Added Steam support for Windows
This commit is contained in:
parent
9da0ae1016
commit
76287dda46
@ -1,16 +1,19 @@
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cmake_minimum_required(VERSION 3.16)
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project(witcher001 LANGUAGES C CXX)
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project(ShadowOverBishkekDemo LANGUAGES C CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Опция для интеграции Steamworks SDK (по умолчанию выключена)
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option(STEAMSDK "Enable Steamworks SDK integration" OFF)
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include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
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# ===========================================
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# Основной проект witcher001
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# Основной проект ShadowOverBishkekDemo
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# ===========================================
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add_executable(witcher001
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add_executable(ShadowOverBishkekDemo
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../src/main.cpp
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../src/Game.cpp
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../src/Game.h
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@ -42,34 +45,34 @@ add_executable(witcher001
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../src/SparkEmitter.h
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../src/TeleportZone.h
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../src/TeleportZone.cpp
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../src/utils/TaskManager.cpp
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../src/utils/TaskManager.h
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../src/render/FrameBuffer.cpp
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../src/render/FrameBuffer.h
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../src/render/ShadowMap.cpp
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../src/render/ShadowMap.h
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../src/utils/TaskManager.cpp
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../src/utils/TaskManager.h
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../src/render/FrameBuffer.cpp
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../src/render/FrameBuffer.h
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../src/render/ShadowMap.cpp
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../src/render/ShadowMap.h
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../src/UiManager.cpp
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../src/UiManager.h
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../src/render/TextRenderer.h
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../src/render/TextRenderer.cpp
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../src/MenuManager.h
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../src/MenuManager.cpp
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../src/Location.h
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../src/Location.cpp
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../src/LocationState.h
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../src/LocationState.cpp
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../src/LocationEditor.h
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../src/LocationEditor.cpp
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../src/NpcCar.h
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../src/NpcCar.cpp
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../src/render/TextRenderer.h
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../src/render/TextRenderer.cpp
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../src/MenuManager.h
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../src/MenuManager.cpp
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../src/Location.h
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../src/Location.cpp
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../src/LocationState.h
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../src/LocationState.cpp
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../src/LocationEditor.h
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../src/LocationEditor.cpp
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../src/NpcCar.h
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../src/NpcCar.cpp
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../src/GameConstants.h
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../src/GameConstants.cpp
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../src/GameState.h
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../src/GameState.cpp
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../src/ScriptEngine.h
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../src/ScriptEngine.cpp
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../src/navigation/PathFinder.h
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../src/navigation/PathFinder.cpp
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../src/navigation/PathFinder.h
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../src/navigation/PathFinder.cpp
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../src/items/GameObjectLoader.h
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../src/items/GameObjectLoader.cpp
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../src/items/Item.h
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@ -79,73 +82,121 @@ add_executable(witcher001
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../src/items/InteractiveObject.h
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../src/items/InteractiveObject.cpp
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../src/items/InteractiveObjectState.h
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../src/dialogue/DialogueTypes.h
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../src/dialogue/DialogueDatabase.h
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../src/dialogue/DialogueDatabase.cpp
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../src/dialogue/DialogueRuntime.h
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../src/dialogue/DialogueRuntime.cpp
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../src/dialogue/DialogueOverlay.h
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../src/dialogue/DialogueOverlay.cpp
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../src/dialogue/DialogueSystem.h
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../src/dialogue/DialogueSystem.cpp
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../src/dialogue/TranslationDatabase.h
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../src/dialogue/TranslationDatabase.cpp
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../src/quest/QuestTypes.h
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../src/quest/QuestJournal.h
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../src/quest/QuestJournal.cpp
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../src/cutscene/CutsceneTypes.h
