Esempio n. 1
0
/// Update input states.
///
/// This should be executed once per frame before polling the input
/// buffer.
void input_buffer::update(InputBuffer& ib) {
	for (auto window : ib._windows) {
		if (!window) {
			continue;
		}
		update_input_states(window);
	}
}
Esempio n. 2
0
File: main.c Progetto: Df458/Halberd
int main(int argc, char** argv)
{
    if(!glfwInit()) {
        error("Failed to intialize GLFW.");
        return 1;
    }

    GLFWwindow* win;
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    win = glfwCreateWindow(800, 600, "Halberd", NULL, NULL);
    if(!win) {
        error("Unable to create window.");
        return 1;
    }
    glfwSetFramebufferSizeCallback(win, sizeCallback);
    glfwMakeContextCurrent(win);

	glewExperimental = 1;
	if(glewInit() != GLEW_OK) {
        error("glewInit() failed.");
        glfwDestroyWindow(win);
        return 1;
    }
    glGetError(); // Because GLEW is silly. <http://stackoverflow.com/questions/20034615/why-does-glewinit-result-in-gl-invalid-enum-after-making-some-calls-to-glfwwin>
    GLuint VAO; // FIXME: Stupid Hack. <http://stackoverflow.com/questions/13403807/glvertexattribpointer-raising-gl-invalid-operation>
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    init_graphics();
    update_camera(800, 600);
    init_input(win);
    init_player(0, 0);
    init_ui();
    init_settings();

    /*init_maps();*/
    // TODO: Figure out the correct way to start up
    /*get_tileset_id("Plains.png");*/
    /*load_maps("test");*/

    float delta = 0;
    glfwSetTime(0);
    do {
        delta = glfwGetTime();
        glfwSetTime(0);
        glfwPollEvents();

        if(!ui_present())
            update_player(delta);
        update_actors(delta);
        update_ui(delta);
        update_input_states(delta);

        render_game();

        glfwSwapBuffers(win);
    } while(!glfwWindowShouldClose(win) && get_input_state(4) != 2);

    destroy_player_actor();
    destroy_actors();
    /*destroy_maps();*/
    destroy_ui();
    destroy_graphics();
    cleanup_settings();

    glfwDestroyWindow(win);
    glfwTerminate();
    return 0;
}