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Source: Basic Game Engine

eXpl0it3r edited this page Oct 18, 2012 · 1 revision

Basic Game Engine

The following is the start of a basic game engine intended for beginners and experienced developers to start from. As time permits, I will add important features to this game engine and mention their uses in the Basic Game Engine tutorial wiki. Originally this Wiki included all the source code, but since that time, the source code has been moved to its new home at GQE Project. Please download the latest source code from there. Also, you may need the stdint.h file shown below if you're using Visual Studio 2008 or lower since the GQE requires this file. Credit would be appreciated but not required. Please send me an email to my nick GatorQue in the forums if you have questions or recommendations. Thanks and please don't hesitate to suggest improvements.

stdint.h [Top]

If you are using Visual Studio 2008 or lower, you will need this file. It defines the uint32_t, int32_t, and other typedef's. Gcc and other compilers provide this file (since it is part of the C/C++ standard).

// ISO C9x  compliant stdint.h for Microsoft Visual Studio
// Based on ISO/IEC 9899:TC2 Committee draft (May 6, 2005) WG14/N1124 
// 
//  Copyright (c) 2006-2008 Alexander Chemeris
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// 
//   1. Redistributions of source code must retain the above copyright notice,
//      this list of conditions and the following disclaimer.
// 
//   2. Redistributions in binary form must reproduce the above copyright
//      notice, this list of conditions and the following disclaimer in the
//      documentation and/or other materials provided with the distribution.
// 
//   3. The name of the author may be used to endorse or promote products
//      derived from this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
// OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, 
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// 
///////////////////////////////////////////////////////////////////////////////

#ifndef _MSC_VER // [
#error "Use this header only with Microsoft Visual C++ compilers!"
#endif // _MSC_VER ]

#ifndef _MSC_STDINT_H_ // [
#define _MSC_STDINT_H_

#if _MSC_VER > 1000
#pragma once
#endif

#include <limits.h>

// For Visual Studio 6 in C++ mode and for many Visual Studio versions when
// compiling for ARM we should wrap <wchar.h> include with 'extern "C++" {}'
// or compiler give many errors like this:
//   error C2733: second C linkage of overloaded function 'wmemchr' not allowed
#ifdef __cplusplus
extern "C" {
#endif
#  include <wchar.h>
#ifdef __cplusplus
}
#endif

// Define _W64 macros to mark types changing their size, like intptr_t.
#ifndef _W64
#  if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && _MSC_VER >= 1300
#     define _W64 __w64
#  else
#     define _W64
#  endif
#endif


// 7.18.1 Integer types

// 7.18.1.1 Exact-width integer types

// Visual Studio 6 and Embedded Visual C++ 4 doesn't
// realize that, e.g. char has the same size as __int8
// so we give up on __intX for them.
#if (_MSC_VER < 1300)
   typedef signed char       int8_t;
   typedef signed short      int16_t;
   typedef signed int        int32_t;
   typedef unsigned char     uint8_t;
   typedef unsigned short    uint16_t;
   typedef unsigned int      uint32_t;
#else
   typedef signed __int8     int8_t;
   typedef signed __int16    int16_t;
   typedef signed __int32    int32_t;
   typedef unsigned __int8   uint8_t;
   typedef unsigned __int16  uint16_t;
   typedef unsigned __int32  uint32_t;
#endif
typedef signed __int64       int64_t;
typedef unsigned __int64     uint64_t;


// 7.18.1.2 Minimum-width integer types
typedef int8_t    int_least8_t;
typedef int16_t   int_least16_t;
typedef int32_t   int_least32_t;
typedef int64_t   int_least64_t;
typedef uint8_t   uint_least8_t;
typedef uint16_t  uint_least16_t;
typedef uint32_t  uint_least32_t;
typedef uint64_t  uint_least64_t;

// 7.18.1.3 Fastest minimum-width integer types
typedef int8_t    int_fast8_t;
typedef int16_t   int_fast16_t;
typedef int32_t   int_fast32_t;
typedef int64_t   int_fast64_t;
typedef uint8_t   uint_fast8_t;
typedef uint16_t  uint_fast16_t;
typedef uint32_t  uint_fast32_t;
typedef uint64_t  uint_fast64_t;

