54 Commits

Author SHA1 Message Date
e80c6a3c60 action: cache only packages
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2024-06-03 22:25:23 +02:00
680c180b4b action: update xmake cache name
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2024-06-03 20:03:29 +02:00
a4e90b455d updated runner
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2024-06-03 20:02:19 +02:00
e2f1850987 move VarInt.cpp
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2024-04-15 17:02:47 +02:00
95e6967d0d fart sound on death
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2024-04-15 16:53:44 +02:00
b2323d2761 Update MainRenderer.cpp to load GLB model for the world with better map
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2024-04-15 16:40:58 +02:00
84ae607cd1 footsteps velocity
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2024-04-15 16:05:28 +02:00
e254d677d0 add foosteps
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2024-04-15 15:58:45 +02:00
f0023c1b22 Update display name in ClientMain.cpp to Blitz
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2024-04-14 22:14:06 +02:00
71600e7a8b Map with thick walls for collisions and update MainRenderer.cpp 2024-04-14 22:13:39 +02:00
b917a8d1fa fix endgame gui timers
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2024-04-14 19:55:51 +02:00
8880056b1c move Client to client namespace
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2024-04-14 19:27:42 +02:00
9bb5c85f41 refactor ColoredPart 2024-04-14 19:15:28 +02:00
c6c811ca17 refactor PlayerInfo 2024-04-14 19:11:08 +02:00
40c551a4dc move KeyAction to input 2024-04-14 19:06:29 +02:00
a5bb2f74dd move VarInt to protocol 2024-04-14 19:01:59 +02:00
d9cc43a7a1 rename display to input 2024-04-14 18:58:12 +02:00
9a297026cd move EMASmoother to maths 2024-04-14 18:53:22 +02:00
2f141698ad better ObjectNotifier doc 2024-04-14 18:41:56 +02:00
af5f084234 moved client listeners 2024-04-14 18:40:45 +02:00
fd61870ebe include wiki in readme
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2024-04-14 18:13:31 +02:00
5595213f3d Add valgrind testing to readme
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Linux arm64 / Build (push) Successful in 4m21s
2024-04-14 13:09:59 +02:00
8158dda315 fix mainmenu client when server crashes
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2024-04-13 19:12:34 +02:00
026a841a04 change default game port
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2024-04-13 17:29:47 +02:00
56e2f2f434 reset game state when kicked 2024-04-13 17:28:34 +02:00
a5debe81ac fix valgrind error 2024-04-13 17:22:58 +02:00
7157e45eac disconnect clients when server forcefully shuts down 2024-04-13 16:56:34 +02:00
8f51d468d2 fixing crash 2024-04-13 16:54:18 +02:00
8ed7044733 hide options on kick 2024-04-13 16:52:51 +02:00
b85115b364 add end game music 2024-04-13 16:42:19 +02:00
5cf539fb6f fix server handshake 2024-04-13 16:41:59 +02:00
34365714de freeze imgui and sdl version 2024-04-13 16:32:23 +02:00
391e4b8a33 arrange assets folder 2024-04-13 16:29:56 +02:00
231db48bab remove libs folder 2024-04-13 16:25:40 +02:00
21aa1b0241 refactor listeners 2024-04-13 16:25:25 +02:00
e04444125d refactor PacketFactory 2024-04-13 16:13:10 +02:00
33f1c53148 fix server handshake 2024-04-13 16:04:58 +02:00
af0ef9eeb5 refactor tcpsocket 2024-04-13 15:58:28 +02:00
43510ea568 fix main menu on kick
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2024-04-12 11:15:08 +02:00
9c6c25b17a add default server config
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2024-04-12 11:07:23 +02:00
d8a3cb2785 Piou Piou (#48)
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Fix #8

Reviewed-on: #48
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-12 11:06:54 +02:00
27a76519a3 Suppressions d'erreurs Valgrind (#47)
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Linux arm64 / Build (push) Successful in 5m6s
Reviewed-on: #47
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-12 10:54:59 +02:00
85585e157f Meilleur panel admin (#45)
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Fix #34

Co-authored-by: Morph01 <thibaut6969delastreet@gmail.com>
Reviewed-on: #45
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-11 17:29:11 +02:00
c2c6f1f033 C'est important la doc (#43)
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C'est très long

Co-authored-by: Morph01 <thibaut6969delastreet@gmail.com>
Reviewed-on: #43
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-11 17:17:40 +02:00
07d09332dd Musique de fond (#44)
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Linux arm64 / Build (push) Successful in 5m30s
Fix #7

Reviewed-on: #44
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-11 16:59:07 +02:00
747fa13d3a fix action cache (this time it's actually working)
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Linux arm64 / Build (push) Successful in 5m4s
2024-04-11 16:21:49 +02:00
32ca078002 revert non blocking connect
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Linux arm64 / Build (push) Successful in 23m26s
2024-04-11 11:53:30 +02:00
e1efc5065c use leaderboard agin
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2024-04-09 20:03:10 +02:00
8795562b42 Fix win (#38)
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Linux arm64 / Build (push) Has been cancelled
Reviewed-on: #38
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-09 19:47:46 +02:00
048812090b fix assimp version
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Linux arm64 / Build (push) Successful in 22m33s
2024-04-09 10:08:43 +02:00
ad71bbbdf7 network: add error status
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Linux arm64 / Build (push) Successful in 6m15s
2024-04-06 12:28:45 +02:00
0bb7d28da8 fix join game freeze 2024-04-06 12:24:52 +02:00
8e13bac9d1 fix: build with glew only on CI
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Linux arm64 / Build (push) Successful in 4m55s
2024-04-03 11:09:20 +02:00
76b3057271 fix Android warnings 2024-04-03 10:59:16 +02:00
164 changed files with 4001 additions and 66895 deletions

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@@ -6,12 +6,7 @@ on: [push]
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Install deps
run : |
apt update
apt install -y libsdl2-dev libassimp-dev libglew-dev
steps:
- name: Check out repository code
uses: actions/checkout@v3
@@ -20,19 +15,27 @@ jobs:
with:
xmake-version: latest
actions-cache-folder: '.xmake-cache'
actions-cache-key: 'ubuntu'
actions-cache-key: 'xmake-ubuntu'
- name: Calc deps hash
uses: seepine/hash-files@v1
id: get-hash
with:
patterns: |
**/xmake.lua
**/xmake/*.lua
- name: Packages cache
uses: actions/cache@v4
with:
path: ~/.xmake
key: 'ubuntu-packages'
path: ~/.xmake/packages
key: ${{ runner.os }}-${{ steps.get-hash.outputs.hash }}
- name: XMake config
run: xmake f -p linux -y --root
run: xmake f -p linux -y
- name: Build
run: xmake --root
run: xmake
- name: Test
run: xmake test --root
run: xmake test

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@@ -86,3 +86,25 @@ xmake project -k compile_commands
```
Alternatively, you can install the [XMake extension](https://marketplace.visualstudio.com/items?itemName=tboox.xmake-vscode) for VsCode.
# Valgrind 🔍
We can inspect the client binary to look for memory leak.
First, switch compilation mode to valgrind :
```
xmake f -m valgrind
```
Then build and run :
```
xmake
xmake run
```
# Wiki 📚
Available [here](https://git.ale-pri.com/Blitz/Blitz/wiki)

Binary file not shown.

Binary file not shown.

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@@ -0,0 +1,797 @@
# Blender 4.0.2
# www.blender.org
mtllib base_deambu.mtl
o sol
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f 4/3/5 2/2/5 6/2/5 8/3/5
f 3/4/6 4/3/6 8/3/6 7/4/6
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@@ -7,10 +7,10 @@
#include <algorithm>
#include <cassert>
#include <cstdint>
#include <cstring>
#include <string>
#include <vector>
#include <cstdint>
namespace blitz {
@@ -40,21 +40,31 @@ class DataBuffer {
DataBuffer& operator=(const DataBuffer& other);
DataBuffer& operator=(DataBuffer&& other);
/**
* \brief Append data to the buffer
*/
template <typename T>
void Append(const T& data) {
std::size_t size = sizeof(data);
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + size);
memcpy(&m_Buffer[end_pos], &data, size);
std::memcpy(&m_Buffer[end_pos], &data, size);
}
/**
* \brief Append data to the buffer
*/
template <typename T>
DataBuffer& operator<<(const T& data) {
Append(data);
return *this;
}
// don't use it for binary data !
/**
* \brief Append a string to the buffer
* \warning Don't use it for binary data !
* \param str The string to append
*/
DataBuffer& operator<<(const std::string& str) {
std::size_t strlen = str.length() + 1; // including null character
Resize(GetSize() + strlen);
@@ -62,16 +72,18 @@ class DataBuffer {
return *this;
}
DataBuffer& operator<<(DataBuffer& data) {
m_Buffer.insert(m_Buffer.end(), data.begin(), data.end());
return *this;
}
/**
* \brief Append data to the buffer from another const buffer
* \param data The buffer to append
*/
DataBuffer& operator<<(const DataBuffer& data) {
m_Buffer.insert(m_Buffer.end(), data.begin(), data.end());
return *this;
}
/**
* \brief Read some data from the buffer and assign to desired variable
*/
template <typename T>
DataBuffer& operator>>(T& data) {
assert(m_ReadOffset + sizeof(T) <= GetSize());
@@ -80,6 +92,10 @@ class DataBuffer {
return *this;
}
/**
* \brief Read some data from the buffer and assign to the new buffer
* \param data The buffer to assign
*/
DataBuffer& operator>>(DataBuffer& data) {
data.Resize(GetSize() - m_ReadOffset);
std::copy(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), m_Buffer.end(), data.begin());
@@ -87,7 +103,11 @@ class DataBuffer {
return *this;
}
// Don't use it for binary data !
/**
* \brief Read a string from the buffer
* \param str The string to assign in the new buffer
* \warning Don't use it for binary data !
*/
DataBuffer& operator>>(std::string& str) {
std::size_t stringSize =
strlen(reinterpret_cast<const char*>(m_Buffer.data()) + m_ReadOffset) + 1; // including null character
@@ -98,30 +118,55 @@ class DataBuffer {
return *this;
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const char* buffer, std::size_t amount) {
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + amount);
memcpy(m_Buffer.data() + end_pos, buffer, amount);
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const std::uint8_t* buffer, std::size_t amount) {
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + amount);
memcpy(m_Buffer.data() + end_pos, buffer, amount);
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
}
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(char* buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
m_ReadOffset += amount;
}
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(std::uint8_t* buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
m_ReadOffset += amount;
}
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(DataBuffer& buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
buffer.Resize(amount);
@@ -129,64 +174,113 @@ class DataBuffer {
m_ReadOffset += amount;
}
/**
* \brief Resize the buffer
* \param size The new size of the buffer
*/
void Resize(std::size_t size) {
m_Buffer.resize(size);
}
/**
* \brief Reserve some space in the buffer
* \param amount The amount of space to reserve
*/
void Reserve(std::size_t amount) {
m_Buffer.reserve(amount);
}
void erase(iterator it) {
m_Buffer.erase(it);
}
/**
* \brief Clear the buffer
*/
void Clear() {
m_Buffer.clear();
m_ReadOffset = 0;
}
/**
* \brief When the buffer has been read entirely
*/
bool IsFinished() const {
return m_ReadOffset >= m_Buffer.size();
}
/**
* \brief Get the buffer data
*/
std::uint8_t* data() {
return m_Buffer.data();
}
/**
* \brief Get the buffer data
*/
const std::uint8_t* data() const {
return m_Buffer.data();
}
/**
* \brief Get the read offset
*/
std::size_t GetReadOffset() const {
return m_ReadOffset;
}
/**
* \brief Set the read offset
* \param pos The new read offset
*/
void SetReadOffset(std::size_t pos);
/**
* \brief Get the size of the buffer
*/
std::size_t GetSize() const;
/**
* \brief Get the remaining size of the buffer
*/
std::size_t GetRemaining() const;
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
/**
* \brief Read a file into the buffer
* \param fileName The name of the file to read
*/
bool ReadFile(const std::string& fileName);
bool WriteFile(const std::string& fileName);
// Don't forget to free the data !
/**
* \brief Write a file into the buffer
* \param fileName The name of the file to write to
*/
bool WriteFile(const std::string& fileName) const;
/**
* \brief Allocate the buffer on the heap
* \warning Don't forget to free the data !
