clear();
ctx->fade_transition->get_animation()->stop();
ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
ctx->rasterizer->clear_framebuffer(true, false, false);
ctx->app->swap_buffers();
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->change_state(next_state);
}
}
);
ctx->input_listener->set_enabled(true);
// Construct title text
ctx->title_text = new scene::text();
ctx->title_text->set_material(&ctx->title_font_material);
ctx->title_text->set_font(&ctx->title_font);
ctx->title_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
ctx->title_text->set_content((*ctx->strings)["title"]);
ctx->ui_scene->add_object(ctx->title_text);
// Construct version string text
ctx->title_version_text = new scene::text();
ctx->title_version_text->set_material(&ctx->debug_font_material);
ctx->title_version_text->set_font(&ctx->debug_font);
ctx->title_version_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
ctx->title_version_text->set_content(ANTKEEPER_VERSION_STRING);
ctx->ui_scene->add_object(ctx->title_version_text);
// Align title text
const auto& title_aabb = static_cast<const geom::aabb<float>&>(ctx->title_text->get_local_bounds());
float title_w = title_aabb.max_point.x - title_aabb.min_point.x;
float title_h = title_aabb.max_point.y - title_aabb.min_point.y;
ctx->title_text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f), 0.0f});
// Align version string
const auto& version_aabb = static_cast<const geom::aabb<float>&>(ctx->title_version_text->get_local_bounds());
float version_w = version_aabb.max_point.x - version_aabb.min_point.x;
float version_h = version_aabb.max_point.y - version_aabb.min_point.y;
const float version_padding = 12.0f;
auto viewport = ctx->app->get_viewport_dimensions();
ctx->title_version_text->set_translation({viewport[0] * 0.5f - version_w - version_padding, -viewport[1] * 0.5f + version_padding, 0.0f});
}
void exit(game::context* ctx)
{
// Remove and destruct title and version text
ctx->ui_scene->remove_object(ctx->title_text);
ctx->ui_scene->remove_object(ctx->title_version_text);
delete ctx->title_text;
delete ctx->title_version_text;
ctx->title_text = nullptr;
ctx->title_version_text = nullptr;
// Disable title skipper
ctx->input_listener->set_enabled(false);
ctx->input_listener->set_callback(nullptr);
}
} // namespace title
} // namespace state
} // namespace game

+ 39
- 0
src/game/states/title.hpp View File

@ -0,0 +1,39 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATE_TITLE_HPP
#define ANTKEEPER_GAME_STATE_TITLE_HPP
#include "game/context.hpp"
namespace game {
namespace state {
/// Title screen game state functions.
namespace title {
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace title
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_TITLE_HPP

+ 12
- 4
src/main.cpp View File

@ -18,18 +18,26 @@
*/ */
#include "application.hpp" #include "application.hpp"
#include "game/bootloader.hpp"
#include "game/states/boot.hpp"
#include <functional> #include <functional>
#include <iostream> #include <iostream>
#include <stdexcept> #include <stdexcept>
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
auto wrapped_bootloader = std::bind(bootloader, std::placeholders::_1, argc, argv);
try try
{ {
return application().execute(wrapped_bootloader);
// Construct application
application app;
// Setup initial application state
application::state boot_state;
boot_state.name = "boot";
boot_state.enter = std::bind(game::state::boot::enter, &app, argc, argv);
boot_state.exit = std::bind(game::state::boot::exit, &app);
// Execute application then return the exit status code
return app.execute(boot_state);
} }
catch (const std::exception& e) catch (const std::exception& e)
{ {

+ 35
- 0
src/resources/file-buffer-loader.cpp View File

@ -0,0 +1,35 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "resources/resource-loader.hpp"
#include "resources/file-buffer.hpp"
#include <physfs.h>
template <>
file_buffer* resource_loader<file_buffer>::load(resource_manager* resource_manager, PHYSFS_File* file)
{
file_buffer* buffer = new file_buffer();
// Read file into buffer
std::size_t size = static_cast<std::size_t>(PHYSFS_fileLength(file));
buffer->resize(size);
PHYSFS_readBytes(file, buffer->data(), size);
return buffer;
}

src/game/bootloader.hpp → src/resources/file-buffer.hpp View File

@ -17,9 +17,12 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/ */
#ifndef ANTKEEPER_BOOTLOADER_HPP
#define ANTKEEPER_BOOTLOADER_HPP
#ifndef FILE_BUFFER_HPP
#define FILE_BUFFER_HPP
int bootloader(application* app, int argc, char** argv);
#include <cstddef>
#include <vector>
#endif // ANTKEEPER_BOOTLOADER_HPP
typedef std::vector<std::byte> file_buffer;
#endif // FILE_BUFFER_HPP

+ 1
- 0
src/scene/scene.hpp View File

@ -34,5 +34,6 @@ namespace scene {}
#include "object.hpp" #include "object.hpp"
#include "point-light.hpp" #include "point-light.hpp"
#include "spot-light.hpp" #include "spot-light.hpp"
#include "text.hpp"
#endif // ANTKEEPER_SCENE_HPP #endif // ANTKEEPER_SCENE_HPP

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