Update launch.json to include Linux specific debug config Update CMakeList to compile on Linux
129 lines
No EOL
3.1 KiB
C++
129 lines
No EOL
3.1 KiB
C++
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#include <SDL.h>
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#include <glad/glad.h>
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#include <iostream>
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extern "C" {
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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}
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bool isRunning = false;
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lua_State* luaState;
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void createLuaTables() {
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lua_newtable(luaState);
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lua_setglobal(luaState, "engine");
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}
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// TEMPORARY
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void process_input(SDL_Keysym keysym) {
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// Call engine.keypressed(key)
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lua_getglobal(luaState, "engine");
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if (lua_istable(luaState, -1)) {
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lua_getfield(luaState, -1, "KeyPressed");
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if (lua_isfunction(luaState, -1)) {
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lua_pushinteger(luaState, keysym.scancode);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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const char* error = lua_tostring(luaState, -1);
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std::cerr << "Lua error in engine.keypressed: " << error << std::endl;
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}
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}
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}
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switch (keysym.scancode) {
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case SDL_SCANCODE_ESCAPE:
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isRunning = false;
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std::cout << "Closing game\n";
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break;
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default:
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break;
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}
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}
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int main(int argc, char* argv[]) {
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std::cout << "Starting...\n";
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl;
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return 1;
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}
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std::cout << "SDL initialized!\n";
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SDL_Window* window = SDL_CreateWindow("engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL);
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if (!window) {
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std::cerr << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
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return 1;
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}
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std::cout << "SDL Window created.\n";
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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if (!glContext) {
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std::cerr << "SDL_GL_CreateContext Error: " << SDL_GetError() << std::endl;
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return 1;
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}
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std::cout << "SDL Context created.\n";
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// Load OpenGL functions via GLAD
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if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
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std::cerr << "Failed to initialize GLAD\n";
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return -1;
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}
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std::cout << "GLAD initialized!\n";
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luaState = luaL_newstate();
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luaL_openlibs(luaState);
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createLuaTables();
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std::cout << "Lua State created!\n";
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if (luaL_dofile(luaState, "test.lua") != LUA_OK) {
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const char* error = lua_tostring(luaState, -1);
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printf("Lua error: %s\n", error);
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}
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std::cout << "Running game loop...\n";
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isRunning = true;
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SDL_Event event;
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while (isRunning) {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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isRunning = false;
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break;
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case SDL_KEYUP:
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SDL_KeyboardEvent* key;
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key = &event.key;
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SDL_Keysym* keysym;
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keysym = &key->keysym;
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process_input(*keysym);
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break;
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default:
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break;
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}
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}
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapWindow(window);
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}
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lua_close(luaState);
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SDL_GL_DeleteContext(glContext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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} |