*/
std::uint8_t* HeapAllocatedData() const {
std::uint8_t* newBuffer = new std::uint8_t[GetSize()];
std::memcpy(newBuffer, data(), GetSize());
return newBuffer;
}
bool operator==(const DataBuffer& other) const{
/**
* \brief Operator == to compare two DataBuffer
*/
bool operator==(const DataBuffer& other) const {
return m_Buffer == other.m_Buffer;
}
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
};
/**
* \brief Operator << to write a DataBuffer to an ostream
*/
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer);
} // namespace blitz

View File

@@ -3,7 +3,7 @@
/**
* \file Defines.h
* \brief File containing constants and typedefs
*/
*/
#include <cstdint>
@@ -13,8 +13,20 @@ namespace game {
/**
* \typedef PlayerID
* \brief Represents the identifier of a Player
*/
*/
typedef std::uint8_t PlayerID;
/**
* \enum GameState
* \brief The states of the game
*/
enum GameState : std::uint8_t {
gsNone = 0, /**< Default state */
gsWaiting, /**< Waiting state if the number of players is less than 2 */
gsPreparing, /**< Preparing state until the game start */
gsGame, /**< Game state during the players can shoot and kill ... */
gsEnd, /**< End state of the game : show the winner of the game and the leaderboard*/
};
} // namespace game
} // namespace blitz

View File

@@ -1,7 +1,17 @@
#pragma once
/**
* \file NonCopyable.h
* \brief File containing the blitz::NonCopyable class
*/
namespace blitz {
/**
* \class NonCopyable
* \brief Class used to make a class non copyable
* \note Inherit from this class privately to make a class non copyable
*/
class NonCopyable {
public:
NonCopyable(const NonCopyable&) = delete;

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@@ -1,28 +0,0 @@
#pragma once
#include <cstddef>
#include <cstdint>
namespace blitz {
class DataBuffer;
class VarInt {
private:
std::uint64_t m_Value;
public:
VarInt() : m_Value(0) {}
VarInt(std::uint64_t value) : m_Value(value) {}
std::uint64_t GetValue() const {
return m_Value;
}
std::size_t GetSerializedLength() const;
friend DataBuffer& operator<<(DataBuffer& out, const VarInt& var);
friend DataBuffer& operator>>(DataBuffer& in, VarInt& var);
};
} // namespace blitz

View File

@@ -1,28 +1,45 @@
#pragma once
/**
* \file Game.h
* \brief File containing the blitz::game::Game class
*/
#include "Player.h"
#include "blitz/game/Listeners.h"
#include "blitz/misc/ObjectNotifier.h"
#include "blitz/misc/Time.h"
#include <map>
namespace blitz {
namespace game {
/**
* \typedef PlayerMap
* \brief A map of players
*/
typedef std::map<PlayerID, Player> PlayerMap;
enum GameState : std::uint8_t {
gsNone = 0,
gsWaiting,
gsPreparing,
gsGame,
gsEnd,
};
/**
* \brief The game configuration
* \struct GameConfig
*/
struct GameConfig {
/**
* \brief The gravity applied to players
*/
float Gravity;
/**
* \brief The firing rate of the shoot in RPM (round per minute)
*/
int FiringRate;
};
class Game {
/**
* \class Game
* \brief Class representing a game
*/
class Game : public utils::ObjectNotifier<GameListener> {
protected:
PlayerMap m_Players;
GameState m_GameState;
@@ -30,36 +47,91 @@ class Game {
GameConfig m_Config;
public:
Game() : m_GameState(gsNone) {}
/** \brief Default constructor */
Game() : m_GameState(gsNone), m_Config({}) {}
/**
* \brief Update the game with a delta time
* \param delta The time elapsed since the last update in milliseconds
*/
virtual void Tick(std::uint64_t delta) = 0;
/**
* \brief Get a player by its identifier
* \param id The identifier of the player
* \return The player if found, nullptr otherwise
*/
Player* GetPlayerById(PlayerID id);
/**
* \brief Get a player by its identifier (const version)
* \param id The identifier of the player
* \return The player if found, nullptr otherwise
*/
const Player* GetPlayerById(PlayerID id) const;
/**
* \brief Get the players
* \return The map of players
*/
PlayerMap& GetPlayers() {
return m_Players;
}
/**
* \brief Get the players (const version)
* \return The map of players
*/
const PlayerMap& GetPlayers() const {
return m_Players;
}
/**
* \brief Get the game state
* \return The game state
*/
GameState GetGameState() const {
return m_GameState;
}
/**
* \brief Set the game state
* \return The game state
*/
virtual void UpdateGameState(GameState newGameState, std::uint64_t timeRemaining);
/**
* \brief Load the game configuration
* \param config The game configuration to load
*/
void LoadConfig(const GameConfig& config) {
m_Config = config;
}
/**
* \brief Get the game configuration
* \return The game configuration
*/
const game::GameConfig& GetGameConfig() const {
return m_Config;
}
/**
* \brief Add a player to the game
* \param player The identifier of the player
* \param name The name of the player
*/
virtual void AddPlayer(PlayerID player, const std::string& name);
/**
* \brief Remove a player from the game
* \param player The identifier of the player
*/
virtual void RemovePlayer(PlayerID player);
/**
* \brief Get the remaining time of the game
* \return The remaining time of the game in milliseconds
*/
std::uint64_t GetGameStateRemainingTime() const {
return m_GameTimer.GetTimeRemaining();
}

View File

@@ -1,21 +1,45 @@
#pragma once
/**
* \file LeaderBoard.h
* \brief File containing the blitz::game::LeaderBoard class
*/
#include "blitz/game/Player.h"
#include <vector>
namespace blitz {
namespace game {
/**
* \class LeaderBoard
* \brief The leaderboard of the game
*/
class LeaderBoard {
private:
std::vector<Player*> m_Players;
public:
/**
* \brief Add a player to the leaderboard
* \param player The player to add
*/
void AddPlayer(Player* player);
/**
* \brief Remove a player from the leaderboard
* \param player The player to remove
*/
void RemovePlayer(PlayerID player);
/**
* \brief Update the leaderboard
*/
void Update();
/**
* \brief Get the players in the leaderboard ordered by kills
* \return The players
*/
const std::vector<Player*>& GetPlayers() const {
return m_Players;
}

View File

@@ -1,34 +1,18 @@
#pragma once
#include "blitz/common/Defines.h"
#include "blitz/maths/Vector.h"
#include <vector>
namespace blitz {
namespace protocol {
struct ColoredPart;
typedef std::vector<ColoredPart> ColoredText;
} // namespace protocol
namespace game {
class PlayerInputListener {
class GameListener {
public:
virtual void OnLocalPlayerJump() {}
virtual void OnLocalPlayerShoot(const Vec3f& position, float yaw, float pitch) {}
virtual void OnPlayerJoin(game::PlayerID player) {}
virtual void OnPlayerLeave(game::PlayerID player) {}
virtual void OnPlayerDeath(game::PlayerID player) {}
virtual void OnGameStateUpdate(game::GameState newState) {}
};
class ClientListener {
public:
virtual void OnTextChatReceived(const protocol::ColoredText& text) {}
virtual void OnSpectatorChange(game::PlayerID player) {}
virtual void OnPlayerShoot(PlayerID player, const Vec3f& position, float yaw, float pitch) {}
virtual void OnGameConfigUpdate() {}
};
} // namespace game
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Player.h
* \brief File containing the blitz::game::Player class
*/
#include "blitz/common/Defines.h"
#include "blitz/maths/Vector.h"
#include <cstdint>
@@ -8,13 +13,33 @@
namespace blitz {
namespace game {
/**
* \struct PlayerStats
* \brief The statistics of a player
*/
struct PlayerStats {
/**
* \brief The number of deaths
*/
std::uint16_t m_Deaths;
/**
* \brief The number of kills
*/
std::uint16_t m_Kills;
/**
* \brief The number of shots
*/
std::uint32_t m_ShootCount;
/**
* \brief The number of successful shots
*/
std::uint32_t m_ShootSuccessCount;
};
/**
* \class Player
* \brief The player of the game
*/
class Player {
private:
PlayerID m_ID;
@@ -25,94 +50,173 @@ class Player {
float m_Pitch;
float m_HP;
bool m_IsBot;
public:
Player(PlayerID id) : m_ID(id), m_Yaw(0), m_Pitch(0), m_HP(100), m_IsBot(false) {}
PlayerStats m_Stats{};
public:
/**
* \brief Default constructor
* \param id The ID of the player
*/
Player(PlayerID id) : m_ID(id), m_Yaw(0), m_Pitch(0), m_HP(100), m_IsBot(false) {}
/**
* \brief Get the ID of the player
* \return The ID of the player
*/
PlayerID GetID() const {
return m_ID;
}
/**
* \brief Get the name of the player
* \return The name of the player
*/
const std::string& GetName() const {
return m_Name;
}
/**
* \brief Set the name of the player
* \param name The name of the player
*/
void SetName(const std::string& name) {
m_Name = name;
}
/**
* \brief Get the position of the player
* \return The position of the player
*/
const Vec3f& GetPosition() const {
return m_Position;
}
/**
* \brief Set the position of the player
* \param newPos The new position of the player
*/
void SetPosition(const Vec3f& newPos) {
m_Position = newPos;
}
/**
* \brief Add a position to the player
* \param dPos The position to add
*/
void AddPosition(const Vec3f& dPos) {
m_Position += dPos;
}
/**
* \brief Get the velocity of the player
* \return The velocity of the player
*/
const Vec3f& GetVelocity() const {
return m_Velocity;
}
/**
* \brief Set the velocity of the player
* \param newVelocity The new velocity of the player
*/
void SetVelocity(const Vec3f& newVelocity) {
m_Velocity = newVelocity;
}
/**
* \brief Get the yaw of the player
* \return The yaw of the player in radians
*/
float GetYaw() const {
return m_Yaw;
}
/**
* \brief Set the yaw of the player
* \param yaw The yaw of the player in radians
*/
void SetYaw(float yaw) {
m_Yaw = yaw;
}
/**
* \brief Add a yaw to the player
* \param dYaw The yaw to add in radians
*/
void AddYaw(float dYaw) {
m_Yaw += dYaw;
}
/**
* \brief Get the pitch of the player
* \return The pitch of the player in radians
*/
float GetPitch() const {
return m_Pitch;
}
/**
* \brief Set the pitch of the player
* \param pitch The pitch of the player in radians
*/
void SetPitch(float pitch) {
m_Pitch = pitch;
}
/**
* \brief Add a pitch to the player
* \param dPitch The pitch to add in radians
*/
void AddPitch(float dPitch) {
m_Pitch += dPitch;
}
/**
* \brief Get the HP of the player
* \return The HP of the player
*/
float GetHP() const {
return m_HP;
}
/**
* \brief Set the HP of the player
* \param hp The HP of the player
*/
void SetHP(float hp) {
m_HP = hp;
}
/**
* \brief When the player is a bot
* \return True if the player is a bot
*/
bool IsBot() const {
return m_IsBot;
}
/**
* \brief Set the player as a bot
*/
void SetBot() {
m_IsBot = true;
}
/**
* \brief Get the statistics of the player (const version)
* \return The statistics of the player
*/
const PlayerStats& GetStats() const {
return m_Stats;
}
/**
* \brief Get the statistics of the player
* \return The statistics of the player
*/
PlayerStats& GetStats() {
return m_Stats;
}
void SetStats(const PlayerStats& stats) {
m_Stats = stats;
}
};

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Maths.h
* \brief File containing mathematical functions and constants
*/
#include "blitz/maths/Vector.h"
#include <cmath>
@@ -8,18 +13,19 @@ namespace maths {
static constexpr float PI = 3.141592653f;
template <typename T>
/**
* @brief returns the amount of overlap between the ranges [a1 ; b1] and [a2 ; b2]
*/
* \return the amount of overlap between the ranges [a1 ; b1] and [a2 ; b2]
*/
template <typename T>
T RangesOverlap(T& a1, T& b1, T& a2, T& b2) {
return std::min(std::max(a1, b1), std::max(a2, b2)) - std::max(std::min(a1, b1), std::min(a2, b2));
}
template <typename T>
/**
* @brief returns whether the ranges [a1 ; b1] and [a2 ; b2] overlap
*/
* \return whether the ranges [a1 ; b1] and [a2 ; b2] overlap
*/
template <typename T>
bool RangesOverlapping(T& a1, T& b1, T& a2, T& b2) {
return RangesOverlap(a1, a2, b1, b2) >= 0;
}
@@ -28,11 +34,19 @@ bool RangesOverlapping(T& a1, T& b1, T& a2, T& b2) {
// Vectors //
//////////////////////////////////////////////////////////////////
/**
* \brief Returns the length of the vector
* \return the length of the vector
*/
template <typename T>
T Length(const Vec3<T>& vect) {
return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
}
/**
* \brief Normalizes the vector
* \return the normalized vector
*/
template <typename T>
Vec3<T> Normalize(const Vec3<T>& vect) {
T length = Length(vect);
@@ -40,6 +54,10 @@ Vec3<T> Normalize(const Vec3<T>& vect) {
return {vect.x / length, vect.y / length, vect.z / length};
}
/**
* \brief Normalizes the vector
* \return the normalized vector
*/
template <typename T>
Vec4<T> Normalize(const Vec4<T>& vect) {
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
@@ -47,11 +65,19 @@ Vec4<T> Normalize(const Vec4<T>& vect) {
return {vect.x / length, vect.y / length, vect.z / length, vect.w / length};
}
/**
* \brief Returns the dot product of the two vectors
* \return the dot product of the two vectors
*/
template <typename T>
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
}
/**
* \brief Returns the cross product of the two vectors
* \return the cross product of the two vectors
*/
template <typename T>
Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
return {
@@ -61,35 +87,46 @@ Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
};
}
/**
* \brief Returns the dot product of the two vectors
* \return the dot product of the two vectors
*/
template <typename T>
T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
}
/**
* \brief Returns the distance between the two vectors
* \return the distance between the two vectors
*/
template <typename T>
T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
return Length(vect - other);
}
// it seems that `std::{min, max}`'s behavior conflicts with that of `cmath`'s `f{min, max}[f]`
// Why? Like I fucking know dude
/**
* \brief Returns the minimum of the three coordinates of the vector