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../src/cutscene/CutsceneDatabase.h
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../src/cutscene/CutsceneDatabase.cpp
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../src/cutscene/CutsceneRuntime.h
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../src/cutscene/CutsceneRuntime.cpp
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../src/cutscene/CutsceneOverlay.h
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../src/cutscene/CutsceneOverlay.cpp
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../src/render/UiQuad.h
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../src/dialogue/DialogueTypes.h
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../src/dialogue/DialogueDatabase.h
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../src/dialogue/DialogueDatabase.cpp
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../src/dialogue/DialogueRuntime.h
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../src/dialogue/DialogueRuntime.cpp
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../src/dialogue/DialogueOverlay.h
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../src/dialogue/DialogueOverlay.cpp
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../src/dialogue/DialogueSystem.h
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../src/dialogue/DialogueSystem.cpp
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../src/dialogue/TranslationDatabase.h
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../src/dialogue/TranslationDatabase.cpp
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../src/quest/QuestTypes.h
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../src/quest/QuestJournal.h
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../src/quest/QuestJournal.cpp
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../src/cutscene/CutsceneTypes.h
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../src/cutscene/CutsceneDatabase.h
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../src/cutscene/CutsceneDatabase.cpp
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../src/cutscene/CutsceneRuntime.h
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../src/cutscene/CutsceneRuntime.cpp
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../src/cutscene/CutsceneOverlay.h
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../src/cutscene/CutsceneOverlay.cpp
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../src/render/UiQuad.h
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)
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# Установка проекта по умолчанию для Visual Studio
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set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT witcher001)
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set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ShadowOverBishkekDemo)
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# include-пути проекта
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target_include_directories(witcher001 PRIVATE
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target_include_directories(ShadowOverBishkekDemo PRIVATE
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"${CMAKE_CURRENT_SOURCE_DIR}/../src"
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)
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set_target_properties(witcher001 PROPERTIES
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OUTPUT_NAME "witcher001"
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set_target_properties(ShadowOverBishkekDemo PROPERTIES
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OUTPUT_NAME "ShadowOverBishkekDemo"
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)
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# Определения препроцессора:
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# PNG_ENABLED – включает код PNG в TextureManager
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# SDL_MAIN_HANDLED – отключает переопределение main -> SDL_main
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target_compile_definitions(witcher001 PRIVATE
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target_compile_definitions(ShadowOverBishkekDemo PRIVATE
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WIN32_LEAN_AND_MEAN
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PNG_ENABLED
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SDL_MAIN_HANDLED
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# DEBUG_LIGHT
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# SHOW_PATH
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# DEBUG_LIGHT
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# SHOW_PATH
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)
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# Линкуем с SDL2main, если он вообще установлен
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target_link_libraries(witcher001 PRIVATE SDL2main_external_lib)
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target_link_libraries(ShadowOverBishkekDemo PRIVATE SDL2main_external_lib)
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# Линкуем сторонние библиотеки
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target_link_libraries(witcher001 PRIVATE
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target_link_libraries(ShadowOverBishkekDemo PRIVATE
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SDL2_external_lib
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libpng_external_lib
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zlib_external_lib
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libzip_external_lib
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freetype_external_lib
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SDL2_ttf_external_lib
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freetype_external_lib
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SDL2_ttf_external_lib
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eigen_external_lib
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boost_external_lib
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boost_external_lib
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sol2_external_lib
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SDL2_mixer_external_lib
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)
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# Линкуем OpenGL (Windows)
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if(WIN32)
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target_link_libraries(witcher001 PRIVATE opengl32)
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target_link_libraries(ShadowOverBishkekDemo PRIVATE opengl32)
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endif()
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# ===========================================
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# Интеграция Steamworks SDK (если STEAMSDK=ON)
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# ===========================================
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if(STEAMSDK)
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message(STATUS "Steamworks SDK integration is ENABLED.")
