diff --git a/.gitignore b/.gitignore index 4e7f5cf..ca62615 100644 --- a/.gitignore +++ b/.gitignore @@ -5,8 +5,7 @@ *.opensdf *.sdf *.pdb -*.sln -*.vcxproj* +*.user [Dd]ebug [Rr]elease @@ -33,3 +32,4 @@ build imgui.ini *.sublime* *.dll +gitparams.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 2c09d02..05c71f4 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -12,28 +12,31 @@ execute_process( file(WRITE "src/gitparams.h" "#define GIT_CUR_COMMIT ${GIT_COMMIT}") set(CMAKE_CXX_STANDARD 11) -set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -g -static-libgcc -static-libstdc++") +set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -static-libgcc -static-libstdc++") -project(dungeon LANGUAGES CXX) +set(TARGET dungeon) +project(${TARGET} LANGUAGES CXX) find_package(OpenGL REQUIRED) -find_package(GLEW REQUIRED) +find_package(glbinding REQUIRED) find_package(Lua REQUIRED) find_package(SDL2 REQUIRED) include_directories( ${OPENGL_INCLUDE_DIR} ${SDL2_INCLUDE_DIR} - ${GLEW_INCLUDE_DIRS} + ${GLBINDING_INCLUDE_DIRS} ${LUA_INCLUDE_DIR} - "libs/glm" "libs/kaguya-1.3.2/include" ) +message(STATUS ${GLBINDING_LIBRARIES}) + link_libraries( ${OPENGL_LIBRARIES} ${SDL2_LIBRARY} - ${GLEW_LIBRARIES} ${LUA_LIBRARIES} ) file(GLOB SOURCES "src/*.cpp" "src/*.c" "src/*.h") add_executable(dungeon ${SOURCES}) + +target_link_libraries(${TARGET} PUBLIC glbinding::glbinding) diff --git a/README.md b/README.md index 53062e6..9ca5f39 100644 --- a/README.md +++ b/README.md @@ -6,18 +6,18 @@ A work-in-progress, cross-platform roguelike written in C++ using SDL2 and OpenG ## Compiling +Dependencies: `SDL2`, `Lua53`, `glm`, and `glbinding` + ### Linux -* Install SDL2, Lua53 and GLEW using your distro's package manager +* Install the dependencies using your distro's package manager * Create a directory named "build" and run `cmake .. && make` inside it * Move either the resulting binary to the root folder of the repository or copy the assets folder into the build directory * You can now run the binary ### Windows -I really need to fix a hassle-free way to build this shit on windows. - -Currently, you need to import the source as a new project in visual studio and set up the dependencies yourself. (SDL2, Lua53, GLEW, OpenGL) +CMake should work just fine on windows as well, but I heavily recommend you to use [vcpkg](https://github.com/Microsoft/vcpkg) to install the libraries. ## Future plans @@ -28,7 +28,8 @@ Currently, you need to import the source as a new project in visual studio and s * [ ] Make entities and AI completely data-driven * [ ] Implement Lua for item/effects/action scripting * Might as well use it for basic data storage as well, since I can then skip creating my own parser or adding an additional library for json/yaml/toml/whatever. - * [x] Initial implementation + * [x] Get Lua to work + * [ ] Initial implementation * [ ] Items * [ ] Status Effects * [ ] Spells diff --git a/dungeon.sln b/dungeon.sln new file mode 100644 index 0000000..ca2d9e2 --- /dev/null +++ b/dungeon.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio 15 +VisualStudioVersion = 15.0.27130.2010 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dungeon", "dungeon.vcxproj", "{47B30CB8-11E4-4B86-BB50-E3603FE99F9E}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Debug|x86 = Debug|x86 + Release|x64 = Release|x64 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Debug|x64.ActiveCfg = Debug|x64 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Debug|x64.Build.0 = Debug|x64 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Debug|x86.ActiveCfg = Debug|Win32 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Debug|x86.Build.0 = Debug|Win32 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Release|x64.ActiveCfg = Release|x64 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Release|x64.Build.0 = Release|x64 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Release|x86.ActiveCfg = Release|Win32 + {47B30CB8-11E4-4B86-BB50-E3603FE99F9E}.Release|x86.