* \return the minimum between the three coordinates of the vector
*/
template <typename T>
T ReduceMin(const Vec3<T>& vect) {
return std::min(std::min(vect.x, vect.y), vect.z);
}
/**
* \brief Returns the maximum of the three coordinates of the vector
* \return the maximum between the three coordinates of the vector
*/
template <typename T>
T ReduceMax(const Vec3<T>& vect) {
return std::max(std::max(vect.x, vect.y), vect.z);
}
/**
* @brief returns the (signed) minimal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief Returns the (signed) minimal coordinate of the vector
* \param v a vector
* \return the (signed) minimal coordinate of the vector
*/
template <>
inline float ReduceMin<float>(const Vec3f& v) {
@@ -97,10 +134,9 @@ inline float ReduceMin<float>(const Vec3f& v) {
}
/**
* @brief returns the (signed) maximal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief Returns the (signed) maximal coordinate of the vector
* \param v a vector
* \return the (signed) maximal coordinate of the vector
*/
template <>
inline float ReduceMax<float>(const Vec3f& v) {
@@ -108,10 +144,9 @@ inline float ReduceMax<float>(const Vec3f& v) {
}
/**
* @brief returns the (signed) minimal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief returns the (signed) minimal coordinate of the vector
* \param v a vector
* \return the (signed) minimal coordinate of the vector
*/
template <>
inline double ReduceMin<double>(const Vec3d& v) {
@@ -119,10 +154,9 @@ inline double ReduceMin<double>(const Vec3d& v) {
}
/**
* @brief returns the (signed) maximal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief returns the (signed) maximal coordinate of the vector
* \param v a vector
* \return the (signed) maximal coordinate of the vector
*/
template <>
inline double ReduceMax<double>(const Vec3d& v) {
@@ -130,13 +164,13 @@ inline double ReduceMax<double>(const Vec3d& v) {
}
/**
* @brief returns the coordinate-wise minimum of the given vectors,
* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
*
* @tparam T
* @param self
* @param other
* @return constexpr Vec3f
* \brief returns the coordinate-wise minimum of the given vectors, where a coordinate in the returned vector is NAN iff any of the two
* compared ones are NAN
* \tparam T
* \param self a vector
* \param other an other vector
* \return the coordinate-wise minimum of the given vectors, where a coordinate in the returned vector is NAN iff any of the two
* compared ones are NAN
*/
template <typename T>
constexpr Vec3<T> Min(const Vec3<T>& self, const Vec3<T>& other) {
@@ -148,13 +182,13 @@ constexpr Vec3<T> Min(const Vec3<T>& self, const Vec3<T>& other) {
}
/**
* @brief returns the coordinate-wise maximum of the given vectors,
* \brief returns the coordinate-wise maximum of the given vectors,
* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
* \tparam T
* \param self a vector
* \param other an other vector
* \return returns the coordinate-wise maximum of the given vectors,
* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
*
* @tparam T
* @param self
* @param other
* @return constexpr Vec3f
*/
template <typename T>
constexpr Vec3<T> Max(const Vec3<T>& self, const Vec3<T>& other) {
@@ -169,6 +203,10 @@ constexpr Vec3<T> Max(const Vec3<T>& self, const Vec3<T>& other) {
// Matricies //
//////////////////////////////////////////////////////////////////
/**
* \brief Returns the dot product of the matrix and the vector
* \return the dot product of the matrix and the vector
*/
template <typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return {mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
@@ -177,6 +215,10 @@ Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w};
}
/**
* \brief Returns the dot product of the matrix and an other matrix
* \return the dot product of the matrix and the other matrix
*/
template <typename T>
Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
Mat4<T> result{};
@@ -192,6 +234,10 @@ Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
return result;
}
/**
* \brief Returns the identity matrix
* \return the identity matrix
*/
template <typename T>
Mat4<T> Identity() {
Mat4<T> result{};
@@ -204,6 +250,10 @@ Mat4<T> Identity() {
return result;
}
/**
* \brief Returns the transposed matrix
* \return the transposed matrix
*/
template <typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
@@ -228,22 +278,88 @@ Mat4<T> Transpose(const Mat4<T>& mat) {
return result;
}
/**
* \brief Returns the perspective matrix
* \param fovY The field of view in the y direction
* \param aspectRatio The aspect ratio of the screen
* \param zNear The near clipping plane
* \param zFar The far clipping plane
* \return the perspective matrix
*/
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
/**
* \brief Returns the look matrix
* \param eyePos The position of the camera
* \param front The front vector of the camera
* \param up The up vector of the camera
* \return the look matrix
*/
Mat4f Look(const Vec3f& eyePos, const Vec3f& front, const Vec3f& up);
/**
* \brief Returns the inverse of the matrix
* \return the inverse of the matrix
*/
Mat4f Inverse(const Mat4f& mat);
/**
* \brief Returns the translation matrix
* \param translation The translation vector
* \return the translation matrix
*/
Mat4f Translate(const Vec3f& translation);
/**
* \brief Returns the scale matrix
* \param axisFactor The scaling factor for each axis
* \return the scale matrix
*/
Mat4f Scale(const Vec3f& axisFactor);
/**
* \brief Returns the rotation matrix around the x axis
* \param angle The angle of rotation
* \return the rotation matrix
*/
Mat4f RotateX(float angle);
/**
* \brief Returns the rotation matrix around the y axis
* \param angle The angle of rotation
* \return the rotation matrix
*/
Mat4f RotateY(float angle);
/**
* \brief Returns the rotation matrix around the z axis
* \param angle The angle of rotation
* \return the rotation matrix
*/
Mat4f RotateZ(float angle);
/**
* \brief Returns the rotation matrix
* \param angles The angles of rotation
* \return the rotation matrix
*/
Mat4f Rotate(const Vec3f& angles);
/**
* \brief Returns the rotation matrix
* \param angle The angle of rotation
* \param axis The axis of rotation
* \return the rotation matrix
*/
Mat4f Rotate(float angle, Vec3f axis);
/**
* \brief Returns the unit vector correspond to the yaw and pitch
* \param yaw Angle in radians
* \param pitch Angle in radians
*/
Vec3f GetDirectionVectorFromRotation(float yaw, float pitch);
} // namespace maths
} // namespace blitz

View File

@@ -1,6 +1,7 @@
#pragma once
namespace blitz {
namespace maths {
class EMASmoother {
private:
@@ -16,4 +17,5 @@ class EMASmoother {
void SetSmoothingTime(float t);
};
} // namespace maths
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Vector.h
* \brief File containing the Vector structs and 4x4 matrix
*/
#include <algorithm>
#include <cmath>
#include <cstddef>

View File

@@ -1,63 +1,88 @@
#pragma once
/**
* \file Easing.h
* \brief File containing mathematical functions and constants
*/
namespace blitz {
namespace utils {
/* Sine functions */
/**
* \brief Sine functions
*/
float EaseInSine(float x);
float EaseOutSine(float x);
float EaseInOutSine(float x);
/* Cubic functions */
/**
* \brief Cubic functions
*/
float EaseInCubic(float x);
float EaseOutCubic(float x);
float EaseInOutCubic(float x);
/* Quint functions */
/**
* \brief Quint functions
*/
float EaseInQuint(float x);
float EaseOutQuint(float x);
float EaseInOutQuint(float x);
/* Circ functions */
/**
* \brief Circ functions
*/
float EaseInCirc(float x);
float EaseOutCirc(float x);
float EaseInOutCirc(float x);
/* Elastic functions */
/**
* \brief Elastic functions
*/
float EaseInElastic(float x);
float EaseOutElastic(float x);
float EaseInOutElastic(float x);
/* Quad functions */
/**
* \brief Quad functions
*/
float EaseInQuad(float x);
float EaseOutQuad(float x);
float EaseInOutQuad(float x);
/* Quart functions */
/**
* \brief Quart functions
*/
float EaseInQuart(float x);
float EaseOutQuart(float x);
float EaseInOutQuart(float x);
/* Expo functions */
/**
* \brief Expo functions
*/
float EaseInExpo(float x);
float EaseOutExpo(float x);
float EaseInOutExpo(float x);
/* Back functions */
/**
* \brief Back functions
*/
float EaseInBack(float x);
float EaseOutBack(float x);
float EaseInOutBack(float x);
/* Bounce functions */
/**
* \brief Bounce functions
*/
float EaseInBounce(float x);
float EaseOutBounce(float x);

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Format.h
* \brief This file contains the definition of the `Format` function.
*/
#include <memory>
#include <stdexcept>
#include <string>
@@ -7,6 +12,17 @@
namespace blitz {
namespace utils {
/**
* \brief Formats a string using a format string and variadic arguments.
*
* This function takes a format string and a variable number of arguments and returns a formatted string.
* The format string can contain placeholders that will be replaced by the corresponding arguments.
*
* \param format The format string.
* \param args The variadic arguments to be formatted.
* \return The formatted string.
* \throws std::runtime_error if an error occurs during formatting.
*/
template <typename... Args>
std::string Format(const std::string& format, Args... args) {
int size = snprintf(nullptr, 0, format.c_str(), args...) + 1; // Extra space for '\0'

View File

@@ -1,13 +1,32 @@
#pragma once
/**
* \file Log.h
* \brief File defining log functions
*/
#include <string>
namespace blitz {
namespace utils {
void LOG(const std::string& msg); // Normal
void LOGD(const std::string& msg); // Normal en mode debug
void LOGE(const std::string& err); // Normal erreur
/**
* \brief Logs a normal message.
* \param msg The message to be logged.
*/
void LOG(const std::string& msg);
/**
* \brief Logs a normal message in debug mode.
* \param msg The message to be logged.
*/
void LOGD(const std::string& msg);
/**
* \brief Logs an error message.
* \param err The error message to be logged.
*/
void LOGE(const std::string& err);
} // namespace utils
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file ObjectNotifier.h
* \brief File containing the blitz::ObjectNotifier class
*/
#include <algorithm>
#include <functional>
#include <vector>
@@ -7,16 +12,26 @@
namespace blitz {
namespace utils {
/**
* \class ObjectNotifier
* \brief Class used to notify listeners
*/
template <typename Listener>
class ObjectNotifier {
protected:
std::vector<Listener*> m_Listeners;
public:
/**
* \brief Binds a listener to notify later
*/
void BindListener(Listener* listener) {
m_Listeners.push_back(listener);
}
/**
* \brief Unbinds a listener (in case the listener is destroyed for example)
*/
void UnbindListener(Listener* listener) {
auto iter = std::find(m_Listeners.begin(), m_Listeners.end(), listener);
@@ -26,8 +41,13 @@ class ObjectNotifier {
m_Listeners.erase(iter);
}
/**
* \brief Notify listeners that were bound
* \param function the function to call
* \param args the parameters of the function to call
*/
template <typename Func, typename... Args>
void NotifyListeners(Func function, Args... args) {
void NotifyListeners(Func function, Args... args) const {
for (Listener* listener : m_Listeners)
std::bind(function, listener, args...)();
}

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PrettyLog.h
* \brief File defining log functions with colors
*/
#include "blitz/maths/Vector.h"
#include <string>
@@ -18,7 +23,13 @@ const static Vec3uc YELLOW = {255, 255, 0};
} // namespace TextColor
/**
* \brief Returns the color code for a given color.
*/
std::string GetTextColor(Vec3uc color);
/**
* \brief Returns the color code for the reset color.
*/
std::string GetTextColorReset();
} // namespace utils

View File

@@ -1,10 +1,21 @@
#pragma once
/**
* \file Random.h
* \brief Defines functions for generating random numbers.
*/
#include <random>
namespace blitz {
namespace utils {
/**
* \brief Returns a random integer between min and max.
* \param min The minimum value.
* \param max The maximum value.
* \return A random integer between min and max.
*/
template <typename NumberType>
NumberType GetRandomInt(NumberType min, NumberType max) {
std::random_device randomDevice;
@@ -13,6 +24,12 @@ NumberType GetRandomInt(NumberType min, NumberType max) {
return distrib(generator);
}
/**
* \brief Returns a random real number between min and max.
* \param min The minimum value.
* \param max The maximum value.
* \return A random real number between min and max.
*/
template <typename NumberType>
NumberType GetRandomReal(NumberType min, NumberType max) {
std::random_device randomDevice;

View File

@@ -10,7 +10,16 @@
namespace blitz {
namespace utils {
/**
* \def BLITZ_TEST_SUCCESSFUL
* \brief Used in tests to indicate that a test was successful
*/
#define BLITZ_TEST_SUCCESSFUL 0
/**
* \def BLITZ_TEST_FAILED
* \brief Used in tests to indicate that a test failed
*/
#define BLITZ_TEST_FAILED 1
#ifndef __FUNCTION_NAME__
@@ -24,7 +33,8 @@ namespace utils {
/**
* \def blitz_test_assert
* \param ... The expression to evaluate
* \brief Evaluates the expression and exits the program if not valid
* \brief Evaluates the expression and exits the program if not valid.
* \note It works like a basic assert() but also in release mode
*/
#define blitz_test_assert(...) \
if (!static_cast<bool>(__VA_ARGS__)) { \
@@ -37,6 +47,7 @@ namespace utils {
* \def blitz_debug_assert
* \param ... The expression to execute
* \brief Assertion without checks in release mode
* \note The expression is always executed. However, in release, no checks are made !
