从零开发游戏引擎系列(七)窗口

2021-02-24  本文已影响0人  zaintan

该系列教程源自youtube的cherno的视频-GAME ENGINE series!

视频地址: https://www.youtube.com/watch?v=vtWdgtMo1T4

引擎源代码地址: https://github.com/TheCherno/Hazel

将使用第三方库glfw: https://github.com/glfw/glfw

当前cmd目录下E:\GitResp\GameEngine\Hazel 执行

git submodule add https://github.com/glfw/glfw Hazel/vendor/glfw

premake5.lua 中projectHazel增加链接库配置

    links
    {
        "glfw",
        "opengl32.lib"
    }

includedirs增加glfw的头文件包含路径

    includedirs
    {
        "%{prj.name}/src",
        "%{prj.name}/vendor/spdlog/include"
        "%{prj.name}/vendor/glfw/include"
    }

新增配置工程Hazel/vendor/glfw/premake5.lua

project "glfw"
    kind "StaticLib"
    language "C"

    targetdir ("bin/" .. outputdir .. "/%{prj.name}")
    objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

    files
    {
        "include/GLFW/glfw3.h",
        "include/GLFW/glfw3native.h",
        "src/glfw_config.h",
        "src/context.c",
        "src/init.c",
        "src/input.c",
        "src/monitor.c",
        "src/vulkan.c",
        "src/window.c"
    }
    filter "system:linux"
        pic "On"

        systemversion "latest"
        staticruntime "On"

        files
        {
            "src/x11_init.c",
            "src/x11_monitor.c",
            "src/x11_window.c",
            "src/xkb_unicode.c",
            "src/posix_time.c",
            "src/posix_thread.c",
            "src/glx_context.c",
            "src/egl_context.c",
            "src/osmesa_context.c",
            "src/linux_joystick.c"
        }

        defines
        {
            "_GLFW_X11"
        }

    filter "system:windows"
        systemversion "latest"
        staticruntime "On"

        files
        {
            "src/win32_init.c",
            "src/win32_joystick.c",
            "src/win32_monitor.c",
            "src/win32_time.c",
            "src/win32_thread.c",
            "src/win32_window.c",
            "src/wgl_context.c",
            "src/egl_context.c",
            "src/osmesa_context.c"
        }

        defines 
        { 
            "_GLFW_WIN32",
            "_CRT_SECURE_NO_WARNINGS"
        }

    filter "configurations:Debug"
        runtime "Debug"
        symbols "on"

    filter "configurations:Release"
        runtime "Release"
        optimize "on"

Hazel/src/hzpch.h 增加

#include "Hazel/Log.h"

Hazel/src/Hazel/Core.h 增加 自定义assert宏

#ifdef HZ_ENABLE_ASSERTS
    #define HZ_ASSERT(x, ...) { if(!(x)) { HZ_ERROR("Assertion Failed: {0}", __VA_ARGS__); __debugbreak(); } }
    #define HZ_CORE_ASSERT(x, ...) { if(!(x)) { HZ_CORE_ERROR("Assertion Failed: {0}", __VA_ARGS__); __debugbreak(); } }
#else
    #define HZ_ASSERT(x, ...)
    #define HZ_CORE_ASSERT(x, ...)
#endif

新增文件Hazel/src/Hazel/Window.h,定义了抽象窗口基类

#pragma once

#include "hzpch.h"

#include "Hazel/Core.h"
#include "Hazel/Events/Event.h"

namespace Hazel {

    struct WindowProps//窗口属性
    {
        std::string Title;
        unsigned int Width;
        unsigned int Height;

        WindowProps(const std::string& title = "Hazel Engine",
                    unsigned int width = 1280,
                    unsigned int height = 720)
            : Title(title), Width(width), Height(height)
        {
        }
    };

    // Interface representing a desktop system based Window
    class HAZEL_API Window //窗口抽象类
    {
    public:
        using EventCallbackFn = std::function<void(Event&)>;

        virtual ~Window() {}

        virtual void OnUpdate() = 0;//每一帧调用

        virtual unsigned int GetWidth() const = 0;
        virtual unsigned int GetHeight() const = 0;