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# Макрос STEAMSDK для условной компиляции в C++ коде (#ifdef STEAMSDK)
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target_compile_definitions(ShadowOverBishkekDemo PRIVATE STEAMSDK)
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set(STEAM_SDK_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/steamworks_sdk_164/sdk")
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# Подключение заголовочных файлов Steamworks
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target_include_directories(ShadowOverBishkekDemo PRIVATE
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"${STEAM_SDK_DIR}/public"
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"${STEAM_SDK_DIR}/public/steam"
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)
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# Определение разрядности сборки (x86 vs x64) для выбора версий lib и dll
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(STEAM_LIB_DIR "${STEAM_SDK_DIR}/redistributable_bin/win64")
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set(STEAM_LIB_NAME "steam_api64")
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set(STEAM_DLL_NAME "steam_api64.dll")
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else()
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set(STEAM_LIB_DIR "${STEAM_SDK_DIR}/redistributable_bin")
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set(STEAM_LIB_NAME "steam_api")
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set(STEAM_DLL_NAME "steam_api.dll")
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endif()
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# Поиск библиотеки линковки (.lib)
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find_library(STEAM_LIBRARY
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NAMES ${STEAM_LIB_NAME}
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PATHS ${STEAM_LIB_DIR}
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NO_DEFAULT_PATH
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)
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if(STEAM_LIBRARY)
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target_link_libraries(ShadowOverBishkekDemo PRIVATE ${STEAM_LIBRARY})
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message(STATUS "Found Steam API library: ${STEAM_LIBRARY}")
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else()
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message(FATAL_ERROR "Steam API library (${STEAM_LIB_NAME}) NOT found in ${STEAM_LIB_DIR}!")
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endif()
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# Генерация временного файла steam_appid.txt с ID демо-версии (4945840)
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file(WRITE "${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt" "4945840")
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else()
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message(STATUS "Steamworks SDK integration is DISABLED.")
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endif()
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# ===========================================
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@ -155,19 +206,19 @@ if (WIN32)
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# SDL2: в Debug - SDL2d.dll, в Release - SDL2.dll
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set(SDL2_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2_INSTALL_DIR}/bin/SDL2d.dll,${SDL2_INSTALL_DIR}/bin/SDL2.dll>")
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set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:witcher001>/SDL2d.dll,$<TARGET_FILE_DIR:witcher001>/SDL2.dll>")
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set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2d.dll,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2.dll>")
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set(LIBZIP_DLL_SRC "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/bin/zip.dll,${LIBZIP_BASE_DIR}-Release/bin/zip.dll>")
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set(ZLIB_DLL_SRC "$<IF:$<CONFIG:Debug>,${ZLIB_INSTALL_DIR}/bin/zd.dll,${ZLIB_INSTALL_DIR}/bin/z.dll>")
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set(ZLIB_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:witcher001>/zd.dll,$<TARGET_FILE_DIR:witcher001>/z.dll>")
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set(SDL2TTF_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/bin/SDL2_ttfd.dll,${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll>")
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set(ZLIB_DLL_SRC "$<IF:$<CONFIG:Debug>,${ZLIB_INSTALL_DIR}/bin/zd.dll,${ZLIB_INSTALL_DIR}/bin/z.dll>")
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set(ZLIB_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/zd.dll,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/z.dll>")
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set(SDL2TTF_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/bin/SDL2_ttfd.dll,${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll>")
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set(SDL2MIXER_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/bin/SDL2_mixerd.dll,${SDL2MIXER_BASE_DIR}-Release/bin/SDL2_mixer.dll>")
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add_custom_command(TARGET witcher001 POST_BUILD
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add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..."
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# Копируем SDL2 (целевое имя всегда SDL2.dll)
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@ -178,23 +229,39 @@ add_custom_command(TARGET witcher001 POST_BUILD
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# Копируем LIBZIP (целевое имя всегда zip.dll)
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${LIBZIP_DLL_SRC}"
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"$<TARGET_FILE_DIR:witcher001>/zip.dll"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/zip.dll"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${ZLIB_DLL_SRC}"
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"${ZLIB_DLL_DST}"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2TTF_DLL_SRC}"
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"$<TARGET_FILE_DIR:witcher001>"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2TTF_DLL_SRC}"
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"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-$<CONFIG>/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
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# This is only for profiling:
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#"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-Release/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
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"$<TARGET_FILE_DIR:witcher001>/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
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"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
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)
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# Если включен Steam, добавляем шаги копирования DLL и appid в этот же POST_BUILD
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if(STEAMSDK)
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add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E echo "Copying Steam SDK components..."