*/
#ifdef NDEBUG
#define blitz_debug_assert(...) __VA_ARGS__

View File

@@ -1,10 +1,19 @@
#pragma once
/**
* \file TickCounter.h
* \brief File containing the blitz::utils::TickCounter class
*/
#include <cstdint>
namespace blitz {
namespace utils {
/**
* \class TickCounter
* \brief Class used to count ticks
*/
class TickCounter {
private:
float m_TPS;
@@ -14,19 +23,42 @@ class TickCounter {
int m_TargetTPS;
public:
/**
* \brief Constructor
* \param tps The target ticks per second
*/
TickCounter(int tps) : m_TargetTPS(tps) {}
/**
* \brief Reset the tick counter
*/
void Reset();
bool Update(); // return true when tps is updated
/**
* \brief Update the tick counter
* \return True if the tick counter has been updated
*/
bool Update();
/**
* \brief Get the ticks per second
* \return The ticks per second
*/
float GetTPS() const {
return m_TPS;
}
/**
* \brief Get the milliseconds per tick
* \return The milliseconds per tick
*/
float GetMSPT() const {
return m_MSPT;
}
/**
* \brief Set the ticks per second
* \param mspt The ticks per second
*/
void SetMSPT(float mspt) {
m_MSPT = mspt;
}

View File

@@ -1,16 +1,30 @@
#pragma once
/**
* \file Time.h
* \brief File containing the blitz::utils::AutoTimer, blitz::utils::Timer, blitz::utils::CooldownTimer and blitz::utils::DelayTimer
* classes
*/
#include <algorithm>
#include <cstdint>
#include <functional>
namespace blitz {
namespace utils {
/**
* \brief Get current time
* \return Time elapsed since epoch in milliseconds
*/
std::uint64_t GetTime();
typedef std::function<void()> TimerExecFunction;
// utililty class to call a function at regular period of time
/**
* \class AutoTimer
* \brief Calls a function at regular period of time
*/
class AutoTimer {
private:
std::uint64_t m_Interval;
@@ -20,65 +34,136 @@ class AutoTimer {
std::uint64_t m_InternalTime = 0;
public:
/**
* \brief Default constructor
*/
AutoTimer() : m_Interval(0), m_Function(nullptr) {}
/**
* \param interval Time between each function call in milliseconds
*/
AutoTimer(std::uint64_t interval) : m_Interval(interval), m_Function(nullptr) {}
/**
* \param interval Time between each function call in milliseconds
* \param callback The function to call peridocally
*/
AutoTimer(std::uint64_t interval, TimerExecFunction callback) : m_Interval(interval), m_Function(callback) {}
/**
* \brief Updates the timer
*/
void Update();
/**
* \brief Updates the timer with the desired time step
* \param delta The time step in milliseconds
*/
void Update(std::uint64_t delta);
/**
* \brief Resets the internal cooldown
*/
void Reset();
/**
* \brief Sets a new interval
* \param newInterval the new interval in milliseconds
*/
void SetInterval(std::uint64_t newInterval) {
m_Interval = newInterval;
}
/**
* \return The interval between each callback in milliseconds
*/
std::uint64_t GetInterval() const {
return m_Interval;
}
/**
* \brief Set a new callback function
* \param newCallback The function to call
*/
void SetCallbackFunction(TimerExecFunction newCallback) {
m_Function = newCallback;
}
/**
* \return The callback function
*/
TimerExecFunction GetCallbackFunction() const {
return m_Function;
}
};
// utililty class to trigger update at regular period of time
/**
* \class Timer
* \brief Utililty class to trigger update at regular period of time
*/
class Timer {
private:
std::uint64_t m_Interval; // in millis
std::uint64_t m_InternalTime = 0;
public:
/**
* \brief Default constructor
*/
Timer() : m_Interval(0) {}
/**
* \brief Construct a Timer with the desired interval
* \param interval The interval between each update in milliseconds
*/
Timer(std::uint64_t interval) : m_Interval(interval) {}
/**
* \brief Updates the timer
* \param delta The time step in milliseconds
* \return true every interval milliseconds
*/
bool Update(std::uint64_t delta);
/**
* \brief Resets the timer to its original state
*/
void Reset();
// void ResetSoft(); // don't trigger the timer
/**
* \return The time remaing before the next Update() call will return true (in milliseconds)
*/
std::uint64_t GetTimeRemaining() const {
return m_Interval - m_InternalTime;
}
/**
* \return The time elapsed since the previous Update() call returned true (in milliseconds)
*/
std::uint64_t GetTimeElapsed() const {
return m_InternalTime;
}
/**
* \brief Set a new value for the interval
* \param newInterval the new interval to set
*/
void SetInterval(std::uint64_t newInterval) {
m_Interval = newInterval;
}
/**
* \return The interval between each successful Update()
*/
std::uint64_t GetInterval() const {
return m_Interval;
}
};
// utililty class to trigger update at regular period of time with a cooldown
/**
* \class CooldownTimer
* \brief Class to trigger update at regular period of time with a cooldown
*/
template <typename T>
class CooldownTimer {
private:
@@ -86,9 +171,20 @@ class CooldownTimer {
T m_CooldownTime;
public:
/**
* \brief Default constructor
*/
CooldownTimer() : m_Cooldown(0), m_CooldownTime(0) {}
/**
* \param cooldown The cooldown before Update() returns true again
*/
CooldownTimer(T cooldown) : m_Cooldown(0), m_CooldownTime(cooldown) {}
/**
* \brief Update the timer
* \param delta the time step
*/
bool Update(T delta) {
if (m_Cooldown > 0) {
m_Cooldown = std::max<T>(static_cast<T>(0), static_cast<T>(m_Cooldown - delta));
@@ -96,24 +192,40 @@ class CooldownTimer {
return m_Cooldown == 0;
}
/**
* \brief Apply a cooldown for the timer
*/
void ApplyCooldown() {
m_Cooldown = m_CooldownTime;
}
/**
* \brief Reset the cooldown. Update() will return true immediatly afterward.
*/
void Reset() {
m_Cooldown = 0;
}
/**
* \brief Change the timer cooldown
* \param newCooldown the new cooldown
*/
void SetCooldown(T newCooldown) {
m_CooldownTime = newCooldown;
}
/**
* \return The cooldown of the timer
*/
T GetCooldown() const {
return m_CooldownTime;
}
};
// utililty class to trigger update at regular period of time with a cooldown
/**
* \class DelayTimer
* \brief class to trigger an update after a period of time
*/
template <typename T>
class DelayTimer {
private:
@@ -121,7 +233,14 @@ class DelayTimer {
T m_InternalTime;
public:
/**
* \brief Default constructor
*/
DelayTimer() : m_DelayTime(0), m_InternalTime(0) {}
/**
* \param delay The delay to set
*/
DelayTimer(T delay) : m_DelayTime(delay), m_InternalTime(delay) {}
/**
@@ -133,16 +252,23 @@ class DelayTimer {
}
/**
* \brief Resets the timer
* \brief Resets the timer. Update() will immediatly return true
*/
void Reset() {
m_InternalTime = m_DelayTime;
}
/**
* \brief Changes the delay of the timer
* \param newDelay the new delay
*/
void SetDelay(T newDelay) {
m_DelayTime = newDelay;
}
/**
* \return the delay of the timer
*/
T GetDelay() const {
return m_DelayTime;
}

View File

@@ -41,28 +41,28 @@ class Connexion : public protocol::PacketHandler, private NonCopyable {
/**
* \brief Default destructor
*/
*/
virtual ~Connexion();
/**
* \brief Reads socket and process a Packet, if any
*/
* \brief Reads socket and process a Packet, if any
*/
virtual bool UpdateSocket();
/**
* \brief Closes the connexion
*/
*/
void CloseConnection();
/**
* \brief Tries to connect the socket at the specified address and port
* \return Wether this action was succesfull
*/
virtual bool Connect(const std::string& address, std::uint16_t port);
* \return Whether this action was succesfull
*/
bool Connect(const std::string& address, std::uint16_t port);
/**
* \brief Returns the TCPSocket::Status of the internal socket
*/
*/
TCPSocket::Status GetSocketStatus() const {
return m_Socket.GetStatus();
}
@@ -70,7 +70,7 @@ class Connexion : public protocol::PacketHandler, private NonCopyable {
/**
* \brief Sends the protocol::Packet over the network to the remote
* \param packet The protocol::Packet to send
*/
*/
void SendPacket(const protocol::Packet* packet);
};

View File

@@ -35,7 +35,7 @@ class TCPListener : private NonCopyable {
* \param port The port to listen to
* \param maxConnexions The maximum amount of connexion that can happen at the same time. \n
* Every other guests will be kicked if this amount is reached.
* \return Wether this action was succesfull
* \return Whether this action was succesfull
*/
bool Listen(std::uint16_t port, int maxConnexions);

View File

@@ -1,5 +1,11 @@
#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the blitz::protocol::PacketDispatcher class
*/
#include "blitz/common/NonCopyable.h"
#include "blitz/protocol/Protocol.h"
#include <map>
@@ -9,22 +15,42 @@ namespace protocol {
class PacketHandler;
class PacketDispatcher {
/**
* \class PacketDispatcher
* \brief Class used to dispatch packets
*/
class PacketDispatcher : private NonCopyable {
private:
std::map<PacketType, std::vector<PacketHandler*>> m_Handlers;
public:
PacketDispatcher() = default;
PacketDispatcher(const PacketDispatcher& rhs) = delete;
PacketDispatcher& operator=(const PacketDispatcher& rhs) = delete;
PacketDispatcher(PacketDispatcher&& rhs) = delete;
PacketDispatcher& operator=(PacketDispatcher&& rhs) = delete;
/**
* \brief Constructor
*/
PacketDispatcher() {}
/**
* \brief Dispatch a packet
* \param packet The packet to dispatch
*/
void Dispatch(const Packet* packet);
/**
* \brief Register a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void RegisterHandler(PacketType type, PacketHandler* handler);
/**
* \brief Unregister a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void UnregisterHandler(PacketType type, PacketHandler* handler);
/**
* \brief Unregister a packet handler
* \param handler The packet handler
*/
void UnregisterHandler(PacketHandler* handler);
};

View File

@@ -1,13 +1,26 @@
#pragma once
/**
* \file PacketFactory.h
*/
#include "blitz/protocol/Protocol.h"
#include <memory>
namespace blitz {
namespace protocol {
typedef std::unique_ptr<Packet> PacketPtr;
namespace PacketFactory {
const Packet* CreatePacket(PacketType type, DataBuffer& buffer);
/**
* \brief Creates a packet from a buffer.
* \param buffer The buffer containing the packet data.
* \return The created packet.
*/
const PacketPtr CreatePacket(PacketType type, DataBuffer& buffer);
}
} // namespace PacketFactory
} // namespace protocol
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PacketHandler.h
* \brief File containing the blitz::protocol::PacketHandler class
*/
#include "blitz/protocol/PacketsForward.h"
#include "blitz/protocol/Protocol.h"
@@ -8,14 +13,26 @@ namespace protocol {
class PacketDispatcher;
/**
* \class PacketHandler
* \brief Class used to handle packets
*/
class PacketHandler {
private:
PacketDispatcher* m_Dispatcher;
public:
/**
* \brief Constructor
* \param dispatcher The packet dispatcher
*/
PacketHandler(PacketDispatcher* dispatcher) : m_Dispatcher(dispatcher) {}
virtual ~PacketHandler() {}
/**
* \brief Get the packet dispatcher
* \return The packet dispatcher
*/
PacketDispatcher* GetDispatcher() {
return m_Dispatcher;
}
@@ -24,6 +41,7 @@ class PacketHandler {
virtual void HandlePacket(const ConnexionInfoPacket* packet) {}
virtual void HandlePacket(const DisconnectPacket* packet) {}
virtual void HandlePacket(const KeepAlivePacket* packet) {}
virtual void HandlePacket(const PlayerDeathPacket* packet) {}
virtual void HandlePacket(const PlayerJoinPacket* packet) {}
virtual void HandlePacket(const PlayerLeavePacket* packet) {}
virtual void HandlePacket(const PlayerListPacket* packet) {}

View File

@@ -2,6 +2,7 @@
#include "packets/ConnexionInfoPacket.h"
#include "packets/DisconnectPacket.h"
#include "packets/KeepAlivePacket.h"
#include "packets/PlayerDeathPacket.h"
#include "packets/PlayerJoinPacket.h"
#include "packets/PlayerLeavePacket.h"
#include "packets/PlayerListPacket.h"

View File

@@ -7,6 +7,7 @@ class ChatPacket;
class ConnexionInfoPacket;
class DisconnectPacket;
class KeepAlivePacket;
class PlayerDeathPacket;
class PlayerJoinPacket;
class PlayerLeavePacket;
class PlayerListPacket;

View File

@@ -2,7 +2,7 @@
/**
* \file Protocol.h
* \brief File describing protocol
* \brief File containing the blitz::protocol::Protocol class
*/
#include "blitz/common/DataBuffer.h"
@@ -25,6 +25,7 @@ enum class PacketType : std::uint8_t {
// client <-- server
ConnexionInfo, /**< Corresponds to ConnexionInfoPacket */
PlayerDeath, /**< Corresponds to PlayerDeathPacket */
PlayerJoin, /**< Corresponds to PlayerJoinPacket */
PlayerLeave, /**< Corresponds to PlayerLeavePacket */
PlayerList, /**< Corresponds to PlayerListPacket */

View File

@@ -0,0 +1,61 @@
#pragma once
/**
* \file VarInt.h
* \brief File containing the blitz::VarInt class
*/
#include <cstddef>
#include <cstdint>
namespace blitz {
class DataBuffer;
namespace protocol {
/**
* \class VarInt
* \brief Variable-length format such that smaller numbers use fewer bytes.
*/
class VarInt {
private:
std::uint64_t m_Value;
public:
VarInt() : m_Value(0) {}
/**
* \brief Construct a variable integer from a value
* \param value The value of the variable integer
*/
VarInt(std::uint64_t value) : m_Value(value) {}
/**
* \brief Get the value of the variable integer
*/
std::uint64_t GetValue() const {
return m_Value;
}
/**
* \brief Get the length of the serialized variable integer
*/
std::size_t GetSerializedLength() const;
/**
* \brief Serialize the variable integer
* \param out The buffer to write the serialized variable integer to
* \param var The variable integer to serialize
*/
friend DataBuffer& operator<<(DataBuffer& out, const VarInt& var);
/**
* \brief Deserialize the variable integer
* \param in The buffer to read the serialized variable integer from
* \param var The variable integer to deserialize
*/
friend DataBuffer& operator>>(DataBuffer& in, VarInt& var);
};
} // namespace protocol
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file ChatPacket.h
* \brief File containing the blitz::protocol::ChatPacket class
*/
#include "blitz/maths/Vector.h"
#include "blitz/protocol/Protocol.h"
#include <vector>
@@ -7,20 +12,53 @@
namespace blitz {
namespace protocol {
/**
* \struct ColoredPart
* \brief Represents a part of a chat message with a specific color.