        // Window attributes
        virtual void SetEventCallback(const EventCallbackFn& callback) = 0;//设置窗口事件回调,平台触发
        virtual void SetVSync(bool enabled) = 0;
        virtual bool IsVSync() const = 0;

        static Window* Create(const WindowProps& props = WindowProps());
    };

}

实现windows平台的窗口类:
Hazel/src/Platform/Windows/WindowsWindow.h

#pragma once

#include "Hazel/Window.h"

#include <GLFW/glfw3.h>

namespace Hazel {

    class WindowsWindow : public Window
    {
    public:
        WindowsWindow(const WindowProps& props);
        virtual ~WindowsWindow();

        void OnUpdate() override;

        inline unsigned int GetWidth() const override { return m_Data.Width; }
        inline unsigned int GetHeight() const override { return m_Data.Height; }

        // Window attributes
        inline void SetEventCallback(const EventCallbackFn& callback) override { m_Data.EventCallback = callback; }
        void SetVSync(bool enabled) override;
        bool IsVSync() const override;
    private:
        virtual void Init(const WindowProps& props);
        virtual void Shutdown();
    private:
        GLFWwindow* m_Window;

        struct WindowData
        {
            std::string Title;
            unsigned int Width, Height;
            bool VSync;

            EventCallbackFn EventCallback;
        };

        WindowData m_Data;
    };

} 

Hazel/src/Platform/Windows/WindowsWindow.cpp

#include "hzpch.h"
#include "WindowsWindow.h"

namespace Hazel {

    static bool s_GLFWInitialized = false;

    Window* Window::Create(const WindowProps& props)
    {
        return new WindowsWindow(props);
    }

    WindowsWindow::WindowsWindow(const WindowProps& props)
    {
        Init(props);
    }

    WindowsWindow::~WindowsWindow()
    {
        Shutdown();
    }

    void WindowsWindow::Init(const WindowProps& props)
    {
        m_Data.Title = props.Title;
        m_Data.Width = props.Width;
        m_Data.Height = props.Height;

        HZ_CORE_INFO("Creating window {0} ({1}, {2})", props.Title, props.Width, props.Height);

        if (!s_GLFWInitialized)
        {
            // TODO: glfwTerminate on system shutdown
            int success = glfwInit();
            HZ_CORE_ASSERT(success, "Could not intialize GLFW!");

            s_GLFWInitialized = true;
        }

        m_Window = glfwCreateWindow((int)props.Width, (int)props.Height, m_Data.Title.c_str(), nullptr, nullptr);
        glfwMakeContextCurrent(m_Window);
        glfwSetWindowUserPointer(m_Window, &m_Data);
        SetVSync(true);
    }

    void WindowsWindow::Shutdown()
    {
        glfwDestroyWindow(m_Window);
    }

    void WindowsWindow::OnUpdate()
    {
        glfwPollEvents();
        glfwSwapBuffers(m_Window);
    }

    void WindowsWindow::SetVSync(bool enabled)
    {
        if (enabled)
            glfwSwapInterval(1);
        else
            glfwSwapInterval(0);

        m_Data.VSync = enabled;
    }

    bool WindowsWindow::IsVSync() const
    {
        return m_Data.VSync;
    }

}

在Application类中 创建窗口,分发事件:
Hazel/src/Hazel/Application.h

#include "Window.h"

    ...

    private:
        std::unique_ptr<Window> m_Window;
        bool m_Running = true;

Hazel/src/Hazel/Application.cpp

#include <GLFW/glfw3.h>
    ...
    Application::Application()
    {
        m_Window = std::unique_ptr<Window>(Window::Create());
    }
    ...

    void Application::Run()
    {

        while (m_Running)
        {
            glClearColor(1, 0, 1, 1);
            glClear(GL_COLOR_BUFFER_BIT);
            m_Window->OnUpdate();
        }
    }

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