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App.cpp
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128 lines (94 loc) · 3.33 KB
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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include <vector>
#include <iostream>
#include <list>
#include <queue>
int Get_Width() { return glfwGetVideoMode(glfwGetPrimaryMonitor())->width; }
int Get_Height() { return glfwGetVideoMode(glfwGetPrimaryMonitor())->height; }
#define Screen_Width Get_Width()
#define Screen_Height Get_Height()
#include "Shader.h"
#include <ft2build.h>
#include FT_FREETYPE_H
#include "Text-Rendering.h"
#include "HoverEffect.h"
#include "Shapes.h"
#include "Map.h"
#include "GLInit.h"
int main(int argc, char** argv)
{
GLFWwindow* window;
GLInit(window);
// Initialize GLEW
GLenum err = glewInit();
// if error in GLEW
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
Map World;
glfwSetMouseButtonCallback(window, World.mouseButtonCallBack);
glfwSetCursorPosCallback(window, World.cursorPositionCallBack);
glfwSetKeyCallback(window, World.KeyboardCallBack);
// Shader reading
Shader shader("Shaders/vs.shader", "Shaders/fs.shader");
// Binding shader with text
BindText(shader);
// Loop until choice is selected OR window is not closed
while (World.GetSelectedAlgorithm() == 0 && !glfwWindowShouldClose(window) && !QuitApp)
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
// White Background
glClearColor(1, 1, 1, 0);
// To draw
glLoadIdentity();
glOrtho(0, 1280, 720, 0, 100, -100);
// Store mouse positions
World.SetCursorPosition(window);
int HoverBlock = 0;
bool isHovering = World.CheckBlockCollision(World.GetCursorPositionX() , World.GetCursorPositionY(), HoverBlock);
// Play hover effect on rendered text if any.
CheckHover(shader, HoverBlock, isHovering);
World.InputAlgoChoice(HoverBlock);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
// Destroy window
glfwDestroyWindow(window);
if (World.GetSelectedAlgorithm() != 0 && !QuitApp)
{
World.ResetKeys();
GLInit(window);
glfwSetMouseButtonCallback(window, World.mouseButtonCallBack);
glfwSetCursorPosCallback(window, World.cursorPositionCallBack);
glfwSetKeyCallback(window, World.KeyboardCallBack);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window) && !QuitApp)
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
// White Background
glClearColor(1, 1, 1, 0);
// To draw
glLoadIdentity();
glOrtho(0, Screen_Width, Screen_Height, 0, 100, -100);
World.DrawWorld();
World.SetCursorPosition(window);
World.UpdateMap(window);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
}
glfwTerminate();
return 0;
}