*/
struct ColoredPart {
Vec4f color;
std::string text;
/**
* \brief The color of the part.
*/
Vec4f m_Color;
/**
* \brief The text of the part.
*/
std::string m_Text;
};
typedef std::vector<ColoredPart> ColoredText;
/**
* \class ChatPacket
* \brief Packet for sending chat messages.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::Chat |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_Message | ColoredText | The message sent in the chat |
*/
class ChatPacket : public Packet {
private:
ColoredText m_Message;
public:
/**
* \brief Default constructor.
*/
ChatPacket() {}
/**
* \brief Constructor.
* \param msg The message to send.
*/
ChatPacket(const std::string& msg) : m_Message(ColorizeText(msg)) {}
/**
* \brief Constructor.
* \param msg The message to send.
*/
ChatPacket(const ColoredText& msg) : m_Message(msg) {}
virtual ~ChatPacket() {}
@@ -28,6 +66,10 @@ class ChatPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the message.
* \return The message.
*/
const ColoredText& GetMessage() const {
return m_Message;
}
@@ -36,8 +78,17 @@ class ChatPacket : public Packet {
return PacketType::Chat;
}
/**
* \brief Get the text color.
*/
static std::string GetTextColor(Vec3uc color);
/**
* \brief Colorize a text.
*/
static ColoredText ColorizeText(const std::string& text);
/**
* \brief Get the colored text string.
*/
static std::string GetColoredTextString(const ColoredText& text);
};

View File

@@ -1,16 +1,40 @@
#pragma once
/**
* \file ConnexionInfoPacket.h
* \brief File containing the blitz::protocol::ConnexionInfoPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class ConnexionInfoPacket
* \brief Packet for sending connection information.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::ConnexionInfo |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_ConnectionID | std::uint8_t | The connection ID |
*/
class ConnexionInfoPacket : public Packet {
private:
std::uint8_t m_ConnectionID;
public:
/**
* \brief Default constructor.
*/
ConnexionInfoPacket() {}
/**
* \brief Constructor.
* \param connectionID The ID of the connection.
*/
ConnexionInfoPacket(std::uint8_t connectionID) : m_ConnectionID(connectionID) {}
virtual ~ConnexionInfoPacket() {}
@@ -18,6 +42,10 @@ class ConnexionInfoPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the connection ID.
* \return The connection ID.
*/
std::uint8_t GetConnectionID() const {
return m_ConnectionID;
}

View File

@@ -1,15 +1,39 @@
#pragma once
/**
* \file DisconnectPacket.h
* \brief File containing the blitz::protocol::DisconnectPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class DisconnectPacket
* \brief Packet for disconnecting from the server.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::Disconnect |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_Reason | std::string | The reason for disconnection |
*/
class DisconnectPacket : public Packet {
private:
std::string m_Reason; // only when sent from server
public:
/**
* \brief Default constructor.
*/
DisconnectPacket() {}
/**
* \brief Constructor.
* \param reason The reason for disconnection.
*/
DisconnectPacket(std::string reason) : m_Reason(reason) {}
virtual ~DisconnectPacket() {}
@@ -17,6 +41,10 @@ class DisconnectPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the reason for disconnection.
* \return The reason for disconnection.
*/
const std::string& GetReason() const {
return m_Reason;
}

View File

@@ -5,7 +5,7 @@
* \brief File containing the blitz::protocol::KeepAlivePacket class
*/
#include "blitz/common/VarInt.h"
#include "blitz/protocol/VarInt.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
@@ -13,14 +13,14 @@ namespace protocol {
/**
* \class KeepAlivePacket
* \brief %Packet sent to measure the health of a connexion. \n
* \brief Packet sent to measure the health of a connexion. \n
* The client must respond with the same alive ID. Else, the connexion will be closed. \n
* %Packet structure :
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::KeepAlive |
*
* | Field Name | Field Type | Notes |
*
* | Field Name | Field Type | Notes |
* |--------------------|---------------|---------------------------------------------------------------------------|
* | Keep Alive ID | VarInt | The server generates a random ID, the client must respond with the same |
*

View File

@@ -0,0 +1,60 @@
#pragma once
/**
* \file PlayerDeathPacket.h
* \brief File containing the blitz::protocol::PlayerDeathPacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerDeathPacket
* \brief Packet for when a player leaves the game.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerDeath|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_PlayerID | PlayerID |The ID of the player that died |
*/
class PlayerDeathPacket : public Packet {
private:
game::PlayerID m_PlayerID;
public:
/**
* \brief Default constructor.
*/
PlayerDeathPacket() {}
/**
* \brief Constructor.
* \param playerID The ID of the player that died.
*/
PlayerDeathPacket(game::PlayerID playerID) : m_PlayerID(playerID) {}
virtual ~PlayerDeathPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the ID of the player that died.
* \return The ID of the player that died.
*/
game::PlayerID GetPlayerID() const {
return m_PlayerID;
}
virtual PacketType GetType() const {
return PacketType::PlayerDeath;
}
};
} // namespace protocol
} // namespace blitz

View File

@@ -13,7 +13,7 @@ namespace protocol {
/**
* \class PlayerJoinPacket
* \brief %Packet sent when a new player joins the game \n
* \brief Packet sent when a new player joins the game
* %Packet structure :
* | PacketType |
* |------------------------|

View File

@@ -1,24 +1,53 @@
#pragma once
/**
* \file PlayerLeavePacket.h
* \brief File containing the blitz::protocol::PlayerLeavePacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerLeavePacket
* \brief Packet for when a player leaves the game.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerLeave|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_PlayerID | PlayerID |The ID of the player that left |
*/
class PlayerLeavePacket : public Packet {
private:
std::uint8_t m_PlayerID;
game::PlayerID m_PlayerID;
public:
/**
* \brief Default constructor.
*/
PlayerLeavePacket() {}
PlayerLeavePacket(std::uint8_t playerID) : m_PlayerID(playerID) {}
/**
* \brief Constructor.
* \param playerID The ID of the player that left.
*/
PlayerLeavePacket(game::PlayerID playerID) : m_PlayerID(playerID) {}
virtual ~PlayerLeavePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const {
/**
* \brief Get the ID of the player that left.
* \return The ID of the player that left.
*/
game::PlayerID GetPlayerID() const {
return m_PlayerID;
}

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PlayerListPacket.h
* \brief File containing the blitz::protocol::PlayerListPacket class
*/
#include <map>
#include "blitz/protocol/Protocol.h"
@@ -7,18 +12,34 @@
namespace blitz {
namespace protocol {
/**
* \struct PlayerInfo
* \brief Represents information about a player.
*/
struct PlayerInfo {
std::string name;
std::string m_Name;
};
typedef std::map<std::uint8_t, PlayerInfo> PlayerList;
/**
* \class PlayerListPacket
* \brief Packet for sending the list of players.
* \todo PACKET STRUCTURE
*/
class PlayerListPacket : public Packet {
private:
PlayerList m_Players;
public:
/**
* \brief Default constructor.
*/
PlayerListPacket() {}
/**
* \brief Constructor.
* \param players The list of players.
*/
PlayerListPacket(const PlayerList& players) : m_Players(players) {}
virtual ~PlayerListPacket() {}
@@ -26,6 +47,11 @@ class PlayerListPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the list of players.
* \return The list of players.
*/
const PlayerList& GetPlayers() const {
return m_Players;
}

View File

@@ -1,16 +1,40 @@
#pragma once
/**
* \file PlayerLoginPacket.h
* \brief File containing the blitz::protocol::PlayerLoginPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerLoginPacket
* \brief Packet for when a player logs in.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerLogin|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------|
* | Player Name | std::string | Name of the player that logged in|
*/
class PlayerLoginPacket : public Packet {
private:
std::string m_PlayerName;
public:
/**
* \brief Default constructor.
*/
PlayerLoginPacket() {}
/**
* \brief Constructor.
* \param playerName The name of the player that logged in.
*/
PlayerLoginPacket(std::string playerName) : m_PlayerName(playerName) {}
virtual ~PlayerLoginPacket() {}
@@ -18,13 +42,17 @@ class PlayerLoginPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const {
return PacketType::PlayerLogin;
}
/**
* \brief Get the name of the player that logged in.
* \return The name of the player that logged in.
*/
const std::string& GetPlayerName() const {
return m_PlayerName;
}
virtual PacketType GetType() const {
return PacketType::PlayerLogin;
}
};
} // namespace protocol

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PlayerPositionAndRotationPacket.h
* \brief File containing the blitz::protocol::PlayerPositionAndRotationPacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/maths/Vector.h"
#include "blitz/protocol/Protocol.h"
@@ -7,6 +12,21 @@
namespace blitz {
namespace protocol {
/**
* \class PlayerPositionAndRotationPacket
* \brief Packet for sending a player's position and rotation.
* %Packet structure :
* | PacketType |
* |--------------------------------|
* | PacketType::PlayerPositionAndRotation |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------|
* | Player ID | PlayerID | Id of the player who moved |
* | Position | Vec3f | Position of the player |
* | Yaw | float | Yaw of the player |
* | Pitch | float | Pitch of the player |
*/
class PlayerPositionAndRotationPacket : public Packet {
private:
game::PlayerID m_Player; // only used when sent to client
@@ -14,28 +34,53 @@ class PlayerPositionAndRotationPacket : public Packet {
float m_Yaw, m_Pitch;
public:
/**
* \brief Default constructor.
*/
PlayerPositionAndRotationPacket() {}
/**
* \brief Constructor.
* \param position The position of the player.
* \param yaw The yaw of the player.
* \param pitch The pitch of the player.
* \param player The ID of the player.
*/
PlayerPositionAndRotationPacket(const Vec3f& position, float yaw, float pitch, game::PlayerID player = 0) :
m_Player(player), m_Position(position), m_Yaw(yaw), m_Pitch(pitch) {}
virtual ~PlayerPositionAndRotationPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the position of the player.
* \return The position of the player.
*/
const Vec3f& GetPosition() const {
return m_Position;
}
/**
* \brief Get the yaw of the player.
* \return The yaw of the player.
*/
float GetYaw() const {
return m_Yaw;
}
/**
* \brief Get the pitch of the player.
* \return The pitch of the player.
*/
float GetPitch() const {
return m_Pitch;
}
/**
* \brief Get the ID of the player.
* \return The ID of the player.
*/
game::PlayerID GetPlayer() const {
return m_Player;
}

View File

@@ -1,11 +1,31 @@
#pragma once
/**
* \file PlayerShootPacket.h
* \brief File containing the blitz::protocol::PlayerShootPacket class
*/
#include "blitz/game/Player.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerShootPacket
* \brief Packet for when a player shoots.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerShoot|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------|
* | Player ID | PlayerID | The ID of the player that shot |
* | Position | Vec3f | Position of the player |
* | Yaw | float | Yaw of the player |
* | Pitch | float | Pitch of the player |
*/
class PlayerShootPacket : public Packet {
private:
game::PlayerID m_Player; // only used when sent to client
@@ -13,7 +33,17 @@ class PlayerShootPacket : public Packet {
float m_Yaw, m_Pitch;
public:
/**
* \brief Default constructor.
*/
PlayerShootPacket() {}
/**
* \brief Constructor.
* \param position The position of the player.
* \param yaw The yaw of the player.
* \param pitch The pitch of the player.
* \param player The ID of the player.
*/
PlayerShootPacket(Vec3f position, float yaw, float pitch, game::PlayerID player = 0) :
m_Player(player), m_Position(position), m_Yaw(yaw), m_Pitch(pitch) {}
virtual ~PlayerShootPacket() {}
@@ -22,18 +52,34 @@ class PlayerShootPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the position of the player.
* \return The position of the player.
*/
const Vec3f& GetPosition() const {
return m_Position;
}
/**
* \brief Get the yaw of the player.
* \return The yaw of the player.
*/
float GetYaw() const {
return m_Yaw;
}
/**
* \brief Get the pitch of the player.
* \return The pitch of the player.
*/
float GetPitch() const {
return m_Pitch;
}
/**
* \brief Get the ID of the player.
* \return The ID of the player.
*/
game::PlayerID GetPlayer() const {
return m_Player;
}

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PlayerStatsPacket.h
* \brief File containing the blitz::protocol::PlayerStatsPacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/game/Player.h"
#include "blitz/protocol/Protocol.h"
@@ -7,13 +12,34 @@
namespace blitz {
namespace protocol {
/**
* \class PlayerStatsPacket
* \brief Packet for sending player stats.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerStats|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | Player ID | PlayerID | Id of the player |
* | Player Stats | PlayerStats | Stats of the player |
*/
class PlayerStatsPacket : public Packet {
private:
game::PlayerID m_PlayerID;
game::PlayerStats m_PlayerStats;
public:
/**
* \brief Default constructor.
*/
PlayerStatsPacket() {}
/**
* \brief Constructor.
* \param playerID The ID of the player.
* \param stats The stats of the player.
*/
PlayerStatsPacket(game::PlayerID playerID, const game::PlayerStats& stats) : m_PlayerID(playerID), m_PlayerStats(stats) {}
virtual ~PlayerStatsPacket() {}

View File

@@ -1,17 +1,41 @@
#pragma once
/**
* \file ServerConfigPacket.h
* \brief File containing the blitz::protocol::ServerConfigPacket class
*/
#include "blitz/game/Game.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class ServerConfigPacket
* \brief Packet for sending the server configuration.
