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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-07 09:07:00 -05:00

More project structure updates

This commit is contained in:
Tim Sarbin 2019-02-24 11:15:09 -05:00
parent 21acfc00fa
commit 56b2f146d3
18 changed files with 393 additions and 193 deletions

12
.gitmodules vendored
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[submodule "3rdparty/sdl2"]
path = 3rdparty/sdl2
url = https://github.com/SDL-mirror/SDL.git
[submodule "3rdparty/spdlog"]
path = 3rdparty/spdlog
url = https://github.com/gabime/spdlog.git
[submodule "3rdparty/cli11"]
path = 3rdparty/cli11
url = https://github.com/CLIUtils/CLI11.git
[submodule "3rdparty/stormlib"]
path = 3rdparty/stormlib
url = https://github.com/ladislav-zezula/StormLib.git

1
3rdparty/cli11 vendored Submodule

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Subproject commit ed5cd896362363f0fc1c3b4e4e1bb8ee308a688d

1
3rdparty/sdl2 vendored Submodule

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Subproject commit f13fbfa3550032b243e5c2836b3f97c608bc8ab7

1
3rdparty/spdlog vendored Submodule

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Subproject commit bdfc7d2a5a4ad9cc1cebe1feb7e6fcc703840d71

1
3rdparty/stormlib vendored Submodule

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Subproject commit f2c8d249607009a282904a43a4c4ba60922a92bb

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cmake_minimum_required(VERSION 3.0)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake")
if(CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
message(FATAL_ERROR "Do not build in-source. Please remove CMakeCache.txt and the CMakeFiles/ directory. Then build out-of-source.")
endif()
project(OpenDiablo2 CXX)
include(CTest)
include(CMakeDependentOption)
set(CMAKE_CXX_STANDARD 17)
set(CXX_STANDARD 17)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
add_subdirectory(3rdparty)
add_subdirectory(src/OpenDiablo2.SDL2)
add_subdirectory(src/OpenDiablo2.Game)

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# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
# message("<FindSDL2.cmake>")
SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(PATH_SUFFIXES lib64 lib/x64 lib)
else()
set(PATH_SUFFIXES lib/x86 lib)
endif()
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES ${PATH_SUFFIXES}
PATHS ${SDL2_SEARCH_PATHS}
)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES ${PATH_SUFFIXES}
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional link flag, -mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -mwindows
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)
# message("</FindSDL2.cmake>")
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

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src/CMakeLists.txt Normal file
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# Initialize the CMake version stuff
cmake_minimum_required(VERSION 3.1...3.13)
if(${CMAKE_VERSION} VERSION_LESS 3.12)
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
endif()
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/output)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/output)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/output)
# Add our nifty CMake scripts ------------------------------------------------------------------------------------------
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake")
# Prevent users from shooting themselves in the foot -------------------------------------------------------------------
if(CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
message(FATAL_ERROR
"Do not build in-source.
Please remove CMakeCache.txt and the CMakeFiles/ directory. Then build out-of-source.")
endif()
# ----------------------------------------------------------------------------------------------------------------------
project(OpenDiablo2 VERSION 0.1
DESCRIPTION "An open source Diablo2 engine.")
# ----------------------------------------------------------------------------------------------------------------------
# Pull down submodules -------------------------------------------------------------------------------------------------
find_package(Git QUIET)
if(GIT_FOUND AND EXISTS "${PROJECT_SOURCE_DIR}/.git")
# Update submodules as needed
option(GIT_SUBMODULE "Check submodules during build" ON)
if(GIT_SUBMODULE)
message(STATUS "Submodule update")
execute_process(COMMAND ${GIT_EXECUTABLE} submodule update --init --recursive
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
RESULT_VARIABLE GIT_SUBMOD_RESULT)
if(NOT GIT_SUBMOD_RESULT EQUAL "0")
message(FATAL_ERROR "git submodule update --init failed with ${GIT_SUBMOD_RESULT}, please checkout submodules")
endif()
endif()
endif()
# Freaky relocatable exe stuff -----------------------------------------------------------------------------------------
set(CMAKE_POSITION_INDEPENDENT_CODE ON CACHE BOOL "")
# Import the libraries -------------------------------------------------------------------------------------------------
set( BGFX_BUILD_TOOLS OFF )
set( BGFX_BUILD_EXAMPLES OFF )
set( BGFX_INSTALL OFF )
set( BGFX_INSTALL_EXAMPLES OFF )
set( BGFX_CUSTOM_TARGETS OFF )
set( BGFX_USE_OVR OFF )
set( BGFX_AMALGAMATED ON )
set( BX_AMALGAMATED ON )
set( BGFX_CONFIG_DEBUG OFF )
set( SDL_STATIC_PIC ON )
set( SDL_SHARED OFF )
set( BUILD_SHARED_LIBS OFF )
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/spdlog spdlog)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/cli11 cli11)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/sdl2 sdl2)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/stormlib stormlib)
# Import the actual projects -------------------------------------------------------------------------------------------
add_subdirectory(OpenDiablo2.SDL2)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/src/OpenDiablo2.SDL2/include)
add_subdirectory(OpenDiablo2.Game)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/src/OpenDiablo2.Game/include)

