/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "game.h"
#include "resource_manager.h"
#include <iostream>
// GLFW function declarations
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// The Width of the screen
const unsigned int SCREEN_WIDTH = 800;
// The height of the screen
const unsigned int SCREEN_HEIGHT = 600;
Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
int main(int argc, char *argv[])
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
glfwWindowHint(GLFW_RESIZABLE, false);
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout", nullptr, nullptr);
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// OpenGL configuration
// --------------------
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// initialize game
// ---------------
Breakout.Init();
// deltaTime variables
// -------------------
float deltaTime = 0.0f;
float lastFrame = 0.0f;
while (!glfwWindowShouldClose(window))
{
// calculate delta time
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
// manage user input
// -----------------
Breakout.ProcessInput(deltaTime);
// update game state
// -----------------
Breakout.Update(deltaTime);
// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
Breakout.Render();
glfwSwapBuffers(window);
}
// delete all resources as loaded using the resource manager
// ---------------------------------------------------------
ResourceManager::Clear();
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
// when a user presses the escape key, we set the WindowShouldClose property to true, closing the application
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (key >= 0 && key < 1024)
{
if (action == GLFW_PRESS)
Breakout.Keys[key] = true;
else if (action == GLFW_RELEASE)
Breakout.Keys[key] = false;
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
HI