* %Packet structure :
* | PacketType |
* |-------------------------|
* | PacketType::ServerConfig|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | Game Config | GameConfig | The game configuration |
*/
class ServerConfigPacket : public Packet {
private:
game::GameConfig m_GameConfig;
public:
/**
* \brief Default constructor.
*/
ServerConfigPacket() {}
/**
* \brief Constructor.
* \param GameConfig The game configuration.
*/
ServerConfigPacket(const game::GameConfig& GameConfig) : m_GameConfig(GameConfig) {}
virtual ~ServerConfigPacket() {}
@@ -19,6 +43,10 @@ class ServerConfigPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Getter of the game configuration
* \return The game configuration
*/
game::GameConfig GetGameConfig() const {
return m_GameConfig;
}

View File

@@ -1,17 +1,45 @@
#pragma once
/**
* \file ServerTpsPacket.h
* \brief File containing the blitz::protocol::ServerTpsPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class ServerTpsPacket
* \brief Packet for sending server TPS (Tick per second) and MSPT (Milliseconds per tick).
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::ServerTps |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | Tps | float | Server TPS |
* | Mspt | float | Server MSPT |
* | PacketSendTime | uint64_t | Time the packet was sent |
*/
class ServerTpsPacket : public Packet {
private:
float m_TPS;
float m_MSPT;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
/**
* \brief Default constructor.
*/
ServerTpsPacket() {}
/**
* \brief Constructor.
* \param tps The server TPS.
* \param mspt The server MSPT.
* \param sendTime The time the packet was sent.
*/
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
virtual ~ServerTpsPacket() {}
@@ -19,14 +47,27 @@ class ServerTpsPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the server TPS.
* \return The server TPS.
*/
float GetTPS() const {
return m_TPS;
}
/**
* \brief Get the server MSPT.
* \return The server MSPT.
*/
float GetMSPT() const {
return m_MSPT;
}
/**
* \brief Get the time the packet was sent.
* \return The time the packet was sent.
* \todo Calculate ping.
*/
std::uint64_t GetPacketSendTime() const {
return m_PacketSendTime;
}

View File

@@ -1,18 +1,44 @@
#pragma once
/**
* \file UpdateGameStatePacket.h
* \brief File containing the blitz::protocol::UpdateGameStatePacket class
*/
#include "blitz/game/Game.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class UpdateGameStatePacket
* \brief Packet for updating the game state.
* %Packet structure :
* | PacketType |
* |-----------------------------|
* | PacketType::UpdateGameState |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------------------|
* | Game State | GameState | The new game state |
* | Time Remaining | std::uint64_t | The time remaining in the current game state |
*/
class UpdateGameStatePacket : public Packet {
private:
game::GameState m_GameState;
std::uint64_t m_TimeRemaining;
public:
/**
* \brief Default constructor.
*/
UpdateGameStatePacket() {}
/**
* \brief Constructor.
* \param a_GameState The new game state.
* \param a_TimeRemaining The time remaining in the current game state.
*/
UpdateGameStatePacket(game::GameState a_GameState, std::uint64_t a_TimeRemaining = 0) :
m_GameState(a_GameState), m_TimeRemaining(a_TimeRemaining) {}
virtual ~UpdateGameStatePacket() {}
@@ -21,10 +47,18 @@ class UpdateGameStatePacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the new game state.
* \return The new game state.
*/
game::GameState GetGameState() const {
return m_GameState;
}
/**
* \brief Get the time remaining in the current game state.
* \return The time remaining in the current game state.
*/
std::uint64_t GetTimeRemaining() const {
return m_TimeRemaining;
}

View File

@@ -1,16 +1,40 @@
#pragma once
/**
* \file UpdateHealthPacket.h
* \brief File containing the blitz::protocol::UpdateHealthPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class UpdateHealthPacket
* \brief Packet for updating the health of a player.
* %Packet structure :
* | PacketType |
* |--------------------------|
* | PacketType::UpdateHealth |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_NewHealth | float | The new health value |
*/
class UpdateHealthPacket : public Packet {
private:
float m_NewHealth;
public:
/**
* \brief Default constructor.
*/
UpdateHealthPacket() {}
/**
* \brief Constructor.
* \param newHealth The new health value.
*/
UpdateHealthPacket(float newHealth) : m_NewHealth(newHealth) {}
virtual ~UpdateHealthPacket() {}
@@ -18,6 +42,10 @@ class UpdateHealthPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the new health value.
* \return The new health value.
*/
float GetNewHealth() const {
return m_NewHealth;
}

View File

@@ -1,10 +1,10 @@
#pragma once
#include "blitz/common/Defines.h"
#include "blitz/game/Listeners.h"
#include "blitz/misc/ObjectNotifier.h"
#include "blitz/misc/Time.h"
#include "blitz/protocol/packets/ChatPacket.h"
#include "client/Listeners.h"
#include "client/config/BlitzConfig.h"
#include <cstdint>
#include <memory>
@@ -14,19 +14,17 @@ namespace blitz {
static const int PlayerUpdatePosRate = 50;
namespace client {
class ClientConnexion;
class ClientGame;
} // namespace client
namespace server {
class Server;
} // namespace server
namespace client {
class ClientConnexion;
class ClientGame;
// Singleton
class Client : public utils::ObjectNotifier<game::ClientListener>, public game::PlayerInputListener {
class Client : public utils::ObjectNotifier<client::ClientListener>, public client::PlayerInputListener {
private:
std::unique_ptr<server::Server> m_Server;
std::unique_ptr<client::ClientConnexion> m_Connexion;
@@ -78,4 +76,5 @@ class Client : public utils::ObjectNotifier<game::ClientListener>, public game::
void UpdatePosition(std::uint64_t delta);
};
} // namespace client
} // namespace blitz

View File

@@ -4,11 +4,10 @@
#include "blitz/network/Connexion.h"
namespace blitz {
namespace client {
class Client;
namespace client {
class ClientConnexion : public network::Connexion {
private:
Client* m_Client;
@@ -24,7 +23,7 @@ class ClientConnexion : public network::Connexion {
virtual void HandlePacket(const protocol::ChatPacket* packet) override;
virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet) override;
virtual bool Connect(const std::string& pseudo, const std::string& address, std::uint16_t port);
bool Connect(const std::string& pseudo, const std::string& address, std::uint16_t port);
game::PlayerID GetPlayerID() const {
return m_PlayerID;

View File

@@ -0,0 +1,37 @@
#pragma once
#include "blitz/common/Defines.h"
#include "blitz/maths/Vector.h"
#include <vector>
namespace blitz {
namespace protocol {
struct ColoredPart;
typedef std::vector<ColoredPart> ColoredText;
} // namespace protocol
namespace client {
class PlayerInputListener {
public:
virtual void OnLocalPlayerJump() {}
virtual void OnLocalPlayerShoot(const Vec3f& position, float yaw, float pitch) {}
};
class ClientListener {
public:
virtual void OnTextChatReceived(const protocol::ColoredText& text) {}
virtual void OnSpectatorChange(game::PlayerID player) {}
virtual void OnPlayerShoot(game::PlayerID player, const Vec3f& position, float yaw, float pitch) {}
virtual void OnClientPlayerJoin() {}
virtual void OnGameConfigUpdate() {}
virtual void OnGameJoin() {}
virtual void OnGameLeave() {}
};
} // namespace game
} // namespace blitz

View File

@@ -0,0 +1,25 @@
#pragma once
#include "blitz/common/DataBuffer.h"
#include "blitz/common/NonCopyable.h"
#include "blitz/maths/Vector.h"
#include "client/audio/AudioLoader.h"
namespace blitz {
namespace audio {
class AudioBuffer : private NonCopyable {
private:
unsigned int m_ID;
public:
AudioBuffer(AudioData&& audioData);
~AudioBuffer();
unsigned int GetID() const {
return m_ID;
}
};
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,21 @@
#pragma once
#include "blitz/common/NonCopyable.h"
#include "blitz/maths/Vector.h"
namespace blitz {
namespace audio {
class AudioListener : private NonCopyable {
public:
AudioListener();
~AudioListener();
void SetGain(float a_Gain);
void SetPosition(const Vec3f& a_Position);
void SetVelocity(const Vec3f& a_Velocity);
void SetOrientation(const Vec3f& a_Orientation, const Vec3f& a_Up);
};
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,24 @@
#pragma once
#include "blitz/common/DataBuffer.h"
namespace blitz {
namespace audio {
enum AudioFormat { afMono8 = 0, afMono16, afStereo8, afStereo16 };
struct AudioData {
DataBuffer m_Buffer;
AudioFormat m_Format;
std::uint32_t m_Frequency;
};
namespace AudioLoader {
// files should be 8 or 16 bits wav
AudioData LoadAudioFile(const std::string& filePath);
}; // namespace AudioLoader
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,66 @@
#pragma once
#include "blitz/game/Listeners.h"
#include "client/Listeners.h"
#include "client/audio/AudioListener.h"
#include "client/audio/AudioSource.h"
#include <map>
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace game {
class Player;
} // namespace game
namespace audio {
struct PlayerSound {
AudioSourcePtr m_Laser;
AudioSourcePtr m_FootStep;
AudioSourcePtr m_Death;
};
class AudioManager : public client::ClientListener, public game::GameListener {
private:
client::Client* m_Client;
game::Player* m_Player;
AudioListener m_Listener;
AudioSourcePtr m_MenuMusic;
AudioSourcePtr m_EndMusic;
AudioBufferPtr m_DeathSound;
AudioBufferPtr m_LaserSound;
AudioBufferPtr m_FootStepSound;
std::map<game::PlayerID, PlayerSound> m_PlayerSources;
public:
AudioManager(client::Client* client);
~AudioManager();
virtual void OnGameJoin() override;
virtual void OnGameLeave() override;
virtual void OnGameStateUpdate(game::GameState gameState) override;
virtual void OnClientPlayerJoin() override;
virtual void OnPlayerDeath(game::PlayerID player) override;
virtual void OnPlayerShoot(game::PlayerID player, const Vec3f& position, float yaw, float pitch) override;
virtual void OnPlayerJoin(game::PlayerID player) override;
virtual void OnPlayerLeave(game::PlayerID player) override;
void SetGlobalVolume(float volume);
void Update();
private:
void InitSounds();
AudioSourcePtr InitSourceFromFile(const std::string& fileName);
AudioSourcePtr InitSourceFromBuffer(const AudioBufferPtr& buffer);
AudioBufferPtr InitBufferFromFile(const std::string& fileName);
};
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,43 @@
#pragma once
#include "blitz/common/NonCopyable.h"
#include "blitz/maths/Vector.h"
#include "client/audio/AudioBuffer.h"
#include <memory>
namespace blitz {
namespace audio {
typedef std::shared_ptr<AudioBuffer> AudioBufferPtr;
class AudioSource : NonCopyable {
private:
unsigned int m_ID;
AudioBufferPtr m_Buffer;
public:
enum SourceState { ssInitial = 0, ssPlaying, ssPaused, ssStopped };
AudioSource();
~AudioSource();
void SetGain(float a_Gain);
void SetPitch(float a_Pitch);
void SetPosition(const Vec3f& a_Position);
void SetDirection(const Vec3f& a_Direction);
void SetVelocity(const Vec3f& a_Velocity);
void SetLooping(bool a_Looping);
void SetRelative(bool a_Relative);
void SetBuffer(const AudioBufferPtr& a_Buffer);
SourceState GetSourceState() const;
void Play();
void Pause();
void Stop();
};
typedef std::unique_ptr<AudioSource> AudioSourcePtr;
} // namespace audio
} // namespace blitz

View File

@@ -1,11 +1,22 @@
#pragma once
/**
* \file BlitzConfig.h
* \brief File containing the blitz::BlitzConfig class
*/
#include "blitz/game/Game.h"
#include <array>
#include <string>
namespace blitz {
namespace input {
/**
* \enum KeyAction
* \brief Enum containing the key actions
*/
enum KeyAction {
kaAvancer = 0,
kaReculer,
@@ -15,11 +26,17 @@ enum KeyAction {
kaMax,
};
typedef std::array<int, kaMax> Keybinds;
} // namespace input
typedef std::array<int, input::kaMax> Keybinds;
/**
* \class BlitzConfig
* \brief Class used to manage the Blitz configuration
*/
class BlitzConfig {
private:
std::array<char, 256> m_Pseudo;
std::array<char, 20> m_Pseudo;
game::GameConfig m_ServerConfig;
bool m_VSync;
bool m_DisplayFps;
@@ -27,41 +44,71 @@ class BlitzConfig {
float m_MouseSpeed;
public:
/**
* \brief Default constructor
*/
BlitzConfig();
~BlitzConfig();
std::array<char, 256>& GetPseudo() {
std::array<char, 20>& GetPseudo() {
return m_Pseudo;
}
/**
* \brief Return whether VSync is enabled
*/
bool IsVSyncEnabled() const {
return m_VSync;
}
/**
* \brief Set whether VSync is enabled
*/
void SetVSync(bool vsync) {
m_VSync = vsync;
}
/**
* \brief Return whether the FPS display is enabled
*/
bool IsFPSDisplayEnabled() const {
return m_DisplayFps;
}
/**
* \brief Set whether the FPS display is enabled
*/
void SetFPSDisplay(bool display) {
m_DisplayFps = display;
}
/**
* \brief Get the keybinds
* \return The keybinds
*/
Keybinds& GetKeys() {
return m_Keybinds;
}
/**
* \brief Get the mouse speed
* \return The mouse speed
*/
float GetMouseSpeed() const {
return m_MouseSpeed;
}
/**
* \brief Set the mouse speed
*/
void SetMouseSpeed(float MouseSpeed) {
m_MouseSpeed = MouseSpeed;
}
/**
* \brief Get the server configuration
* \return The server configuration
*/
game::GameConfig& GetServerConfig() {
return m_ServerConfig;
}

View File

@@ -1,53 +0,0 @@
#pragma once
#include <memory>
#include <string>
class SDL_Window;
namespace blitz {
