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 Files\CMake\share\cmake-3.9\Modules\CMakeCompilerIdDetection.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\ADSP-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\ARMCC-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\AppleClang-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Clang-DetermineCompilerInternal.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Borland-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Clang-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Clang-DetermineCompilerInternal.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Comeau-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Compaq-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Cray-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Embarcadero-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Fujitsu-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\GHS-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\GNU-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\HP-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\IAR-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Intel-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\MIPSpro-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\MSVC-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\NVIDIA-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\OpenWatcom-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\PGI-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\PathScale-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\SCO-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\SunPro-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\TI-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\VisualAge-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\IBMCPP-CXX-DetermineVersionInternal.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\Watcom-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\XL-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\IBMCPP-CXX-DetermineVersionInternal.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\zOS-CXX-DetermineCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\IBMCPP-CXX-DetermineVersionInternal.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CompilerId\VS-10.vcxproj.in;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeFindBinUtils.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeCXXCompiler.cmake.in;E:\Programmering\C++\Dungeon\CMakeFiles\3.9.2\CMakeCXXCompiler.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeSystemSpecificInformation.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeGenericSystem.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Platform\Windows.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Platform\WindowsPaths.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeCXXInformation.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\CMakeLanguageInformation.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\MSVC-CXX.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Compiler\CMakeCommonCompilerMacros.cmake;C:\Program Files\CMake\share\cmake-3.9\Modules\Platform\Windows-MSVC-CXX.cmake;C:\Program 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+ E:\Programmering\C++\Dungeon\CMakeFiles\generate.stamp
+ 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 Files\CMake\share\cmake-3.9\Modules\CMakeCompilerIdDetection.cmake;C:\Program 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+ E:\Programmering\C++\Dungeon\CMakeFiles\generate.stamp
+ false
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+ {56B8DEDE-1CE3-3F25-B401-94BB947B4758}
+ ZERO_CHECK
+
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diff --git a/dungeon.vcxproj.filters b/dungeon.vcxproj.filters
new file mode 100644
index 0000000..294efc5
--- /dev/null
+++ b/dungeon.vcxproj.filters
@@ -0,0 +1,282 @@
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+ {40E65D15-5F8D-3901-96F2-47322AD2F0D7}
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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);