// 7.18.1.4 Integer types capable of holding object pointers
#ifdef _WIN64 // [
   typedef signed __int64    intptr_t;
   typedef unsigned __int64  uintptr_t;
#else // _WIN64 ][
   typedef _W64 signed int   intptr_t;
   typedef _W64 unsigned int uintptr_t;
#endif // _WIN64 ]

// 7.18.1.5 Greatest-width integer types
typedef int64_t   intmax_t;
typedef uint64_t  uintmax_t;


// 7.18.2 Limits of specified-width integer types

#if !defined(__cplusplus) || defined(__STDC_LIMIT_MACROS) // [   See footnote 220 at page 257 and footnote 221 at page 259

// 7.18.2.1 Limits of exact-width integer types
#define INT8_MIN     ((int8_t)_I8_MIN)
#define INT8_MAX     _I8_MAX
#define INT16_MIN    ((int16_t)_I16_MIN)
#define INT16_MAX    _I16_MAX
#define INT32_MIN    ((int32_t)_I32_MIN)
#define INT32_MAX    _I32_MAX
#define INT64_MIN    ((int64_t)_I64_MIN)
#define INT64_MAX    _I64_MAX
#define UINT8_MAX    _UI8_MAX
#define UINT16_MAX   _UI16_MAX
#define UINT32_MAX   _UI32_MAX
#define UINT64_MAX   _UI64_MAX

// 7.18.2.2 Limits of minimum-width integer types
#define INT_LEAST8_MIN    INT8_MIN
#define INT_LEAST8_MAX    INT8_MAX
#define INT_LEAST16_MIN   INT16_MIN
#define INT_LEAST16_MAX   INT16_MAX
#define INT_LEAST32_MIN   INT32_MIN
#define INT_LEAST32_MAX   INT32_MAX
#define INT_LEAST64_MIN   INT64_MIN
#define INT_LEAST64_MAX   INT64_MAX
#define UINT_LEAST8_MAX   UINT8_MAX
#define UINT_LEAST16_MAX  UINT16_MAX
#define UINT_LEAST32_MAX  UINT32_MAX
#define UINT_LEAST64_MAX  UINT64_MAX

// 7.18.2.3 Limits of fastest minimum-width integer types
#define INT_FAST8_MIN    INT8_MIN
#define INT_FAST8_MAX    INT8_MAX
#define INT_FAST16_MIN   INT16_MIN
#define INT_FAST16_MAX   INT16_MAX
#define INT_FAST32_MIN   INT32_MIN
#define INT_FAST32_MAX   INT32_MAX
#define INT_FAST64_MIN   INT64_MIN
#define INT_FAST64_MAX   INT64_MAX
#define UINT_FAST8_MAX   UINT8_MAX
#define UINT_FAST16_MAX  UINT16_MAX
#define UINT_FAST32_MAX  UINT32_MAX
#define UINT_FAST64_MAX  UINT64_MAX

// 7.18.2.4 Limits of integer types capable of holding object pointers
#ifdef _WIN64 // [
#  define INTPTR_MIN   INT64_MIN
#  define INTPTR_MAX   INT64_MAX
#  define UINTPTR_MAX  UINT64_MAX
#else // _WIN64 ][
#  define INTPTR_MIN   INT32_MIN
#  define INTPTR_MAX   INT32_MAX
#  define UINTPTR_MAX  UINT32_MAX
#endif // _WIN64 ]

// 7.18.2.5 Limits of greatest-width integer types
#define INTMAX_MIN   INT64_MIN
#define INTMAX_MAX   INT64_MAX
#define UINTMAX_MAX  UINT64_MAX

// 7.18.3 Limits of other integer types

#ifdef _WIN64 // [
#  define PTRDIFF_MIN  _I64_MIN
#  define PTRDIFF_MAX  _I64_MAX
#else  // _WIN64 ][
#  define PTRDIFF_MIN  _I32_MIN
#  define PTRDIFF_MAX  _I32_MAX
#endif  // _WIN64 ]

#define SIG_ATOMIC_MIN  INT_MIN
#define SIG_ATOMIC_MAX  INT_MAX

#ifndef SIZE_MAX // [
#  ifdef _WIN64 // [
#     define SIZE_MAX  _UI64_MAX
#  else // _WIN64 ][
#     define SIZE_MAX  _UI32_MAX
#  endif // _WIN64 ]
#endif // SIZE_MAX ]