class Client;
namespace gui {
class BlitzGui;
} // namespace gui
class Display {
private:
SDL_Window* m_Window;
void* m_GL_Context;
int m_WindowWidth;
int m_WindowHeight;
float m_AspectRatio;
std::string m_WindowName;
bool m_ShouldClose;
bool m_FullScreen;
Client* m_Client;
std::unique_ptr<gui::BlitzGui> m_BlitzGui;
public:
Display(int width, int height, const std::string& windowName, Client* client);
~Display();
bool Create();
void PollEvents();
void Update();
void Render();
void Destroy();
bool IsCloseRequested();
float GetAspectRatio();
int GetWindowWidth();
int GetWindowHeight();
private:
void InitImGui();
};
} // namespace blitz

View File

@@ -1,19 +0,0 @@
#pragma once
#include <SDL2/SDL_events.h>
#include <functional>
namespace blitz {
namespace InputManager {
typedef std::function<void(int)> KeyDownCallback;
typedef std::function<void(int, int)> MouseMoveCallback;
void BindKeyDownCallback(const KeyDownCallback&);
void BindMouseMoveCallback(const MouseMoveCallback&);
void ProcessEvent(SDL_Event& event);
void GrabMouse(bool grabInput);
bool MouseGrabbed();
} // namespace InputManager
} // namespace blitz

View File

@@ -1,56 +0,0 @@
#pragma once
#include "blitz/common/Smoothing.h"
#include "blitz/game/Listeners.h"
#include "blitz/misc/ObjectNotifier.h"
#include "blitz/misc/Time.h"
namespace blitz {
class Client;
namespace game {
class Player;
} // namespace game
namespace input {
class PlayerController : public utils::ObjectNotifier<game::PlayerInputListener>, game::ClientListener {
private:
game::Player* m_Player;
Client* m_Client;
utils::CooldownTimer<float> m_ShootTimer{1.0f};
EMASmoother m_DxSmoother;
EMASmoother m_DySmoother;
// current (target) velocity
Vec3f m_Velocity;
/// maximum x-axis velocity
Vec3f m_MaxVelocity;
/// this is reset when the player touches the ground
bool m_OnGround;
public:
PlayerController(Client* client);
void Update(float delta);
virtual void OnGameConfigUpdate() override;
void SetAttachedPlayer(game::Player* a_Player) {
m_Player = a_Player;
}
game::Player* GetAttachedPlayer() {
return m_Player;
}
private:
void UpdateShootTimer(int bpm);
void MouseMotionEvent(int, int);
void UpdatePosition(float delta);
};
} // namespace input
} // namespace blitz

View File

@@ -6,11 +6,10 @@
#include <vector>
namespace blitz {
namespace client {
class Client;
namespace client {
class ClientGame : public game::Game, public protocol::PacketHandler {
private:
Client* m_Client;
@@ -22,6 +21,7 @@ class ClientGame : public game::Game, public protocol::PacketHandler {
void Tick(std::uint64_t delta) override;
virtual void HandlePacket(const protocol::PlayerDeathPacket* packet) override;
virtual void HandlePacket(const protocol::PlayerJoinPacket* packet) override;
virtual void HandlePacket(const protocol::PlayerLeavePacket* packet) override;
virtual void HandlePacket(const protocol::PlayerListPacket* packet) override;
@@ -32,8 +32,8 @@ class ClientGame : public game::Game, public protocol::PacketHandler {
virtual void HandlePacket(const protocol::UpdateGameStatePacket* packet) override;
virtual void HandlePacket(const protocol::ServerConfigPacket* packet) override;
virtual void AddPlayer(game::PlayerID player, const std::string& name);
virtual void RemovePlayer(game::PlayerID player);
virtual void AddPlayer(game::PlayerID player, const std::string& name) override;
virtual void RemovePlayer(game::PlayerID player) override;
const game::LeaderBoard& GetLeaderBoard() const {
return m_LeaderBoard;

View File

@@ -1,10 +1,13 @@
#pragma once
#include "GuiWidget.h"
#include "client/input/InputManager.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
@@ -13,7 +16,7 @@ class BlitzGui : public GuiWidget {
enum SubMenu { Main = 0 };
public:
BlitzGui(Client* client);
BlitzGui(client::Client* client, input::InputManager& inputManager);
virtual void Render() override;

View File

@@ -1,16 +1,22 @@
#pragma once
#include "GuiWidget.h"
#include "client/input/InputManager.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class CreateGameMenu : public GuiWidget {
private:
input::InputManager& m_InputManager;
public:
CreateGameMenu(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {}
CreateGameMenu(GuiWidget* parent, client::Client* client, input::InputManager& inputManager);
virtual void Render() override;
};

View File

@@ -3,6 +3,11 @@
#include "GuiWidget.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class CrossHair : public GuiWidget {
@@ -10,7 +15,7 @@ class CrossHair : public GuiWidget {
std::uint64_t m_CrossHairTexture;
public:
CrossHair(Client* client);
CrossHair(client::Client* client);
virtual void Render() override;
};

View File

@@ -4,13 +4,15 @@
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class FPSMenu : public GuiWidget {
public:
FPSMenu(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {}
FPSMenu(GuiWidget* parent, client::Client* client) : GuiWidget(parent, client) {}
virtual void Render() override;
};

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@@ -2,14 +2,19 @@
#include "GuiWidget.h"
#include "client/Client.h"
#include "client/input/InputManager.h"
#include <string>
#include <vector>
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class GameChatGui : public GuiWidget, game::ClientListener {
class GameChatGui : public GuiWidget, client::ClientListener {
private:
char InputBuf[256];
std::vector<protocol::ColoredText> m_Lines;
@@ -19,14 +24,17 @@ class GameChatGui : public GuiWidget, game::ClientListener {
bool ScrollToBottom = false;
bool AutoScroll = true;
float m_ChatDisplay = 0;
input::InputManager& m_InputManager;
void Draw(const char* title, bool* p_open);
void DrawMini(const char* title, bool* p_open);
public:
GameChatGui(GuiWidget* parent, Client* client);
virtual void OnTextChatReceived(const protocol::ColoredText& text);
GameChatGui(GuiWidget* parent, client::Client* client, input::InputManager& inputManager);
virtual ~GameChatGui();
virtual void OnTextChatReceived(const protocol::ColoredText& text) override;
virtual void Render() override;
};

View File

@@ -7,19 +7,21 @@
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class GuiWidget {
protected:
bool m_Enabled;
Client* m_Client;
client::Client* m_Client;
GuiWidget* m_Parent;
std::vector<std::unique_ptr<GuiWidget>> m_SubWidgets;
public:
GuiWidget(GuiWidget* parent, Client* client) : m_Enabled(false), m_Client(client), m_Parent(parent) {}
GuiWidget(GuiWidget* parent, client::Client* client) : m_Enabled(false), m_Client(client), m_Parent(parent) {}
virtual ~GuiWidget() {}
void Enable() {

View File

@@ -5,23 +5,30 @@
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace game {
class Player;
} // namespace game
} // namespace game
namespace gui {
class Hud : public GuiWidget {
class Hud : public GuiWidget, public game::GameListener, public client::ClientListener {
private:
std::uint64_t m_GunTexture;
std::uint64_t m_JPTexture;
utils::DelayTimer<float> m_Timer{5.0f};
public:
Hud(GuiWidget* parent, Client* client);
Hud(GuiWidget* parent, client::Client* client);
virtual ~Hud();
virtual void Render() override;
virtual void OnGameStateUpdate(game::GameState gameState) override;
virtual void OnGameJoin() override;
virtual void OnGameLeave() override;
private:
std::string FormatString();
void Draw(const char* title, bool* p_open);

View File

@@ -1,16 +1,22 @@
#pragma once
#include "GuiWidget.h"
#include "client/input/InputManager.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class JoinGameMenu : public GuiWidget {
private:
input::InputManager& m_InputManager;
public:
JoinGameMenu(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {}
JoinGameMenu(GuiWidget* parent, client::Client* client, input::InputManager& inputManager);
virtual void Render() override;
};

View File

@@ -5,16 +5,24 @@
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class LeaderBoardGui : public GuiWidget {
class LeaderBoardGui : public GuiWidget, public game::GameListener, public client::ClientListener {
private:
void Draw(const char* title, bool* p_open);
utils::DelayTimer<float> m_Timer{5.0f};
public:
LeaderBoardGui(GuiWidget* parent, Client* client);
LeaderBoardGui(GuiWidget* parent, client::Client* client);
~LeaderBoardGui();
virtual void OnGameStateUpdate(game::GameState gameState) override;
virtual void OnGameJoin() override;
virtual void OnGameLeave() override;
virtual void Render() override;
};

View File

@@ -1,19 +1,31 @@
#pragma once
#include "GuiWidget.h"
#include "client/Listeners.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace input {
class InputManager;
} // namespace input
namespace gui {
class MainMenu : public GuiWidget {
class MainMenu : public GuiWidget, public client::ClientListener {
private:
enum SubMenu { CREATE_MENU = 0, JOIN_MENU, OPTION_MENU };
input::InputManager& m_InputManager;
public:
MainMenu(Client* client);
MainMenu(client::Client* client, input::InputManager& inputManager);
virtual ~MainMenu();
virtual void OnGameLeave() override;
virtual void Render() override;
};

View File

@@ -3,33 +3,38 @@
#include "GuiWidget.h"
#include "blitz/misc/Time.h"
#include "client/config/BlitzConfig.h"
#include "client/input/InputManager.h"
#include <array>
#include <string>
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class OptionsMenu : public GuiWidget {
class OptionsMenu : public GuiWidget, public input::InputListener {
private:
bool m_ShowFPS;
bool m_VSync;
bool m_IsKeyPopupOpen;
bool m_KeyPopupShouldClose;
utils::Timer m_Timer{100};
KeyAction m_CurrentAction;
input::KeyAction m_CurrentAction;
input::InputManager& m_InputManager;
public:
OptionsMenu(GuiWidget* parent, Client* client);
OptionsMenu(GuiWidget* parent, client::Client* client, input::InputManager& inputManager);
virtual ~OptionsMenu();
virtual void Render() override;
void OnKeyEvent(int key);
virtual void OnKeyDown(int key) override;
private:
std::string GetKeyActionCodeName(KeyAction);
std::string GetKeyActionCodeName(input::KeyAction);
void HotkeyBindingButton();
void HotkeyBindingPopUp();
};

View File

@@ -1,13 +1,22 @@
#pragma once
#include "GuiWidget.h"
#include "client/input/InputManager.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class ServerGui : public GuiWidget {
private:
input::InputManager& m_InputManager;
public:
ServerGui(GuiWidget* parent, Client* client);
ServerGui(GuiWidget* parent, client::Client* client, input::InputManager& inputManager);
virtual void Render() override;
};

View File

@@ -0,0 +1,120 @@
#pragma once
/**
* \file Display.h
* \brief File containing the blitz::Display class
*/
#include "client/input/InputManager.h"
#include "client/input/PlayerController.h"
#include <memory>
#include <string>
class SDL_Window;
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace gui {
class BlitzGui;
} // namespace gui
namespace input {
/**
* \class Display
* \brief Class used to manage the display
*/
class Display {
private:
SDL_Window* m_Window;
void* m_GL_Context;
int m_WindowWidth;
int m_WindowHeight;
float m_AspectRatio;
std::string m_WindowName;
bool m_ShouldClose;
bool m_FullScreen;
client::Client* m_Client;
input::InputManager& m_InputManager;
std::unique_ptr<gui::BlitzGui> m_BlitzGui;
input::PlayerController m_PlayerController;
public:
/**
* \brief Constructor
* \param width The width of the window
* \param height The height of the window
* \param windowName The name of the window
* \param client The client
* \param inputManager The InputManager
*/
Display(int width, int height, const std::string& windowName, client::Client* client, input::InputManager& inputManager);
~Display();
/**
* \brief Return whether the display has been created
*/
bool Create();
/**
* \brief Poll the events
* \note This function should be called at the beginning of the main loop
*/
void PollEvents();
/**
* \brief Update the display
* \note Swap the buffers
*/
void Update();
/**
* \brief Render the display (ImGui)
*/
void Render();
/**
* \brief Destroy the display (Not your mother's display)
*/
void Destroy();
/**
* \brief Return whether the display should be closed
*/
bool IsCloseRequested();
/**
* \brief Return widht/height ratio
*/
float GetAspectRatio();
/**
* \brief Return the window width
*/
int GetWindowWidth();
/**
* \brief Return the window height
*/
int GetWindowHeight();
/**
* \brief Return the player controller
*/
input::PlayerController& GetPlayerController() {
return m_PlayerController;
}
private:
void InitImGui();
};
} // namespace input
} // namespace blitz

View File

@@ -0,0 +1,30 @@
#pragma once
#include "blitz/misc/ObjectNotifier.h"
#include <SDL2/SDL_events.h>
#include <functional>
namespace blitz {
namespace input {
class InputListener {
public:
virtual void OnKeyDown(int imguiKey) {}
virtual void OnMouseMove(int deltaX, int deltaY) {}
};
class InputManager : public utils::ObjectNotifier<InputListener> {
private:
bool m_MouseInputGrabbed;
public:
InputManager() : m_MouseInputGrabbed(false) {}
virtual ~InputManager() {}
void ProcessEvent(SDL_Event& event) const;
void GrabMouse(bool grabInput);
bool MouseGrabbed() const;
};
} // namespace input
} // namespace blitz

View File

@@ -0,0 +1,72 @@
#pragma once
/**
* \file PlayerController.h
* \brief File containing the blitz::input::PlayerController class.