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# Копирование dll к исполняемому файлу
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${STEAM_LIB_DIR}/${STEAM_DLL_NAME}"
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"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/${STEAM_DLL_NAME}"
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# Копирование steam_appid.txt к исполняемому файлу
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
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"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/steam_appid.txt"
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# Дублируем steam_appid.txt в корень сборки (полезно при отладке прямо из MSVC)
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
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"${CMAKE_BINARY_DIR}/steam_appid.txt"
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)
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endif()
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endif()
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# ===========================================
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@ -204,20 +271,20 @@ endif()
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# Какие папки с ресурсами нужно копировать
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set(RUNTIME_RESOURCE_DIRS
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"resources"
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"audio"
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"audio"
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)
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# Копируем ресурсы и шейдеры в папку exe и в корень build/
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foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
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add_custom_command(TARGET witcher001 POST_BUILD
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add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E echo "Copying ${resdir} to runtime folders..."
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# 1) туда, где лежит exe (build/Debug, build/Release и т.п.)
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${CMAKE_SOURCE_DIR}/../${resdir}"
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"$<TARGET_FILE_DIR:witcher001>/${resdir}"
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"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/${resdir}"
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# 2) в корень build, если захочешь запускать из этой папки
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${CMAKE_SOURCE_DIR}/../${resdir}"
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"${CMAKE_BINARY_DIR}/${resdir}"
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)
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endforeach()
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endforeach()
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491
src/main.cpp
491
src/main.cpp
@ -11,133 +11,127 @@
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#include <emscripten/html5.h>
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#endif
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// For Emscripten the game is heap-allocated so it can be destroyed and
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// re-created when the WebGL context is lost and restored (e.g. fullscreen).
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// For Android and Desktop a plain global value is used (no context loss).
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#ifdef EMSCRIPTEN
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ZL::Game* g_game = nullptr;
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//static SDL_Window* win_x = nullptr;
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static SDL_GLContext glContext_x; // Не указатель, а сам объект (который суть void*)
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#else
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ZL::Game game;
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#ifdef STEAMSDK
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#include "steam_api.h"
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#endif
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#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN)
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static SDL_GLContext glContext_x;
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#endif
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// Единый указатель на объект игры для всех платформ
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ZL::Game* g_game = nullptr;
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void MainLoop() {
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g_game->update();
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}
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#else
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void MainLoop() {
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game.update();
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}
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#endif
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#ifdef EMSCRIPTEN
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EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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return EM_TRUE;
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return EM_TRUE;
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}
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EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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return EM_TRUE;
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return EM_TRUE;
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}
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static void applyResize(int logicalW, int logicalH) {
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
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double dpr = emscripten_get_device_pixel_ratio();
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//double dpr = 1; // low quality
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
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double dpr = emscripten_get_device_pixel_ratio();
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//double dpr = 1; // low quality
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|
||||
// Вычисляем реальные физические пиксели
|
||||
int physicalW = static_cast<int>(logicalW * dpr);
|
||||
int physicalH = static_cast<int>(logicalH * dpr);
|
||||
// Вычисляем реальные физические пиксели
|
||||
int physicalW = static_cast<int>(logicalW * dpr);
|
||||
int physicalH = static_cast<int>(logicalH * dpr);
|
||||
|
||||
// Устанавливаем размер внутреннего буфера канваса
|
||||
emscripten_set_canvas_element_size("#canvas", physicalW, physicalH);
|
||||
// Устанавливаем размер внутреннего буфера канваса
|
||||
emscripten_set_canvas_element_size("#canvas", physicalW, physicalH);
|
||||
|
||||
// Сообщаем SDL о новом размере.
