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SDL window

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ssloy committed Feb 9, 2019
1 parent 63f1a56 commit 152b4778206c6931d2d75a81fae59bc6c82189a9
Showing with 285 additions and 13 deletions.
  1. +5 −0 CMakeLists.txt
  2. +202 −0 FindSDL2.cmake
  3. +62 −0 gui.cpp
  4. +7 −0 sprite.cpp
  5. +2 −13 tinyraycaster.cpp
  6. +7 −0 tinyraycaster.h
@@ -21,12 +21,17 @@ enable_cxx_compiler_flag_if_supported("-pedantic")
enable_cxx_compiler_flag_if_supported("-std=c++11")
enable_cxx_compiler_flag_if_supported("-O3")

set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}")
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})

file(GLOB SOURCES
"${SRC_DIR}/*.h"
"${SRC_DIR}/*.cpp"
)

add_executable(${PROJECT_NAME} ${SOURCES})
target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARIES})
target_include_directories(${PROJECT_NAME} PRIVATE "${SRC_DIR}")


@@ -0,0 +1,202 @@
# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
# file Copyright.txt or https://cmake.org/licensing for details.

#.rst:
# FindSDL2
# -------
#
# 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 SDL
# SDL2_INCLUDE_DIR, where to find SDL.h
# SDL2_VERSION_STRING, human-readable string containing the version of SDL
#
#
#
# This module responds to 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 proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
#
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDLmain 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 SDL
# library (SDL.dll, libsdl.so, SDL.framework, etc). Set
# SDL2_LIBRARY_TEMP to point to your SDL library, and configure again.
# Similarly, if you see an empty SDLMAIN_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 SDL. 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" SDL
# guidelines. Added a search for SDLmain 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 SDL/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention is #include
# "SDL.h", not <SDL/SDL.h>. This is done for portability reasons
# because not all systems place things in SDL/ (see FreeBSD).

if(NOT SDL2_DIR)
set(SDL2_DIR "" CACHE PATH "SDL2 directory")
endif()

find_path(SDL2_INCLUDE_DIR SDL.h
HINTS
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES SDL2
# path suffixes to search inside ENV{SDL2DIR}
include/SDL2 include
)

if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(VC_LIB_PATH_SUFFIX lib/x64)
else()
set(VC_LIB_PATH_SUFFIX lib/x86)
endif()

find_library(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
)

# Hide this cache variable from the user, it's an internal implementation
# detail. The documented library variable for the user is SDL2_LIBRARY
# which is derived from SDL2_LIBRARY_TEMP further below.
set_property(CACHE SDL2_LIBRARY_TEMP PROPERTY TYPE INTERNAL)

if(NOT SDL2_BUILDING_LIBRARY)
if(NOT SDL2_INCLUDE_DIR MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDLmain. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDLmain for compatibility even though they don't
# necessarily need it.
find_library(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
PATHS
/sw
/opt/local
/opt/csw
/opt
)
endif()
endif()

# SDL 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()

# MinGW needs an additional link flag, -mwindows
# It's total link flags should look like -lmingw32 -lSDLmain -lSDL -mwindows
if(MINGW)
set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW")
endif()

if(SDL2_LIBRARY_TEMP)
# For SDLmain
if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY)
list(FIND SDL2_LIBRARY_TEMP "${SDLMAIN_LIBRARY}" _SDL2_MAIN_INDEX)
if(_SDL2_MAIN_INDEX EQUAL -1)
set(SDL2_LIBRARY_TEMP "${SDLMAIN_LIBRARY}" ${SDL2_LIBRARY_TEMP})
endif()
unset(_SDL2_MAIN_INDEX)
endif()