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {FDC70A19-9B1D-420D-8411-489CEB5FF3DE} + EndGlobalSection +EndGlobal diff --git a/dungeon.vcxproj b/dungeon.vcxproj new file mode 100644 index 0000000..5f5f701 --- /dev/null +++ b/dungeon.vcxproj @@ -0,0 +1,461 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + MinSizeRel + Win32 + + + RelWithDebInfo + Win32 + + + + {E0613C51-E74C-3258-8634-C19684B171CF} + 10.0.16299.0 + Win32Proj + Win32 + dungeon + NoUpgrade + false + + + + Application + MultiByte + v141 + + + Application + MultiByte + v141 + + + Application + MultiByte + v141 + + + Application + MultiByte + v141 + + + + + + + + + + <_ProjectFileVersion>10.0.20506.1 + E:\Programmering\C++\Dungeon\Debug\ + dungeon.dir\Debug\ + dungeon + .exe + true + true + E:\Programmering\C++\Dungeon\Release\ + dungeon.dir\Release\ + dungeon + .exe + false + true + E:\Programmering\C++\Dungeon\MinSizeRel\ + dungeon.dir\MinSizeRel\ + dungeon + .exe + false + true + E:\Programmering\C++\Dungeon\RelWithDebInfo\ + dungeon.dir\RelWithDebInfo\ + dungeon + .exe + true + true + + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + Debug/ + EnableFastChecks + CompileAsCpp + ProgramDatabase + Sync + Disabled + Disabled + NotUsing + MultiThreadedDebugDLL + true + Level3 + WIN32;_WINDOWS;CMAKE_INTDIR="Debug";%(PreprocessorDefinitions) + $(IntDir) + + + WIN32;_DEBUG;_WINDOWS;CMAKE_INTDIR=\"Debug\";%(PreprocessorDefinitions) + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + $(ProjectDir)/$(IntDir) + %(Filename).h + %(Filename).tlb + %(Filename)_i.c + %(Filename)_p.c + + + + setlocal +powershell -noprofile -executionpolicy Bypass -file E:/Programmering/C++/vcpkg/scripts/buildsystems/msbuild/applocal.ps1 -targetBinary E:/Programmering/C++/Dungeon/Debug/dungeon.exe -installedDir E:/Programmering/C++/vcpkg/installed/x86-windows/debug/bin -OutVariable out +if %errorlevel% neq 0 goto :cmEnd +:cmEnd +endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone +:cmErrorLevel +exit /b %1 +:cmDone +if %errorlevel% neq 0 goto :VCEnd + + + glu32.lib;opengl32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\manual-link\SDL2main.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\SDL2.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\debug\lib\glew32d.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\debug\lib\lua.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;comdlg32.lib;advapi32.lib + %(AdditionalLibraryDirectories) + %(AdditionalOptions) /machine:X86 + true + %(IgnoreSpecificDefaultLibraries) + E:/Programmering/C++/Dungeon/Debug/dungeon.lib + E:/Programmering/C++/Dungeon/Debug/dungeon.pdb + Console + + + + false + + + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + Release/ + CompileAsCpp + Sync + AnySuitable + MaxSpeed + NotUsing + MultiThreadedDLL + true + Level3 + WIN32;_WINDOWS;NDEBUG;CMAKE_INTDIR="Release";%(PreprocessorDefinitions) + $(IntDir) + + + + WIN32;_WINDOWS;NDEBUG;CMAKE_INTDIR=\"Release\";%(PreprocessorDefinitions) + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + $(ProjectDir)/$(IntDir) + %(Filename).h + %(Filename).tlb + %(Filename)_i.c + %(Filename)_p.c + + + + setlocal +powershell -noprofile -executionpolicy Bypass -file E:/Programmering/C++/vcpkg/scripts/buildsystems/msbuild/applocal.ps1 -targetBinary E:/Programmering/C++/Dungeon/Release/dungeon.exe -installedDir E:/Programmering/C++/vcpkg/installed/x86-windows/bin -OutVariable out +if %errorlevel% neq 0 goto :cmEnd +:cmEnd +endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone +:cmErrorLevel +exit /b %1 +:cmDone +if %errorlevel% neq 0 goto :VCEnd + + + glu32.lib;opengl32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\manual-link\SDL2main.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\SDL2.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\glew32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\debug\lib\lua.