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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-19 19:06:45 -05:00

Added start of scene management

This commit is contained in:
Tim Sarbin 2019-02-24 21:51:20 -05:00
parent 56b2f146d3
commit e68eafd5f6
13 changed files with 179 additions and 93 deletions

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@ -56,6 +56,10 @@ set( BGFX_CONFIG_DEBUG OFF )
set( SDL_STATIC_PIC ON ) set( SDL_STATIC_PIC ON )
set( SDL_SHARED OFF ) set( SDL_SHARED OFF )
set( BUILD_SHARED_LIBS OFF ) set( BUILD_SHARED_LIBS OFF )
set( CMAKE_CXX_STANDARD 17 )
set( CXX_STANDARD 17 )
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/spdlog spdlog) add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/spdlog spdlog)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/cli11 cli11) add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../3rdparty/cli11 cli11)

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@ -1,8 +1,19 @@
add_executable(OpenDiablo2.Game set (SOURCES
src/main.cpp src/main.cpp
src/D2Engine.cpp src/D2Engine.cpp
src/Scenes/D2MainMenu.cpp
) )
set (HEADERS
include/OpenDiablo2.Game/D2Engine.h
include/OpenDiablo2.Game/D2EngineConfig.h
include/OpenDiablo2.Game/Scenes/D2Scene.h
include/OpenDiablo2.Game/Scenes/D2MainMenu.h
)
add_executable(OpenDiablo2.Game ${SOURCES} ${HEADERS})
target_include_directories(OpenDiablo2.SDL2 target_include_directories(OpenDiablo2.SDL2
PUBLIC PUBLIC
include include
@ -17,8 +28,3 @@ target_link_libraries(OpenDiablo2.Game
stdc++fs stdc++fs
spdlog::spdlog spdlog::spdlog
) )
set(CMAKE_CXX_STANDARD 17)
set(CXX_STANDARD 17)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)

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@ -1,26 +1,41 @@
#ifndef OPENDIABLO2_D2ENGINE_H #ifndef OPENDIABLO2_D2ENGINE_H
#define OPENDIABLO2_D2ENGINE_H #define OPENDIABLO2_D2ENGINE_H
#include <stack>
#include <memory>
#include <OpenDiablo2.System/D2Graphics.h> #include <OpenDiablo2.System/D2Graphics.h>
#include <OpenDiablo2.System/D2Input.h> #include <OpenDiablo2.System/D2Input.h>
#include <OpenDiablo2.Game/Scenes/D2Scene.h>
#include "D2EngineConfig.h" #include "D2EngineConfig.h"
namespace OpenDiablo2 { namespace OpenDiablo2::Game
namespace Game { {
class D2Engine {
// The main OpenDiablo2 engine
class D2Engine : public std::enable_shared_from_this<D2Engine>
{
public: public:
D2Engine(const D2EngineConfig &config); D2Engine(const D2EngineConfig &config);
// Runs the engine
void Run(); void Run();
private: private:
// Represents the engine configuration
const D2EngineConfig config; const D2EngineConfig config;
// The graphics subsystem
OpenDiablo2::System::D2Graphics::Ptr gfx; OpenDiablo2::System::D2Graphics::Ptr gfx;
// The input subsystem
OpenDiablo2::System::D2Input::Ptr input; OpenDiablo2::System::D2Input::Ptr input;
// Indicates the system should keep running (if set to true)
bool isRunning = true; bool isRunning = true;
std::stack<std::shared_ptr<OpenDiablo2::Game::Scenes::D2Scene>> sceneStack;
}; };
}
}
}
#endif //OPENDIABLO2_D2ENGINE_H #endif //OPENDIABLO2_D2ENGINE_H

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@ -3,14 +3,14 @@
#include <string> #include <string>
namespace OpenDiablo2 { namespace OpenDiablo2::Game
namespace Game { {
struct D2EngineConfig { struct D2EngineConfig
{
std::string BasePath; // The base path where the MPQ files are located std::string BasePath; // The base path where the MPQ files are located
}; };
} } // namespace OpenDiablo2::Game
}
#endif //OPENDIABLO2_D2ENGINECONFIG_H #endif //OPENDIABLO2_D2ENGINECONFIG_H

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@ -0,0 +1,19 @@
#ifndef OPENDIALOB2_SCENES_D2MAINMENU_H
#define OPENDIALOB2_SCENES_D2MAINMENU_H
#include <OpenDiablo2.Game/Scenes/D2Scene.h>
#include <OpenDiablo2.Game/D2Engine.h>
namespace OpenDiablo2::Game::Scenes {
class MainMenu : public D2Scene {
public:
MainMenu(std::shared_ptr<D2Engine> engine);
void Render();
void Update();
private:
std::shared_ptr<D2Engine> engine;
};
}
#endif // OPENDIALOB2_SCENES_D2MAINMENU_H

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@ -0,0 +1,18 @@
#ifndef OPENDIABLO2_D2SCENE_H
#define OPENDIABLO2_D2SCENE_H
#include <memory>
namespace OpenDiablo2::Game::Scenes
{
class D2Scene
{
public:
virtual void Render() = 0;
virtual void Update() = 0;
};
}
#endif

