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Replaced GLUT with SDL2.
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Pavel Simo committed Dec 27, 2014
1 parent b7ceeb4 commit b6906dc
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Showing 8 changed files with 721 additions and 147 deletions.
12 changes: 11 additions & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,8 @@ ADD_EXECUTABLE(
src/BitmapFontXMLParser.cxx
src/SoundManager.cpp
src/FileSystem.cpp
src/Game.cpp
src/AsteroidGame.cpp
)

# C++11
Expand Down Expand Up @@ -124,10 +126,18 @@ if (UNIX)
MESSAGE(ERROR " Xerces-C not found!")
ENDIF(NOT XERCESC_FOUND)

# SDL2
FIND_PACKAGE(SDL2 REQUIRED)
INCLUDE_DIRECTORIES(${SDL2_INCLUDE_DIR})
IF(NOT SDL2_FOUND)
MESSAGE(ERROR " SDL2 not found!")
ENDIF(NOT SDL2_FOUND)

TARGET_LINK_LIBRARIES(
${PROJECT_NAME}
${OPENGL_LIBRARIES}
${GLUT_LIBRARY}
${SDL2_LIBRARY}
#${GLUT_LIBRARY}
${IL_LIBRARIES}
${ILU_LIBRARIES}
${ILUT_LIBRARIES}
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180 changes: 180 additions & 0 deletions cmake/Modules/FindSDL2.cmake
Original file line number Diff line number Diff line change
@@ -0,0 +1,180 @@
# Locate SDL2 library
# 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 SDL2_main 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 SDL2main.h and SDL2main.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" SDL2 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" SDL2 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).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.

#=============================================================================
# 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.)

FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")

FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)

#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")

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 lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
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 library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)

SET(SDL2_FOUND "NO")
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 "")

SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)

INCLUDE(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
3 changes: 2 additions & 1 deletion src/Actor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,8 @@ namespace asteroids
m_position = position;
}

void Actor::SetVel(const Vector2 &vel) {
void Actor::SetVel(const Vector2 &vel)
{
m_vel = vel;
}

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93 changes: 93 additions & 0 deletions src/AsteroidGame.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,93 @@
#include "AsteroidGame.h"

namespace asteroids
{
AsteroidGame::AsteroidGame(const std::string &title, uint32_t width, uint32_t height,
uint32_t framesPerSecond)
: Game(title, width, height, framesPerSecond),
m_world(new World(width, height))
{

}

AsteroidGame::~AsteroidGame()
{
if(m_world != nullptr)
{
delete m_world;
m_world = nullptr;
}
}

void AsteroidGame::OnKeyDown(SDL_KeyboardEvent &event)
{
switch(event.keysym.sym)
{
case SDLK_w:
m_world->OnKeyDown('w');
break;
case SDLK_s:
m_world->OnKeyDown('s');
break;
case SDLK_a:
m_world->OnKeyDown('a');
break;
case SDLK_d:
m_world->OnKeyDown('d');
break;
case SDLK_SPACE:
m_world->OnKeyDown(' ');
break;
}
}

void AsteroidGame::OnKeyUp(SDL_KeyboardEvent &event)
{
switch(event.keysym.sym)
{
case SDLK_w:
m_world->OnKeyUp('w');
break;
case SDLK_s:
m_world->OnKeyUp('s');
break;
case SDLK_a:
m_world->OnKeyUp('a');
break;
case SDLK_d:
m_world->OnKeyUp('d');
break;
case SDLK_SPACE:
m_world->OnKeyUp(' ');
break;
}
}

void AsteroidGame::OnMouseButtonDown(SDL_MouseButtonEvent &event)
{
m_world->OnMouseClick(event.button, event.state, event.x, event.y);
}

void AsteroidGame::OnMouseButtonUp(SDL_MouseButtonEvent &event)
{
// do nothing
}

void AsteroidGame::OnUpdate()
{
m_world->Update();
}

void AsteroidGame::OnRender()
{
m_world->Render();
}

void AsteroidGame::OnInit()
{
if(!m_world->LoadResources())
{
std::cerr << "ERROR: Unable to load the game resources." << '\n';
}
}
}
29 changes: 29 additions & 0 deletions src/AsteroidGame.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,29 @@
#ifndef __ASTEROIDGAME_H_
#define __ASTEROIDGAME_H_

#include "Game.h"
#include "World.h"

namespace asteroids
{
class AsteroidGame : public Game
{
public:
AsteroidGame(const std::string& title, uint32_t width, uint32_t height,
uint32_t framesPerSecond = 60);
~AsteroidGame();

virtual void OnKeyDown(SDL_KeyboardEvent& event) override;
virtual void OnKeyUp(SDL_KeyboardEvent& event) override;
virtual void OnMouseButtonDown(SDL_MouseButtonEvent& event) override;
virtual void OnMouseButtonUp(SDL_MouseButtonEvent& event) override;
virtual void OnUpdate() override;
virtual void OnRender() override;
virtual void OnInit() override;

private:
World* m_world;
};
}

#endif //__ASTEROIDGAME_H_
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