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;comdlg32.lib;advapi32.lib + %(AdditionalLibraryDirectories) + %(AdditionalOptions) /machine:X86 + false + %(IgnoreSpecificDefaultLibraries) + E:/Programmering/C++/Dungeon/Release/dungeon.lib + E:/Programmering/C++/Dungeon/Release/dungeon.pdb + Console + + + + false + + + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + MinSizeRel/ + CompileAsCpp + Sync + OnlyExplicitInline + MinSpace + NotUsing + MultiThreadedDLL + true + Level3 + WIN32;_WINDOWS;NDEBUG;CMAKE_INTDIR="MinSizeRel";%(PreprocessorDefinitions) + $(IntDir) + + + + WIN32;_WINDOWS;NDEBUG;CMAKE_INTDIR=\"MinSizeRel\";%(PreprocessorDefinitions) + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + $(ProjectDir)/$(IntDir) + %(Filename).h + %(Filename).tlb + %(Filename)_i.c + %(Filename)_p.c + + + + setlocal +powershell -noprofile -executionpolicy Bypass -file E:/Programmering/C++/vcpkg/scripts/buildsystems/msbuild/applocal.ps1 -targetBinary E:/Programmering/C++/Dungeon/MinSizeRel/dungeon.exe -installedDir E:/Programmering/C++/vcpkg/installed/x86-windows/bin -OutVariable out +if %errorlevel% neq 0 goto :cmEnd +:cmEnd +endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone +:cmErrorLevel +exit /b %1 +:cmDone +if %errorlevel% neq 0 goto :VCEnd + + + glu32.lib;opengl32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\manual-link\SDL2main.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\SDL2.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\glew32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\debug\lib\lua.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;comdlg32.lib;advapi32.lib + %(AdditionalLibraryDirectories) + %(AdditionalOptions) /machine:X86 + false + %(IgnoreSpecificDefaultLibraries) + E:/Programmering/C++/Dungeon/MinSizeRel/dungeon.lib + E:/Programmering/C++/Dungeon/MinSizeRel/dungeon.pdb + Console + + + + false + + + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + RelWithDebInfo/ + CompileAsCpp + ProgramDatabase + Sync + OnlyExplicitInline + MaxSpeed + NotUsing + MultiThreadedDLL + true + Level3 + WIN32;_WINDOWS;NDEBUG;CMAKE_INTDIR="RelWithDebInfo";%(PreprocessorDefinitions) + $(IntDir) + + + WIN32;_WINDOWS;NDEBUG;CMAKE_INTDIR=\"RelWithDebInfo\";%(PreprocessorDefinitions) + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + + + E:\Programmering\C++\vcpkg\installed\x86-windows\include\SDL2;E:\Programmering\C++\vcpkg\installed\x86-windows\include;E:\Programmering\C++\Dungeon\libs\kaguya-1.3.2\include;%(AdditionalIncludeDirectories) + $(ProjectDir)/$(IntDir) + %(Filename).h + %(Filename).tlb + %(Filename)_i.c + %(Filename)_p.c + + + + setlocal +powershell -noprofile -executionpolicy Bypass -file E:/Programmering/C++/vcpkg/scripts/buildsystems/msbuild/applocal.ps1 -targetBinary E:/Programmering/C++/Dungeon/RelWithDebInfo/dungeon.exe -installedDir E:/Programmering/C++/vcpkg/installed/x86-windows/bin -OutVariable out +if %errorlevel% neq 0 goto :cmEnd +:cmEnd +endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone +:cmErrorLevel +exit /b %1 +:cmDone +if %errorlevel% neq 0 goto :VCEnd + + + glu32.lib;opengl32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\manual-link\SDL2main.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\SDL2.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\lib\glew32.lib;E:\Programmering\C++\vcpkg\installed\x86-windows\debug\lib\lua.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;comdlg32.lib;advapi32.lib + %(AdditionalLibraryDirectories) + %(AdditionalOptions) /machine:X86 + true + %(IgnoreSpecificDefaultLibraries) + E:/Programmering/C++/Dungeon/RelWithDebInfo/dungeon.lib + E:/Programmering/C++/Dungeon/RelWithDebInfo/dungeon.pdb + Console + + + + false + + + + + Building Custom Rule E:/Programmering/C++/Dungeon/CMakeLists.txt + setlocal +"C:\Program Files\CMake\bin\cmake.exe" -HE:/Programmering/C++/Dungeon -BE:/Programmering/C++/Dungeon --check-stamp-file E:/Programmering/C++/Dungeon/CMakeFiles/generate.stamp +if %errorlevel% neq 0 goto :cmEnd +:cmEnd +endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone +:cmErrorLevel +exit /b %1 +:cmDone +if %errorlevel% neq 0 goto :VCEnd + E:/Programmering/C++/Dungeon/CMakeLists.txt;E:\Programmering\C++\Dungeon\CMakeLists.txt;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeDetermineSystem.cmake;E:\Programmering\C++\vcpkg\scripts\buildsystems\vcpkg.cmake;E:\Programmering\C++\vcpkg\scripts\cmake\vcpkg_get_windows_sdk.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeSystem.cmake.in;E:\Programmering\C++\Dungeon\CMakeFiles\3.9.2\CMakeSystem.cmake;E:\Programmering\C++\vcpkg\scripts\buildsystems\vcpkg.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeSystemSpecificInitialize.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeDetermineCXXCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeDetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Platform\Windows-Determine-CXX.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeDetermineCompilerId.cmake;C:\Program 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Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + + + + + + {40E65D15-5F8D-3901-96F2-47322AD2F0D7} + + + {FE34F69C-6EB7-3A06-A783-3BDA351EEAFE} + + + diff --git a/src/App.cpp b/src/App.cpp index cc19912..c8e9dc5 100644 --- a/src/App.cpp +++ b/src/App.cpp @@ -3,7 +3,7 @@ // #include "App.h" -#include +#include #include #include #include diff --git a/src/Input.cpp b/src/Input.cpp index 5ccfee0..14c5304 100644 --- a/src/Input.cpp +++ b/src/Input.cpp @@ -1,5 +1,5 @@ #include "Input.h" -#include +#include Input::Input() { diff --git a/src/Main.cpp b/src/Main.cpp index 708d58e..158e059 100644 --- a/src/Main.cpp +++ b/src/Main.cpp @@ -1,6 +1,7 @@ #include #include "App.h" +#undef main int main(int argc, char* argv[]) { App app{}; int err = 1; diff --git a/src/PlayState.cpp b/src/PlayState.cpp index 1a9385e..3d93449 100644 --- a/src/PlayState.cpp +++ b/src/PlayState.cpp @@ -173,6 +173,7 @@ Gamestate *PlayState::update(double delta) { vec2i heropos = hero->get_position(); auto acts = tilemap.get_entities(heropos.x + dir.x, heropos.y + dir.y, 0, ENTITY_ACTOR); if(acts.empty()) { + action = ACTION_NONE; SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Turn aborted: invalid player action.\n"); return nullptr; // unable to move and nothing to attack == abort turn } diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 9862eeb..8592abe 100644 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -1,8 +1,8 @@ #include "Renderer.h" -#define GLEW_STATIC -#define GLEW_NO_GLU -#include +#include +#include +#include #include #include @@ -12,6 +12,8 @@ #include #include +using namespace gl; + const GLfloat rectVertData[]{ 0,0,0, 1,0,0, 0,1,0, 1,1,0 }; @@ -37,7 +39,7 @@ GLuint LoadShader(const char* path, GLenum shadertype) { return 0; } - GLint result = GL_FALSE; + GLboolean result = GL_FALSE; int infologlength; SDL_Log("Compiling shader: %s\n", path); @@ -63,7 +65,7 @@ GLuint CreateShaderProgram(GLuint vertshader, GLuint fragshader) { glAttachShader(programId, fragshader); glLinkProgram(programId); - GLint result = GL_FALSE; + GLboolean result = GL_FALSE; int infologlength; glGetShaderiv(programId, GL_LINK_STATUS, &result); @@ -128,6 +130,9 @@ bool Renderer::Init(std::string title, int width, int height) { return false; } + glbinding::Binding::initialize(); + + /* GLenum err = glewInit(); if (err != GLEW_OK) { SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Failed to initialize OpenGl: %s\n", glewGetErrorString(err)); @@ -138,7 +143,7 @@ bool Renderer::Init(std::string title, int width, int height) { SDL_LogCritical(SDL_LOG_CATEGORY_RENDER,"OpenGl 3.2 is not supported, please try updating your drivers!\n"); return false; } - + */ glClearColor(0, 0, 0, 1); ImGui_ImplSdlGL3_Init(window); @@ -250,7 +255,7 @@ Texture * Renderer::LoadTexture(std::string path) { glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); - int mode = GL_RGB; + GLenum mode = GL_RGB; if (surface->format->BytesPerPixel == 4) { mode = GL_RGBA; } diff --git a/src/imgui_impl_sdl_gl3.cpp b/src/imgui_impl_sdl_gl3.cpp index 2800cf1..e0680d4 100644 --- a/src/imgui_impl_sdl_gl3.cpp +++ b/src/imgui_impl_sdl_gl3.cpp @@ -12,8 +12,9 @@ // SDL,GL3W #include #include -#define GLEW_STATIC -#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. +#include +#include +using namespace gl; // Data static double g_Time = 0.0f; @@ -39,19 +40,19 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Backup GL state - GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); - GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); - GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); - GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); - GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); - GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLboolean last_enable_blend = glIsEnabled(GL_BLEND);