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add_executable(OpenDiablo2.Game
src/main.cpp
src/D2Engine.cpp
)
target_include_directories(OpenDiablo2.SDL2
PUBLIC
include
PRIVATE
include
)
target_link_libraries(OpenDiablo2.Game
OpenDiablo2.SDL2
storm
CLI11::CLI11
stdc++fs
spdlog::spdlog
)
set(CMAKE_CXX_STANDARD 17)
set(CXX_STANDARD 17)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)

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#ifndef OPENDIABLO2_D2ENGINE_H
#define OPENDIABLO2_D2ENGINE_H
#include <OpenDiablo2.System/D2Graphics.h>
#include <OpenDiablo2.System/D2Input.h>
#include "D2EngineConfig.h"
namespace OpenDiablo2 {
namespace Game {
class D2Engine {
public:
D2Engine(const D2EngineConfig& config);
void Run();
private:
const D2EngineConfig config;
OpenDiablo2::System::D2Graphics::Ptr gfx;
OpenDiablo2::System::D2Input::Ptr input;
bool isRunning = true;
};
}
}
#endif //OPENDIABLO2_D2ENGINE_H

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#ifndef OPENDIABLO2_D2ENGINECONFIG_H
#define OPENDIABLO2_D2ENGINECONFIG_H
#include <string>
namespace OpenDiablo2 {
namespace Game {
struct D2EngineConfig {
std::string BasePath; // The base path where the MPQ files are located
};
}
}
#endif //OPENDIABLO2_D2ENGINECONFIG_H

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#include <OpenDiablo2.Game/D2Engine.h>
OpenDiablo2::Game::D2Engine::D2Engine(const D2EngineConfig &config)
: config(config) {
gfx = std::make_unique<OpenDiablo2::System::D2Graphics>();
input = std::make_unique<OpenDiablo2::System::D2Input>();
}
void
OpenDiablo2::Game::D2Engine::Run() {
gfx->InitializeWindow();
while (isRunning) {
input->ProcessEvents();
if (input->QuitIsRequested()) {
isRunning = false;
break;
}
gfx->Clear();
gfx->Present();
}
}

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#include <memory>
#include <experimental/filesystem>
#include <spdlog/spdlog.h>
#include <spdlog/sinks/stdout_color_sinks.h>
#include <OpenDiablo2.Game/D2Engine.h>
#include <CLI/CLI.hpp>
#include <StormLib.h>
int
main(int argc,
char** argv)
{
spdlog::set_level(spdlog::level::trace);
spdlog::set_pattern("[%^%l%$] %v");
spdlog::info("OpenDiablo 2 has started");
CLI::App app{"OpenDiablo2 - An open source re-implementation of Diablo 2."};
OpenDiablo2::Game::D2EngineConfig engineConfig;
engineConfig.BasePath = std::experimental::filesystem::current_path().string();
app.add_option("-p,--path", engineConfig.BasePath, "The base path for Diablo 2");
CLI11_PARSE(app, argc, argv);
spdlog::info("Base file path is '" + engineConfig.BasePath + "'");
// Sanity-check that files are where we expect them to be...
auto testFilePath = engineConfig.BasePath + "/d2data.mpq";
HANDLE mpq = nullptr;
if (!SFileOpenArchive(("flat-file:" + testFilePath).c_str(), 0, STREAM_FLAG_READ_ONLY, &mpq)) {
spdlog::error("Diablo 2 content files were not detected. Please make sure the base path is properly set!");
exit(0);
}
SFileCloseFile(mpq);
spdlog::info("Content files were located, starting engine.");
// Start up the engine
auto engine = std::make_unique<OpenDiablo2::Game::D2Engine>(engineConfig);
engine->Run();
return 0;
}