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@ -1,4 +1,5 @@
#include <OpenDiablo2.Game/D2Engine.h> #include <OpenDiablo2.Game/D2Engine.h>
#include <OpenDiablo2.Game/Scenes/D2MainMenu.h>
OpenDiablo2::Game::D2Engine::D2Engine(const D2EngineConfig &config) OpenDiablo2::Game::D2Engine::D2Engine(const D2EngineConfig &config)
@ -11,14 +12,17 @@ void
OpenDiablo2::Game::D2Engine::Run() { OpenDiablo2::Game::D2Engine::Run() {
gfx->InitializeWindow(); gfx->InitializeWindow();
sceneStack.emplace(std::make_shared<Scenes::MainMenu>(shared_from_this()));
while (isRunning) { while (isRunning) {
input->ProcessEvents(); input->ProcessEvents();
sceneStack.top()->Update();
if (input->QuitIsRequested()) { if (input->QuitIsRequested()) {
isRunning = false; isRunning = false;
break; break;
} }
gfx->Clear(); gfx->Clear();
sceneStack.top()->Render();
gfx->Present(); gfx->Present();
} }
} }

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@ -0,0 +1,14 @@
#include <OpenDiablo2.Game/Scenes/D2MainMenu.h>
OpenDiablo2::Game::Scenes::MainMenu::MainMenu(std::shared_ptr<D2Engine> engine)
: engine(engine) {
}
void OpenDiablo2::Game::Scenes::MainMenu::Render() {
}
void OpenDiablo2::Game::Scenes::MainMenu::Update() {
}

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@ -37,8 +37,8 @@ main(int argc,
SFileCloseFile(mpq); SFileCloseFile(mpq);
spdlog::info("Content files were located, starting engine."); spdlog::info("Content files were located, starting engine.");
// Start up the engine // Off to the races we go!
auto engine = std::make_unique<OpenDiablo2::Game::D2Engine>(engineConfig); auto engine = std::make_shared<OpenDiablo2::Game::D2Engine>(engineConfig);
engine->Run(); engine->Run();
return 0; return 0;

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@ -1,10 +1,17 @@
project(OpenDiablo2.SDL2 VERSION 0.1 LANGUAGES CXX) project(OpenDiablo2.SDL2 VERSION 0.1 LANGUAGES CXX)
add_library(OpenDiablo2.SDL2 STATIC set (SOURCES
src/D2Graphics.cpp src/D2Graphics.cpp
src/D2Input.cpp src/D2Input.cpp
) )
set (HEADERS
include/OpenDiablo2.System/D2Graphics.h
include/OpenDiablo2.System/D2Input.h
)
add_library(OpenDiablo2.SDL2 SHARED ${SOURCES} ${HEADERS})
target_include_directories(OpenDiablo2.SDL2 target_include_directories(OpenDiablo2.SDL2
PUBLIC PUBLIC
include include
@ -14,5 +21,5 @@ target_include_directories(OpenDiablo2.SDL2
target_link_libraries(OpenDiablo2.SDL2 target_link_libraries(OpenDiablo2.SDL2
spdlog::spdlog spdlog::spdlog
SDL2 SDL2-static
) )

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@ -5,16 +5,16 @@
#include <spdlog/spdlog.h> #include <spdlog/spdlog.h>
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
namespace OpenDiablo2::System
namespace OpenDiablo2 { {
namespace System {
struct SDLWindowDestroyer struct SDLWindowDestroyer
{ {
void operator()(SDL_Window *w) const void operator()(SDL_Window *w) const
{ {
spdlog::debug("Destroying SDL window"); spdlog::debug("Destroying SDL window");
if (w) SDL_DestroyWindow(w); if (w)
SDL_DestroyWindow(w);
} }
}; };
@ -23,23 +23,25 @@ namespace OpenDiablo2 {
void operator()(SDL_Renderer *r) const void operator()(SDL_Renderer *r) const
{ {
spdlog::debug("Destroying SDL renderer"); spdlog::debug("Destroying SDL renderer");
if (r) SDL_DestroyRenderer(r); if (r)
SDL_DestroyRenderer(r);
} }
}; };
class D2Graphics { class D2Graphics
{
public: public:
typedef std::unique_ptr<D2Graphics> Ptr; typedef std::unique_ptr<D2Graphics> Ptr;
D2Graphics(); D2Graphics();
void InitializeWindow(); void InitializeWindow();
void Clear(); void Clear();
void Present(); void Present();
private: private:
std::unique_ptr<SDL_Window, SDLWindowDestroyer> window; std::unique_ptr<SDL_Window, SDLWindowDestroyer> window;
std::unique_ptr<SDL_Renderer, SDLRendererDestroyer> renderer; std::unique_ptr<SDL_Renderer, SDLRendererDestroyer> renderer;
}; };
} }
}
#endif //OPENDIABLO2_D2GRAPHICS_H #endif //OPENDIABLO2_D2GRAPHICS_H

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@ -3,8 +3,7 @@
#include <memory> #include <memory>
namespace OpenDiablo2 { namespace OpenDiablo2::System {
namespace System {
class D2Input { class D2Input {
public: public:
@ -16,8 +15,6 @@ namespace OpenDiablo2 {
bool quitIsRequested = false; bool quitIsRequested = false;
}; };
}
} }
#endif //OPENDIABLO2_D2INPUT_H #endif //OPENDIABLO2_D2INPUT_H

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@ -34,7 +34,7 @@ namespace OpenDiablo2 {
exit(1); exit(1);
} }
spdlog::debug("Destroying SDL renderer"); spdlog::debug("Initializing SDL renderer");
renderer = std::unique_ptr<SDL_Renderer, SDLRendererDestroyer>(SDL_CreateRenderer(window.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)); renderer = std::unique_ptr<SDL_Renderer, SDLRendererDestroyer>(SDL_CreateRenderer(window.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
if (renderer == nullptr){ if (renderer == nullptr){
spdlog::error("Could not create sdl2 window: " + std::string(SDL_GetError())); spdlog::error("Could not create sdl2 window: " + std::string(SDL_GetError()));