|
||||
// ВАЖНО: SDL2 в Emscripten ожидает здесь именно физические пиксели
|
||||
// для корректной работы последующих вызовов glViewport.
|
||||
if (ZL::Environment::window) {
|
||||
SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
|
||||
}
|
||||
// Сообщаем SDL о новом размере.
|
||||
// ВАЖНО: SDL2 в Emscripten ожидает здесь именно физические пиксели
|
||||
// для корректной работы последующих вызовов glViewport.
|
||||
if (ZL::Environment::window) {
|
||||
SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
|
||||
}
|
||||
|
||||
// Пушим событие, чтобы движок пересчитал матрицы проекции
|
||||
SDL_Event e = {};
|
||||
e.type = SDL_WINDOWEVENT;
|
||||
e.window.event = SDL_WINDOWEVENT_RESIZED;
|
||||
e.window.data1 = physicalW;
|
||||
e.window.data2 = physicalH;
|
||||
SDL_PushEvent(&e);
|
||||
// Пушим событие, чтобы движок пересчитал матрицы проекции
|
||||
SDL_Event e = {};
|
||||
e.type = SDL_WINDOWEVENT;
|
||||
e.window.event = SDL_WINDOWEVENT_RESIZED;
|
||||
e.window.data1 = physicalW;
|
||||
e.window.data2 = physicalH;
|
||||
SDL_PushEvent(&e);
|
||||
|
||||
std::cout << "Resized, new size: " << logicalW << "x" << logicalH
|
||||
<< " (physical: " << physicalW << "x" << physicalH
|
||||
std::cout << "Resized, new size: " << logicalW << "x" << logicalH
|
||||
<< " (physical: " << physicalW << "x" << physicalH
|
||||
<< ", DPR: " << dpr << ")" << std::endl;
|
||||
}
|
||||
|
||||
EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) {
|
||||
// Use the event's window dimensions — querying the canvas element would
|
||||
// return its old fixed size (e.g. 1280x720) before it has been resized.
|
||||
applyResize(e->windowInnerWidth, e->windowInnerHeight);
|
||||
return EM_FALSE;
|
||||
// Use the event's window dimensions — querying the canvas element would
|
||||
// return its old fixed size (e.g. 1280x720) before it has been resized.
|
||||
applyResize(e->windowInnerWidth, e->windowInnerHeight);
|
||||
return EM_FALSE;
|
||||
}
|
||||
|
||||
EM_BOOL onFullscreenChanged(int /*eventType*/, const EmscriptenFullscreenChangeEvent* e, void* /*userData*/) {
|
||||
ZL::Environment::isFullscreen = e->isFullscreen;
|
||||
ZL::Environment::isFullscreen = e->isFullscreen;
|
||||
|
||||
// Вместо window.innerWidth, попробуйте запросить размер целевого элемента
|
||||
// так как после перехода в FS именно он растягивается на весь экран.
|
||||
double clientW, clientH;
|
||||
emscripten_get_element_css_size("#canvas", &clientW, &clientH);
|
||||
applyResize(clientW, clientH);
|
||||
return EM_FALSE;
|
||||
// Вместо window.innerWidth, попробуйте запросить размер целевого элемента
|
||||
// так как после перехода в FS именно он растягивается на весь экран.
|
||||
double clientW, clientH;
|
||||
emscripten_get_element_css_size("#canvas", &clientW, &clientH);
|
||||
applyResize(clientW, clientH);
|
||||
return EM_FALSE;
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
|
||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Для WebGL 2.0
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Для WebGL 2.0
|
||||
|
||||
ZL::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
glContext_x = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
ZL::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
glContext_x = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, glContext_x);
|
||||
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, glContext_x);
|
||||
|
||||
g_game = new ZL::Game();
|
||||
g_game->setup();
|
||||
|
||||
|
||||
emscripten_set_webglcontextlost_callback("#canvas", nullptr, EM_TRUE, onWebGLContextLost);
|
||||
emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
|
||||
emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
|
||||
|
||||
// Keep Environment::width/height in sync when the canvas is resized.