*/
#include "blitz/maths/Smoothing.h"
#include "blitz/misc/ObjectNotifier.h"
#include "blitz/misc/Time.h"
#include "client/input/InputManager.h"
#include "client/Listeners.h"
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace game {
class Player;
} // namespace game
namespace input {
/**
* \brief Class that handles player input and sends it to the client.
* \details This class is responsible for handling player input and sending it to the server.
* It also handles the player's velocity and position.
*/
class PlayerController : public utils::ObjectNotifier<client::PlayerInputListener>, client::ClientListener, InputListener {
private:
game::Player* m_Player;
client::Client* m_Client;
input::InputManager& m_InputManager;
utils::CooldownTimer<float> m_ShootTimer{1.0f};
maths::EMASmoother m_DxSmoother;
maths::EMASmoother m_DySmoother;
// current (target) velocity
Vec3f m_Velocity;
/// maximum x-axis velocity
Vec3f m_MaxVelocity;
/// this is reset when the player touches the ground
bool m_OnGround;
public:
/**
* \brief Default constructor
*/
PlayerController(client::Client* client, input::InputManager& inputManager);
virtual ~PlayerController();
/**
* \brief Update things like player position and velocity.
*/
void Update(float delta);
virtual void OnGameConfigUpdate() override;
virtual void OnClientPlayerJoin() override;
virtual void OnGameLeave() override;
virtual void OnMouseMove(int, int) override;
private:
void UpdateShootTimer(int bpm);
void UpdatePosition(float delta);
};
} // namespace input
} // namespace blitz

View File

@@ -28,7 +28,6 @@ class BulletRenderer {
std::vector<Trail> m_Trails;
ModelLoader::Model m_BulletModel;
std::unique_ptr<shader::BulletShader> m_Shader;
unsigned int m_Vbo;
const Camera& m_Camera;
public:
@@ -38,6 +37,7 @@ class BulletRenderer {
void AddBullet(const Vec3f& origin, float yaw, float pitch, bool firstPersson);
void Update(float delta);
void Render();
void Clear();
};
} // namespace render

View File

@@ -1,7 +1,6 @@
#pragma once
#include "blitz/game/Player.h"
#include "blitz/maths/Vector.h"
#include <cstdint>
namespace blitz {

View File

@@ -1,7 +1,6 @@
#pragma once
#include "client/Client.h"
#include "client/display/PlayerController.h"
#include "client/input/PlayerController.h"
#include "client/render/BulletRenderer.h"
#include "client/render/Camera.h"
#include "client/render/loader/GLLoader.h"
@@ -9,6 +8,10 @@
namespace blitz {
namespace client {
class Client;
} // namespace client
namespace shader {
class EntityShader;
@@ -20,23 +23,23 @@ class GunShader;
namespace render {
class MainRenderer : public game::ClientListener, public game::PlayerInputListener {
class MainRenderer : public client::ClientListener, public client::PlayerInputListener {
private:
Client* m_Client;
client::Client* m_Client;
ModelLoader::Model m_PlayerModel;
ModelLoader::Model m_WorldModel;
ModelLoader::Model m_GunModel;
std::unique_ptr<shader::EntityShader> m_EntityShader;
std::unique_ptr<shader::WorldShader> m_WorldShader;
std::unique_ptr<shader::GunShader> m_GunShader;
input::PlayerController m_PlayerController;
unsigned int m_Texture;
float m_ShootTime;
Camera m_Camera;
BulletRenderer m_BulletRenderer;
input::PlayerController& m_PlayerController;
public:
MainRenderer(Client* client);
MainRenderer(client::Client* client, input::PlayerController& playerController);
~MainRenderer();
virtual void OnSpectatorChange(game::PlayerID player) override;
@@ -44,6 +47,7 @@ class MainRenderer : public game::ClientListener, public game::PlayerInputListen
virtual void OnLocalPlayerShoot(const Vec3f& position, float yaw, float pitch) override;
virtual void OnGameConfigUpdate() override;
virtual void OnGameLeave() override;
void Update();
void Render();

View File

@@ -1,6 +1,6 @@
#pragma once
#ifndef BLITZ_GL_LOADER_GLBNIDING
#ifdef BLITZ_GL_LOADER_GLEW
#include <GL/glew.h>
#else
#include <glbinding/gl/gl.h>

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Server.h
* \brief File containing the blitz::server::Server class
*/
#include <map>
#include <thread>
@@ -8,7 +13,15 @@
#include "server/ServerConnexion.h"
#include "server/game/ServerGame.h"
/**
* \def SERVER_TPS
* \brief The server ticks per second
*/
#define SERVER_TPS 20
/**
* \def SERVER_TICK
* \brief The server tick duration
*/
#define SERVER_TICK 1000 / SERVER_TPS
namespace blitz {
@@ -16,6 +29,10 @@ namespace server {
typedef std::map<std::uint8_t, std::unique_ptr<ServerConnexion>> ConnexionMap;
/**
* \class Server
* \brief Class used to manage the server
*/
class Server {
private:
network::TCPListener m_Listener;
@@ -27,48 +44,117 @@ class Server {
std::thread m_Thread;
bool m_ServerRunning;
game::PlayerID m_FreePlayerID;
public:
/**
* \brief Constructor
*/
Server();
virtual ~Server();
/**
* \brief Start the server
* \param port The port
* \param blocking If the server is blocking
* \return If the server has started
*/
bool Start(std::uint16_t port, bool blocking);
void Stop(); // force the server to stop
/**
* \brief Force the server to stop
*/
void Stop();
/**
* \brief Restart the server
*/
void Restart();
/**
* \brief Add a bot
*/
void AddBot();
/**
* \brief Forcefully remove a player from the game
* \param player the id of the player to remove
*/
void KickPlayer(game::PlayerID player);
/**
* \brief Remove a connexion
* \param connexionID The connexion ID
*/
void RemoveConnexion(std::uint8_t connexionID);
/**
* \brief Broadcast a packet to all connexions
* \param packet The packet
*/
void BroadcastPacket(const protocol::Packet* packet);
/**
* \brief Broadcast a chat message
* \param msg The message
*/
void BroadcastChatMessage(const std::string& msg);
/**
* \brief Get the milliseconds per tick
* \return The milliseconds per tick
*/
float GetMSPT() const {
return m_TickCounter.GetMSPT();
}
/**
* \brief Get the ticks per second
* \return The ticks per second
*/
float GetTPS() const {
return m_TickCounter.GetTPS();
}
/**
* \brief Return whether the server is running
*/
bool IsRunning() {
return m_ServerRunning;
}
/**
* \brief Get the connexions (const version)
* \return The connexions
*/
const ConnexionMap& GetConnexions() const {
return m_Connections;
}
/**
* \brief Get the connexions
* \return The connexions
*/
ConnexionMap& GetConnexions() {
return m_Connections;
}
/**
* \brief Get the game
* \return The game
*/
ServerGame& GetGame() {
return m_Game;
}
/**
* \brief Get the listening port
* \return The listening port
*/
std::uint16_t GetListeningPort();
/**
* \brief Get a new player ID
* \return The new player ID
*/
game::PlayerID GetNewPlayerID();
private:

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file ServerConnexion.h
* \brief File containing the blitz::server::ServerConnexion class
*/
#include "blitz/network/Connexion.h"
namespace blitz {
@@ -15,13 +20,23 @@ namespace server {
class Server;
/**
* \struct KeepAlive
* \brief Structure containing the keep alive informations
* \var KeepAlive::KeepAliveID The keep alive ID
* \var KeepAlive::SendTime The time when the keep alive was sent
* \var KeepAlive::RecievedResponse If the keep alive has recieved a response
*/
struct KeepAlive {
std::uint64_t keepAliveID = 0;
std::uint64_t sendTime;
bool recievedResponse = false;
std::uint64_t KeepAliveID = 0;
std::uint64_t SendTime;
bool RecievedResponse = false;
};
/**
* \class ServerConnexion
* \brief Class used to manage the server connexion
*/
class ServerConnexion : public network::Connexion {
private:
Server* m_Server;
@@ -31,11 +46,31 @@ class ServerConnexion : public network::Connexion {
std::string m_ChatColor;
public:
/**
* \brief Constructor
* \param server The server
* \param socket The socket
* \param id The ID of the connexion
*/
ServerConnexion(Server* server, network::TCPSocket& socket, std::uint8_t id);
/**
* \brief Move constructor
*/
ServerConnexion(ServerConnexion&& move);
virtual ~ServerConnexion();
void Start();
/**
* \brief Start the connexion
*/
void Init();
/**
* \brief Get the ID of the connexion
* \return The ID of the connexion
*/
std::uint8_t GetID() const {
return m_ID;
}
virtual void HandlePacket(const protocol::PlayerLoginPacket* packet) override;
virtual void HandlePacket(const protocol::KeepAlivePacket* packet) override;
@@ -44,11 +79,7 @@ class ServerConnexion : public network::Connexion {
virtual void HandlePacket(const protocol::PlayerPositionAndRotationPacket* packet) override;
virtual void HandlePacket(const protocol::PlayerShootPacket* packet) override;
std::uint8_t GetID() const {
return m_ID;
}
virtual bool UpdateSocket();
virtual bool UpdateSocket() override;
private:
void RegisterHandlers();

View File

@@ -1,10 +1,22 @@
#pragma once
/**
* \file ServerGame.h
* \brief File containing the blitz::server::ServerGame class
*/
#include "blitz/game/Game.h"
namespace blitz {
namespace server {
/**
* \struct ServerDuration
* \brief Structure containing the server game durations
* \var ServerDuration::m_GameDuration The game duration
* \var ServerDuration::m_PrepDuration The preparation duration
* \var ServerDuration::m_EndDuration The end duration
*/
struct ServerDuration {
std::uint64_t m_GameDuration = 1000 * 3 * 60;
std::uint64_t m_PrepDuration = 1000 * 10;
@@ -13,6 +25,10 @@ struct ServerDuration {
class Server;
/**
* \class ServerGame
* \brief Class used to manage the server game
*/
class ServerGame : public game::Game {
private:
Server* m_Server;
@@ -20,22 +36,57 @@ class ServerGame : public game::Game {
ServerDuration m_ServerDuration;
public:
/**
* \brief Constructor
* \param server The server
*/
ServerGame(Server* server);
virtual ~ServerGame();
void CheckShoot(game::PlayerID player, Vec3f position, float yaw, float pitch);
/**
* \brief Process a player shoot
* \param player The player
* \param position The position of the player
* \param yaw The yaw
* \param pitch The pitch
*/
void ProcessShoot(game::PlayerID player, Vec3f position, float yaw, float pitch);
/**
* \brief Process a player login
* \param player The player
* \param name The name of the player
*/
void AddPlayer(game::PlayerID player, const std::string& name) override;
/**
* \brief Remove a player from the game if he disconnected
*/
void RemovePlayer(game::PlayerID player) override;
/**
* \brief Update the game
* \param delta The delta time in milliseconds
*/
void Tick(std::uint64_t delta) override;
void SetGameState(game::GameState gameState, std::uint64_t duration);
/**
* \brief Set the game state
* \param gameState The game state
* \param duration The duration in milliseconds
*/
virtual void UpdateGameState(game::GameState gameState, std::uint64_t duration) override;
/**
* \brief Get the server duration
* \return The server duration in milliseconds
*/
ServerDuration& GetServerDuration() {
return m_ServerDuration;
}
/**
* \brief Send the player positions
*/
void SendServerConfig();
private:
@@ -46,6 +97,7 @@ class ServerGame : public game::Game {
void StartGame(); // when at least 2 players joined
void CancelGame(); // when not enough players are left
void ResetPlayerStats();
void InitGameConfig();
};
} // namespace server

View File

@@ -1,21 +0,0 @@
The MIT License (MIT)
Copyright (c) 2014-2023 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -1,942 +0,0 @@
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <stdint.h> // intptr_t
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
#else
#include <GLES2/gl2.h> // Use GL ES 2
#endif
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
#include "imgui_impl_opengl3_loader.h"
#endif
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
#ifndef IMGUI_IMPL_OPENGL_ES2
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#define glBindVertexArray glBindVertexArrayOES
#define glGenVertexArrays glGenVertexArraysOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
#ifdef GL_POLYGON_MODE
#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// Desktop GL use extension detection
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif
// [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG
#include <stdio.h>
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
#else
#define GL_CALL(_CALL) _CALL // Call without error check
#endif
// OpenGL Data
struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
bool GlProfileIsES2;
bool GlProfileIsES3;
bool GlProfileIsCompat;
GLint GlProfileMask;
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
GLint AttribLocationProjMtx;
GLuint AttribLocationVtxPos; // Vertex attributes location
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
if (bd->HasClipOrigin)
{
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(bd->ShaderHandle);
glUniform1i(bd->AttribLocationTex, 0);
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
#endif
(void)vertex_array_object;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
}
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays....
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
// of leaks on Intel GPU when using multi-viewports on Windows.
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
}
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
}
else
{
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
// Bind texture, Draw
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
else
#endif
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
}
}
}
// Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
#endif
// Restore modified GL state
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
{
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
}
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GL_CALL(glGenTextures(1, &bd->FontTexture));
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = nullptr;
const GLchar* fragment_shader = nullptr;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
CheckProgram(bd->ShaderHandle, "shader program");
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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