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project(OpenDiablo2.SDL2 VERSION 0.1 LANGUAGES CXX)
add_library(OpenDiablo2.SDL2 STATIC
src/D2Graphics.cpp
src/D2Input.cpp
)
target_include_directories(OpenDiablo2.SDL2
PUBLIC
include
PRIVATE
include
)
target_link_libraries(OpenDiablo2.SDL2
spdlog::spdlog
SDL2
)

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#ifndef OPENDIABLO2_D2GRAPHICS_H
#define OPENDIABLO2_D2GRAPHICS_H
#include <memory>
#include <spdlog/spdlog.h>
#include <SDL2/SDL.h>
namespace OpenDiablo2 {
namespace System {
struct SDLWindowDestroyer
{
void operator()(SDL_Window* w) const
{
spdlog::debug("Destroying SDL window");
if (w) SDL_DestroyWindow(w);
}
};
struct SDLRendererDestroyer
{
void operator()(SDL_Renderer* r) const
{
spdlog::debug("Destroying SDL renderer");
if (r) SDL_DestroyRenderer(r);
}
};
class D2Graphics {
public:
typedef std::unique_ptr<D2Graphics> Ptr;
D2Graphics();
void InitializeWindow();
void Clear();
void Present();
private:
std::unique_ptr<SDL_Window, SDLWindowDestroyer> window;
std::unique_ptr<SDL_Renderer, SDLRendererDestroyer> renderer;
};
}
}
#endif //OPENDIABLO2_D2GRAPHICS_H

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#ifndef OPENDIABLO2_D2INPUT_H
#define OPENDIABLO2_D2INPUT_H
#include <memory>
namespace OpenDiablo2 {
namespace System {
class D2Input {
public:
typedef std::unique_ptr<D2Input> Ptr;
D2Input();
void ProcessEvents();
bool QuitIsRequested();
private:
bool quitIsRequested = false;
};
}
}
#endif //OPENDIABLO2_D2INPUT_H

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#include <OpenDiablo2.System/D2Graphics.h>
#include <spdlog/spdlog.h>
#include <string>
#include <SDL2/SDL.h>
#include "OpenDiablo2.System/D2Graphics.h"
namespace OpenDiablo2 {
namespace System {
D2Graphics::D2Graphics() {
atexit(SDL_Quit);
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
spdlog::error("Could not initialize sdl2: " + std::string(SDL_GetError()));
exit(1);
}
}
void
D2Graphics::Clear() {
SDL_RenderClear(renderer.get());
}
void
D2Graphics::InitializeWindow() {
spdlog::debug("Initializing SDL window");
window = std::unique_ptr<SDL_Window, SDLWindowDestroyer>(SDL_CreateWindow("OpenDiablo 2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
800, 600, SDL_WINDOW_SHOWN));
if (window == nullptr) {
spdlog::error("Could not create sdl2 window: " + std::string(SDL_GetError()));
SDL_Quit();
exit(1);
}
spdlog::debug("Destroying SDL renderer");
renderer = std::unique_ptr<SDL_Renderer, SDLRendererDestroyer>(SDL_CreateRenderer(window.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
if (renderer == nullptr){
spdlog::error("Could not create sdl2 window: " + std::string(SDL_GetError()));
SDL_Quit();
exit(1);
}
}
void
D2Graphics::Present() {
SDL_RenderPresent(renderer.get());
}
}
}

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#include <OpenDiablo2.System/D2Input.h>
#include <SDL2/SDL.h>
namespace OpenDiablo2 {
namespace System {
D2Input::D2Input() {
SDL_Init(SDL_INIT_EVENTS);
}
void
D2Input::ProcessEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if( event.type == SDL_QUIT ) {
quitIsRequested = true;
}
}
}
bool
D2Input::QuitIsRequested() {
return quitIsRequested;
}
}
}