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
|
||||
|
||||
// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
|
||||
// Получаем реальные размеры окна браузера на момент запуска
|
||||
int canvasW = EM_ASM_INT({ return window.innerWidth; });
|
||||
int canvasH = EM_ASM_INT({ return window.innerHeight; });
|
||||
// Keep Environment::width/height in sync when the canvas is resized.
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
|
||||
|
||||
// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
|
||||
// Получаем реальные размеры окна браузера на момент запуска
|
||||
int canvasW = EM_ASM_INT({ return window.innerWidth; });
|
||||
int canvasH = EM_ASM_INT({ return window.innerHeight; });
|
||||
|
||||
// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
|
||||
// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
|
||||
applyResize(canvasW, canvasH);
|
||||
|
||||
// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
|
||||
// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
|
||||
applyResize(canvasW, canvasH);
|
||||
|
||||
// Prevent mouse clicks from generating fake SDL_FINGERDOWN events (desktop browser)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
|
||||
// Prevent touch events from generating fake SDL_MOUSEBUTTONDOWN events (mobile browser),
|
||||
// since we now handle SDL_FINGERDOWN directly for multi-touch support.
|
||||
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
|
||||
|
||||
ZL::emscriptenInitFileSystem();
|
||||
ZL::emscriptenInitFileSystem();
|
||||
|
||||
emscripten_set_main_loop(MainLoop, 0, 1);
|
||||
|
||||
|
||||
return 0;
|
||||
emscripten_set_main_loop(MainLoop, 0, 1);
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
@ -147,82 +141,83 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
extern "C" int SDL_main(int argc, char* argv[]) {
|
||||
// Инициализация SDL перед получением информации о дисплее
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_DisplayMode displayMode;
|
||||
if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
ZL::Environment::width = displayMode.w;
|
||||
ZL::Environment::height = displayMode.h;
|
||||
SDL_DisplayMode displayMode;
|
||||
if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
ZL::Environment::width = displayMode.w;
|
||||
ZL::Environment::height = displayMode.h;
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d",
|
||||
ZL::Environment::width, ZL::Environment::height);
|
||||
__android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d",
|
||||
ZL::Environment::width, ZL::Environment::height);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Shadow Over Bishkek",
|
||||
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
ZL::Environment::width, ZL::Environment::height,
|
||||
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
|
||||
);
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Shadow Over Bishkek",
|
||||
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
ZL::Environment::width, ZL::Environment::height,
|
||||
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
|
||||
);
|
||||
|
||||
if (!ZL::Environment::window) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "Failed to create window: %s", SDL_GetError());
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "Failed to create window: %s", SDL_GetError());
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
if (!ctx) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_CreateContext failed: %s", SDL_GetError());
|
||||
SDL_DestroyWindow(ZL::Environment::window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
if (!ctx) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_CreateContext failed: %s", SDL_GetError());
|
||||
SDL_DestroyWindow(ZL::Environment::window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_GL_MakeCurrent(ZL::Environment::window, ctx) != 0) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_MakeCurrent failed: %s", SDL_GetError());
|
||||
SDL_GL_DeleteContext(ctx);
|
||||
SDL_DestroyWindow(ZL::Environment::window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
if (SDL_GL_MakeCurrent(ZL::Environment::window, ctx) != 0) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_MakeCurrent failed: %s", SDL_GetError());
|
||||
SDL_GL_DeleteContext(ctx);
|
||||
SDL_DestroyWindow(ZL::Environment::window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Настройка VSync
|
||||
if (SDL_GL_SetSwapInterval(1) < 0) {
|
||||
__android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError());
|
||||
}
|
||||
// Настройка VSync
|
||||
if (SDL_GL_SetSwapInterval(1) < 0) {
|
||||
__android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
// Настройка игры
|
||||
try {
|
||||
game.setup();
|
||||
} catch (const std::exception &e) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
|
||||
return 1;
|
||||
}
|
||||
// Настройка игры
|
||||
try {
|
||||
game.setup();
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
|
||||
return 1;
|
||||
}
|
||||
|
||||
while (!game.shouldExit()) {
|
||||
game.update();
|
||||
SDL_Delay(16);
|
||||
}
|
||||
while (!game.shouldExit()) {
|
||||
game.update();
|
||||
SDL_Delay(16);
|
||||
}
