mirror of
https://github.com/NickTheFox99/RaylibGame.git
synced 2026-06-28 09:55:11 -04:00
Add DRM rendering & clean up
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@@ -1,12 +0,0 @@
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#pragma once
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class Entity;
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class Component {
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public:
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Entity *owner = nullptr;
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virtual ~Component() = default;
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virtual void Update(float dt) {}
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virtual void Draw() {}
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};
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@@ -1,13 +0,0 @@
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#include "entity.h"
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void Entity::Update(float dt) {
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for (auto &comp : components) {
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comp->Update(dt);
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}
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}
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void Entity::Draw() {
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for (auto &comp : components) {
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comp->Draw();
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}
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}
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@@ -1,21 +0,0 @@
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#pragma once
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#define ENTITY_H_INCLUDED
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#include "component.h"
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#include <memory>
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#include <vector>
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class Entity {
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public:
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template <typename T, typename... Args> T *AddComponent(Args &&...args);
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template <typename T> T *GetComponent();
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template <typename T> bool HasComponent();
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template <typename T> void RemoveComponent();
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void Update(float dt);
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void Draw();
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private:
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std::vector<std::unique_ptr<Component>> components;
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};
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#include "entity.ipp"
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@@ -1,36 +0,0 @@
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#pragma once
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#include <algorithm>
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#ifndef ENTITY_H_INCLUDED
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#include "entity.h"
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#endif
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template <typename T, typename... Args>
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T *Entity::AddComponent(Args &&...args) {
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T *component = new T(std::forward<Args>(args)...);
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component->owner = this;
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components.emplace_back(component);
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return component;
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}
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template <typename T> T *Entity::GetComponent() {
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for (auto &comp : components) {
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if (T *casted = dynamic_cast<T *>(comp.get())) {
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return casted;
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}
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}
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return nullptr;
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}
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template <typename T> bool Entity::HasComponent() {
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return GetComponent<T>() != nullptr;
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}
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template <typename T> void Entity::RemoveComponent() {
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components.erase(std::remove_if(components.begin(), components.end(),
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[](const std::unique_ptr<Component> &comp) {
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return dynamic_cast<T *>(comp.get()) !=
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nullptr;
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}),
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components.end());
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}
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@@ -1,11 +0,0 @@
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#include "entity.h"
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#include <vector>
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class World {
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public:
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void Update(float dt);
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void Draw();
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void AddEntity(Entity entity) {}
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private:
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std::vector<Entity> entities;
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};
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31
src/main.cpp
31
src/main.cpp
@@ -1,4 +1,5 @@
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#include "../data/cube.png.h"
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#include "raylib.h"
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#include <cmath>
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#include <raylib-cpp.hpp>
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@@ -8,17 +9,18 @@
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#define SCREEN_WIDTH (320)
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#define SCREEN_HEIGHT (240)
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#define WIN_WIDTH (1280)
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#define WIN_HEIGHT (720)
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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void MainLoop();
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raylib::Window window(SCREEN_WIDTH, SCREEN_HEIGHT, "game",
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FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE |
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FLAG_WINDOW_MAXIMIZED | FLAG_VSYNC_HINT);
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raylib::Window window(WIN_WIDTH, WIN_HEIGHT, "game",
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FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
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raylib::RenderTexture2D target(320, 240);
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raylib::RenderTexture2D target(SCREEN_WIDTH, SCREEN_HEIGHT);
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raylib::Image texImg =
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raylib::LoadImageFromMemory(".png", cube_png, cube_png_len);
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@@ -43,7 +45,7 @@ int main(void) {
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(MainLoop, 0, 1);
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#else
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while (!window.ShouldClose())
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while (!window.ShouldClose() && !raylib::Keyboard::IsKeyDown(KEY_ESCAPE))
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MainLoop();
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#endif
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@@ -54,8 +56,9 @@ int main(void) {
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void MainLoop() {
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{
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float scale = MIN((float)window.GetWidth() / SCREEN_WIDTH,
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(float)window.GetHeight() / SCREEN_HEIGHT);
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int winWidth = GetScreenWidth(), winHeight = GetScreenHeight();
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float scale =
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MIN((float)winWidth / SCREEN_WIDTH, (float)winHeight / SCREEN_HEIGHT);
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cube.SetTransform(
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raylib::Matrix::RotateXYZ(
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@@ -77,14 +80,14 @@ void MainLoop() {
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window.BeginDrawing();
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{
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ClearBackground(BLACK);
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ClearBackground(GREEN);
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target.GetTexture().Draw(
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raylib::Rectangle(0.0f, 0.0f, (float)target.GetTexture().width,
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(float)-target.GetTexture().height),
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raylib::Rectangle(
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(window.GetWidth() - ((float)SCREEN_WIDTH * scale)) * 0.5f,
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(window.GetHeight() - ((float)SCREEN_HEIGHT * scale)) * 0.5f,
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(float)SCREEN_WIDTH * scale, (float)SCREEN_HEIGHT * scale),
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raylib::Rectangle(0.0f, 0.0f, (float)SCREEN_WIDTH,
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(float)-SCREEN_HEIGHT),
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raylib::Rectangle((winWidth - ((float)SCREEN_WIDTH * scale)) * 0.5f,
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(winHeight - ((float)SCREEN_HEIGHT * scale)) * 0.5f,
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(float)SCREEN_WIDTH * scale,
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(float)SCREEN_HEIGHT * scale),
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raylib::Vector2(0, 0), 0.0f, WHITE);
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}
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window.EndDrawing();
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