Game-Engine/engine/main.cpp
2025-05-01 23:40:01 +02:00

161 lines
No EOL
4.2 KiB
C++

#include <SDL.h>
#include <glad/glad.h>
#include <iostream>
#include <filesystem>
#include <unordered_map>
namespace fs = std::filesystem;
extern "C" {
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
}
#include "input.h"
bool isRunning = false;
lua_State* luaState;
// PLACEHOLDER
std::unordered_map<std::string, std::filesystem::file_time_type> loadedLuaFiles;
void loadLuaScripts(lua_State* L, const std::string& path) {
for (const auto& entry : fs::directory_iterator(path)) {
if (entry.path().extension() == ".lua") {
std::string filePath = entry.path().string();
auto lastWrite = fs::last_write_time(entry);
if (loadedLuaFiles.find(filePath) == loadedLuaFiles.end() || loadedLuaFiles[filePath] != lastWrite){
loadedLuaFiles[filePath] = lastWrite;
std::cout << "Loading Lua file: " << filePath << std::endl;
if (luaL_dofile(L, filePath.c_str()) != LUA_OK) {
std::cerr << "Lua error in " << filePath << ": " << lua_tostring(L, -1) << std::endl;
lua_pop(L, 1);
}
}
}
}
}
int closeGame(lua_State* L) {
isRunning = false;
return 0;
}
void createLuaTables() {
lua_newtable(luaState);
// Add Close() to engine table
lua_pushcfunction(luaState, closeGame);
lua_setfield(luaState, -2, "Close");
lua_setglobal(luaState, "engine");
// PLACEHOLDER
// Add global KEY_* constants
for (int scancode = 0; scancode < SDL_NUM_SCANCODES; ++scancode) {
const char* name = SDL_GetScancodeName(static_cast<SDL_Scancode>(scancode));
if (name && name[0] != '\0') {
std::string keyName = "KEY_";
for (int i = 0; name[i]; ++i) {
if (name[i] == ' ')
keyName += '_';
else
keyName += std::toupper(name[i]);
}
lua_pushinteger(luaState, scancode);
lua_setglobal(luaState, keyName.c_str());
}
}
}
int main(int argc, char* argv[]) {
std::cout << "Starting...\n";
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
std::cout << "SDL initialized!\n";
SDL_Window* window = SDL_CreateWindow("engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL);
if (!window) {
std::cerr << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
return 1;
}
std::cout << "SDL Window created.\n";
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
std::cerr << "SDL_GL_CreateContext Error: " << SDL_GetError() << std::endl;
return 1;
}
std::cout << "SDL Context created.\n";
// Load OpenGL functions via GLAD
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
std::cerr << "Failed to initialize GLAD\n";
return -1;
}
std::cout << "GLAD initialized!\n";
// Create Lua State
luaState = luaL_newstate();
luaL_openlibs(luaState);
createLuaTables();
std::cout << "Lua State created!\n";
std::cout << "Running game loop...\n";
isRunning = true;
SDL_Event event;
while (isRunning) {
loadLuaScripts(luaState, "lua");
while (SDL_PollEvent(&event)) {
SDL_KeyboardEvent* key;
key = &event.key;
SDL_Keysym* keysym;
keysym = &key->keysym;
switch (event.type) {
case SDL_QUIT:
isRunning = false;
break;
case SDL_KEYUP:
process_input(*keysym, false, luaState);
break;
case SDL_KEYDOWN:
process_input(*keysym, true, luaState);
break;
default:
break;
}
}
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(window);
}
std::cout << "Shutting down..\n";
lua_close(luaState);
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}