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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@ -104,21 +107,21 @@ add_executable(witcher001
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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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@ -127,10 +130,10 @@ target_compile_definitions(witcher001 PRIVATE
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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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@ -145,7 +148,55 @@ target_link_libraries(witcher001 PRIVATE
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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(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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@ -178,7 +229,7 @@ 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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"$<TARGET_FILE_DIR:witcher001>/zip.dll"
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"$<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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@ -186,15 +237,31 @@ add_custom_command(TARGET witcher001 POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2TTF_DLL_SRC}"
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"$<TARGET_FILE_DIR:witcher001>"
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"$<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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@ -209,12 +276,12 @@ set(RUNTIME_RESOURCE_DIRS
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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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113
src/main.cpp
113
src/main.cpp
@ -11,29 +11,23 @@
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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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@ -212,7 +206,8 @@ extern "C" int SDL_main(int argc, char* argv[]) {
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// Настройка игры
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try {
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game.setup();
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} catch (const std::exception &e) {
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}
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catch (const std::exception& e) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
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return 1;
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}
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@ -231,12 +226,24 @@ extern "C" int SDL_main(int argc, char* argv[]) {
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#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__linux__)
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int main(int argc, char *argv[]) {
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int main(int argc, char* argv[]) {
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SDL_GLContext ctx = nullptr;
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try
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{
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#ifdef STEAMSDK
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// Передаем явный App ID демо-версии
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if (SteamAPI_RestartAppIfNecessary(4945840)) {
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return 0;
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}
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if (!SteamAPI_Init()) {
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std::cerr << "SteamAPI_Init() failed! Steam client might not be running.\n";
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return 1;
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}
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#endif
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
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//SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "1");
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constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
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constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
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@ -256,6 +263,7 @@ int main(int argc, char *argv[]) {
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// window, so it opens directly in the right mode instead of flashing
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// windowed -> fullscreen once settings are loaded later during setupPart2().
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{
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const std::string settingsContent = ZL::readSavedTextFile("settings.json");
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if (!settingsContent.empty()) {
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try {
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@ -263,22 +271,24 @@ int main(int argc, char *argv[]) {
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if (settingsRoot.contains("fullscreen")) {
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ZL::Environment::isFullscreen = settingsRoot["fullscreen"].get<bool>();
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}
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if (settingsRoot.contains("isHighDPIEnabled")) {
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ZL::Environment::isHighDPIEnabled = settingsRoot["isHighDPIEnabled"].get<bool>();
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}
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} catch (const std::exception& e) {
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}
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catch (const std::exception& e) {
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std::cerr << "[settings] Failed to parse settings.json: " << e.what() << std::endl;
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}
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}
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}
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Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
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if (ZL::Environment::isFullscreen) {
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windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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//ZL::Environment::isFullscreen = false;
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SDL_DisplayMode dm;
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if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
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std::cout << "Desktop resolution: " << dm.w << "x" << dm.h << " @ " << dm.refresh_rate << "Hz\n";
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@ -290,35 +300,29 @@ int main(int argc, char *argv[]) {
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int windowWidth = ZL::Environment::width;
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int windowHeight = ZL::Environment::height;
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//In case if the game is launched on a small screen
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if (dm.w <= 1280 && dm.h <= 720) {
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windowWidth = round(dm.w / 1.5);
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windowHeight = round(dm.h / 1.5);
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}
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ZL::Environment::window = SDL_CreateWindow(
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"Shadow Over Bishkek",
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"Shadow Over Bishkek Demo",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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windowWidth, windowHeight,
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windowFlags
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);
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SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
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ctx = SDL_GL_CreateContext(ZL::Environment::window);
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SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
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// On HiDPI displays the drawable (physical) size is larger than the
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// logical window size. Use the drawable size so the GL framebuffer
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// covers every physical pixel and the image stays sharp.
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if (ZL::Environment::isHighDPIEnabled)
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{
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if (ZL::Environment::isHighDPIEnabled) {
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int drawW, drawH;
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SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
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ZL::Environment::width = drawW;
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ZL::Environment::height = drawH;
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std::cout << "HiDPI enabled, drawable size: " << drawW << "x" << drawH << std::endl;
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}
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else
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{
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else {
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int winW, winH;
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SDL_GetWindowSize(ZL::Environment::window, &winW, &winH);
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ZL::Environment::width = winW;
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@ -326,18 +330,53 @@ int main(int argc, char *argv[]) {
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std::cout << "HiDPI disabled, window size: " << winW << "x" << winH << std::endl;
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}
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game.setup();
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// Динамическое создание объекта игры
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g_game = new ZL::Game();
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g_game->setup();
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while (!game.shouldExit()) {
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game.update();
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while (!g_game->shouldExit()) {
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g_game->update();
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SDL_Delay(2);
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#ifdef STEAMSDK
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SteamAPI_RunCallbacks();
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#endif
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}
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// Явное уничтожение объекта игры ДО завершения работы Steamworks
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delete g_game;
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g_game = nullptr;
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}
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catch (const std::exception& e)
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{
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std::cout << e.what() << std::endl;
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std::cerr << "Exception caught: " << e.what() << std::endl;
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if (g_game) {
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delete g_game;
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g_game = nullptr;
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}
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}
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catch (...)
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{
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std::cerr << "Unknown exception happened: " << std::endl;
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if (g_game) {
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delete g_game;
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g_game = nullptr;
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}
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}
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#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