# For OS X, SDL 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()

# 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()

# For MinGW library
if(MINGW)
set(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
endif()

# Set the final string here so the GUI reflects the final state.
set(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL Library can be found")
endif()

if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL2_version.h")
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+[0-9]+$")
string(REGEX REPLACE "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}")
set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH})
unset(SDL2_VERSION_MAJOR_LINE)
unset(SDL2_VERSION_MINOR_LINE)
unset(SDL2_VERSION_PATCH_LINE)
unset(SDL2_VERSION_MAJOR)
unset(SDL2_VERSION_MINOR)
unset(SDL2_VERSION_PATCH)
endif()

set(SDL2_LIBRARIES ${SDL2_LIBRARY} ${SDL2MAIN_LIBRARY})
set(SDL2_INCLUDE_DIRS ${SDL2_INCLUDE_DIR})

include(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR
VERSION_VAR SDL2_VERSION_STRING)


62 gui.cpp
@@ -0,0 +1,62 @@
#include <iostream>
#include <vector>
#include "SDL.h"

#include "map.h"
#include "utils.h"
#include "player.h"
#include "sprite.h"
#include "framebuffer.h"
#include "textures.h"
#include "tinyraycaster.h"

int main() {
FrameBuffer fb{1024, 512, std::vector<uint32_t>(1024*512, pack_color(255, 255, 255))};
Player player{3.456, 2.345, 1.523, M_PI/3.};
Map map;
Texture tex_walls("../walltext.png");
Texture tex_monst("../monsters.png");
if (!tex_walls.count || !tex_monst.count) {
std::cerr << "Failed to load textures" << std::endl;
return -1;
}
std::vector<Sprite> sprites{ {3.523, 3.812, 2, 0}, {1.834, 8.765, 0, 0}, {5.323, 5.365, 1, 0}, {4.123, 10.265, 1, 0} };
render(fb, map, player, sprites, tex_walls, tex_monst);

SDL_Window *window = nullptr;
SDL_Renderer *renderer = nullptr;

if (SDL_Init(SDL_INIT_VIDEO)) {
std::cerr << "Couldn't initialize SDL: " << SDL_GetError() << std::endl;
return -1;
}

if (SDL_CreateWindowAndRenderer(fb.w, fb.h, SDL_WINDOW_SHOWN | SDL_WINDOW_INPUT_FOCUS, &window, &renderer)) {
std::cerr << "Couldn't create window and renderer: " << SDL_GetError() << std::endl;
return -1;
}

SDL_Texture *framebuffer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, fb.w, fb.h);
SDL_UpdateTexture(framebuffer_texture, NULL, reinterpret_cast<void *>(fb.img.data()), fb.w*4);

SDL_Event event;
while (1) {
SDL_PollEvent(&event);
if (event.type == SDL_QUIT) {
break;
}

SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, framebuffer_texture, NULL, NULL);
SDL_RenderPresent(renderer);
}

SDL_DestroyTexture(framebuffer_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);

SDL_Quit();

return 0;
}

@@ -0,0 +1,7 @@
#include <cstdlib>
#include "sprite.h"

bool Sprite::operator < (const Sprite& s) const {
return player_dist > s.player_dist;
}

@@ -112,21 +112,10 @@ void render(FrameBuffer &fb, Map &map, Player &player, std::vector<Sprite> &spri
}
}

/*
int main() {
FrameBuffer fb{1024, 512, std::vector<uint32_t>(1024*512, pack_color(255, 255, 255))};
Player player{3.456, 2.345, 1.523, M_PI/3.};
Map map;
Texture tex_walls("../walltext.png");
Texture tex_monst("../monsters.png");
if (!tex_walls.count || !tex_monst.count) {
std::cerr << "Failed to load textures" << std::endl;
return -1;
}
std::vector<Sprite> sprites{ {3.523, 3.812, 2, 0}, {1.834, 8.765, 0, 0}, {5.323, 5.365, 1, 0}, {4.123, 10.265, 1, 0} };

render(fb, map, player, sprites, tex_walls, tex_monst);
drop_ppm_image("./out.ppm", fb.img, fb.w, fb.h);
return 0;
}

*/
@@ -0,0 +1,7 @@
#ifndef TINYRAYCASTER_H
#define TINYRAYCASTER_H

void render(FrameBuffer &fb, Map &map, Player &player, std::vector<Sprite> &sprites, Texture &tex_walls, Texture &tex_monst);

#endif // TINYRAYCASTER_H

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