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
@ -231,113 +226,157 @@ extern "C" int SDL_main(int argc, char* argv[]) {
|
||||
|
||||
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__linux__)
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
try
|
||||
{
|
||||
int main(int argc, char* argv[]) {
|
||||
|
||||
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
|
||||
//SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "1");
|
||||
SDL_GLContext ctx = nullptr;
|
||||
try
|
||||
{
|
||||
#ifdef STEAMSDK
|
||||
// Передаем явный App ID демо-версии
|
||||
if (SteamAPI_RestartAppIfNecessary(4945840)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
|
||||
constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
|
||||
if (!SteamAPI_Init()) {
|
||||
std::cerr << "SteamAPI_Init() failed! Steam client might not be running.\n";
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
ZL::Environment::width = CONST_WIDTH;
|
||||
ZL::Environment::height = CONST_HEIGHT;
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
SDL_Log("SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
|
||||
constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
|
||||
|
||||
// Read the persisted fullscreen preference (if any) before creating the
|
||||
// window, so it opens directly in the right mode instead of flashing
|
||||
// windowed -> fullscreen once settings are loaded later during setupPart2().
|
||||
{
|
||||
const std::string settingsContent = ZL::readSavedTextFile("settings.json");
|
||||
if (!settingsContent.empty()) {
|
||||
try {
|
||||
const nlohmann::json settingsRoot = nlohmann::json::parse(settingsContent);
|
||||
if (settingsRoot.contains("fullscreen")) {
|
||||
ZL::Environment::isFullscreen = settingsRoot["fullscreen"].get<bool>();
|
||||
}
|
||||
if (settingsRoot.contains("isHighDPIEnabled")) {
|
||||
ZL::Environment::isHighDPIEnabled = settingsRoot["isHighDPIEnabled"].get<bool>();
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "[settings] Failed to parse settings.json: " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
ZL::Environment::width = CONST_WIDTH;
|
||||
ZL::Environment::height = CONST_HEIGHT;
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
SDL_Log("SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
|
||||
if (ZL::Environment::isFullscreen) {
|
||||
windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
|
||||
//ZL::Environment::isFullscreen = false;
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
// Read the persisted fullscreen preference (if any) before creating the
|
||||
// window, so it opens directly in the right mode instead of flashing
|
||||
// windowed -> fullscreen once settings are loaded later during setupPart2().
|
||||
{
|
||||
|
||||
const std::string settingsContent = ZL::readSavedTextFile("settings.json");
|
||||
if (!settingsContent.empty()) {
|
||||
try {
|
||||
const nlohmann::json settingsRoot = nlohmann::json::parse(settingsContent);
|
||||
if (settingsRoot.contains("fullscreen")) {
|
||||
ZL::Environment::isFullscreen = settingsRoot["fullscreen"].get<bool>();
|
||||
}
|
||||
|
||||
if (settingsRoot.contains("isHighDPIEnabled")) {
|
||||
ZL::Environment::isHighDPIEnabled = settingsRoot["isHighDPIEnabled"].get<bool>();
|
||||
}
|
||||
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "[settings] Failed to parse settings.json: " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
|
||||
if (ZL::Environment::isFullscreen) {
|
||||
windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
|
||||
SDL_DisplayMode dm;
|
||||
if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
|
||||
std::cout << "Desktop resolution: " << dm.w << "x" << dm.h << " @ " << dm.refresh_rate << "Hz\n";
|
||||
}
|
||||
else {
|
||||
SDL_Log("SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
SDL_DisplayMode dm;
|
||||
if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
|
||||
std::cout << "Desktop resolution: " << dm.w << "x" << dm.h << " @ " << dm.refresh_rate << "Hz\n";
|
||||
}
|
||||
else {
|
||||
SDL_Log("SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
int windowWidth = ZL::Environment::width;
|
||||
int windowHeight = ZL::Environment::height;
|
||||
|
||||
//In case if the game is launched on a small screen
|
||||
if (dm.w <= 1280 && dm.h <= 720) {
|
||||
windowWidth = round(dm.w / 1.5);
|
||||
windowWidth = round(dm.w / 1.5);
|
||||
windowHeight = round(dm.h / 1.5);
|
||||
}
|
||||
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Shadow Over Bishkek",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
windowWidth, windowHeight,
|
||||
windowFlags
|
||||
);
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Shadow Over Bishkek Demo",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
windowWidth, windowHeight,
|
||||
windowFlags
|
||||
);
|
||||
|
||||
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
|
||||
ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
|
||||
|
||||
// On HiDPI displays the drawable (physical) size is larger than the
|
||||
// logical window size. Use the drawable size so the GL framebuffer
|
||||
// covers every physical pixel and the image stays sharp.