// WCHAR_MIN and WCHAR_MAX are also defined in <wchar.h>
#ifndef WCHAR_MIN // [
#  define WCHAR_MIN  0
#endif  // WCHAR_MIN ]
#ifndef WCHAR_MAX // [
#  define WCHAR_MAX  _UI16_MAX
#endif  // WCHAR_MAX ]

#define WINT_MIN  0
#define WINT_MAX  _UI16_MAX

#endif // __STDC_LIMIT_MACROS ]


// 7.18.4 Limits of other integer types

#if !defined(__cplusplus) || defined(__STDC_CONSTANT_MACROS) // [   See footnote 224 at page 260

// 7.18.4.1 Macros for minimum-width integer constants

#define INT8_C(val)  val##i8
#define INT16_C(val) val##i16
#define INT32_C(val) val##i32
#define INT64_C(val) val##i64

#define UINT8_C(val)  val##ui8
#define UINT16_C(val) val##ui16
#define UINT32_C(val) val##ui32
#define UINT64_C(val) val##ui64

// 7.18.4.2 Macros for greatest-width integer constants
#define INTMAX_C   INT64_C
#define UINTMAX_C  UINT64_C

#endif // __STDC_CONSTANT_MACROS ]


#endif // _MSC_STDINT_H_ ]

Comments [Top]

Please leave your comments here or if you would appreciate a quick response, email my nick GatorQue in the forums.

Jmgr - You should put your getters const. To allow settings getters const and using a mutex, simply set your mutex as mutable by putting this keyword before his declaration.

eXpl0it3r - First of all a BIG thank you for the code and the tut! I don't know if you've ever run that script, but for me there're a lot of errors coming out of the compiler... e.g. missing MenuState.hpp & SplashState.hpp or map error in ConfigReader.hpp and there seams to be many errors related to closing brackets and semicolons }; I'll try to fix somethings, but is there a fully working source? :-)

GatorQue - I have fixed all the compiler issues that I can find. I also provided the MenuState and SplashState classes as examples of creating simple State classes. I will add the CONST flags to the Getters/Setters in the near future.

eXpl0it3r - Thanks for the fix! It really works now! =) Your code is for the SFML Version 1.6, I started playing around with v2.0 and had to make a few fixes for that, I ziped and uploaded it to this link: http://www.rapidshare.com/files/443403165/GQE.zip Just in case someone would like that too. ;-) Btw I've spotted a not relevant mistake, in MenuState.cpp and SplashState.cpp it's named in the comment section as .hpp instead of .cpp ;-) THX

GatorQue - I fixed the comments in the two State files and added the ability to add Inactive states to the StateManager class. This allows you to add a bunch of states, whose Init will only be called when they become active. The advantage to adding states as active is that their Init function will immediately be called, which might trigger the AssetManager to load certain images, sounds, etc. If you want these assets to not be loaded, until the state becomes active, then add the state as an Inactive state.

jinho - Hi, wanted to say thanks so much for posting up your code, it's been really enlightening! This may be a stupid questions, but I was able to compile GQE, but when I try running it, it states that it can't load "MenuImage.png" and "SplashImage.png" - I put them in the same place as GQE.exe but they don't seem to do anything - I simply made the two images to be red and blue 1024 x 768 pngs, but they don't seem to load. What am I doing wrong? Where should the game assets be placed? Thanks!

GatorQue - The issue with the assets not loading is probably because your using Visual Studio to launch the program right after compiling. When you launch the program from within Visual Studio it will usually use the "solution folder" as the working directory. If you edit the properties of your project you can change the "Working Folder" under the "Debugging" category to "$(OutDir)" to force Visual Studio to use the folder of the executable as the working directory. You could also put the assets in the same directory as your "solution file" too.

Mars_999 - Where can one download the whole project as a single .zip file for version 1.6? I see eXpl0it3r made a 2.0 project... Thanks!

GatorQue - Your in luck! The GQE project can be downloaded from the GQE Google Code project here http://code.google.com/p/gqe/. I will try and keep both the code above and the GQE project about the same, but eventually the GQE Google Code project will outpace the code above.

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