|
||||
if (ZL::Environment::isHighDPIEnabled)
|
||||
{
|
||||
int drawW, drawH;
|
||||
SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
|
||||
ZL::Environment::width = drawW;
|
||||
ZL::Environment::height = drawH;
|
||||
std::cout << "HiDPI enabled, drawable size: " << drawW << "x" << drawH << std::endl;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ZL::Environment::isHighDPIEnabled) {
|
||||
int drawW, drawH;
|
||||
SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
|
||||
ZL::Environment::width = drawW;
|
||||
ZL::Environment::height = drawH;
|
||||
std::cout << "HiDPI enabled, drawable size: " << drawW << "x" << drawH << std::endl;
|
||||
}
|
||||
else {
|
||||
int winW, winH;
|
||||
SDL_GetWindowSize(ZL::Environment::window, &winW, &winH);
|
||||
ZL::Environment::width = winW;
|
||||
ZL::Environment::height = winH;
|
||||
SDL_GetWindowSize(ZL::Environment::window, &winW, &winH);
|
||||
ZL::Environment::width = winW;
|
||||
ZL::Environment::height = winH;
|
||||
std::cout << "HiDPI disabled, window size: " << winW << "x" << winH << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
game.setup();
|
||||
// Динамическое создание объекта игры
|
||||
g_game = new ZL::Game();
|
||||
g_game->setup();
|
||||
|
||||
while (!game.shouldExit()) {
|
||||
game.update();
|
||||
SDL_Delay(2);
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cout << e.what() << std::endl;
|
||||
}
|
||||
while (!g_game->shouldExit()) {
|
||||
g_game->update();
|
||||
SDL_Delay(2);
|
||||
|
||||
return 0;
|
||||
#ifdef STEAMSDK
|
||||
SteamAPI_RunCallbacks();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Явное уничтожение объекта игры ДО завершения работы Steamworks
|
||||
delete g_game;
|
||||
g_game = nullptr;
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cerr << "Exception caught: " << e.what() << std::endl;
|
||||
if (g_game) {
|
||||
delete g_game;
|
||||
g_game = nullptr;
|
||||
}
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
std::cerr << "Unknown exception happened: " << std::endl;
|
||||
if (g_game) {
|
||||
delete g_game;
|
||||
g_game = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef STEAMSDK
|
||||
// Деинициализация Steamworks происходит только тогда, когда все объекты игры гарантированно уничтожены
|
||||
SteamAPI_Shutdown();
|
||||
#endif
|
||||
|
||||
// Очистка ресурсов SDL
|
||||
if (ctx) {
|
||||
SDL_GL_DeleteContext(ctx);
|
||||
}
|
||||
if (ZL::Environment::window) {
|
||||
SDL_DestroyWindow(ZL::Environment::window);
|
||||
}
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
Loading…
Reference in New Issue
Block a user