mirror of
https://github.com/Floriansylvain/whateversfml.git
synced 2026-08-19 11:43:22 +02:00
refac: clean base
This commit is contained in:
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#include "DebugUI.hpp"
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#include "Game.hpp"
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#include <string>
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DebugUI::DebugUI() {}
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void DebugUI::update(double dt) {
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lastTextUpdateElapsedMs += dt;
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if (lastTextUpdateElapsedMs < 250)
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return;
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std::string info = "V-SYNC: " + std::string(VSYNC ? "On" : "Off") +
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"\nFrametime: " + std::to_string(dt) + " ms" +
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"\nFPS: " + std::to_string(static_cast<int>(1000.0 / dt));
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text.setString(info);
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lastTextUpdateElapsedMs = 0;
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}
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void DebugUI::render(sf::RenderWindow &window) { window.draw(text); }
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#ifndef DEBUGUI_HPP
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#define DEBUGUI_HPP
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include <SFML/Graphics/View.hpp>
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struct DebugUI {
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sf::Font font;
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sf::Text text{font};
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double lastTextUpdateElapsedMs = 0;
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DebugUI();
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void update(double dt);
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void render(sf::RenderWindow &window);
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};
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#endif // DEBUGUI_HPP
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@@ -0,0 +1,69 @@
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#include "Game.hpp"
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Game::Game() : gridLines(WIDTH, HEIGHT, 20.f), player(15.f, sf::Color::Green) {
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window.create(sf::VideoMode({WIDTH, HEIGHT}), "SFML Game");
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window.setVerticalSyncEnabled(VSYNC);
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if (!debug.font.openFromFile("assets/Consolas.ttf")) {
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window.close();
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}
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worldView.setSize({(float)WIDTH, (float)HEIGHT});
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worldView.setCenter({(float)WIDTH / 2.f, (float)HEIGHT / 2.f});
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}
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void Game::run() {
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sf::Clock clock;
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while (window.isOpen()) {
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double dt = clock.restart().asMicroseconds() / 1000.0;
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processEvents();
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update(dt);
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render();
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}
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}
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void Game::onResize() {
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auto windowSize = window.getSize();
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float windowRatio =
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static_cast<float>(windowSize.x) / static_cast<float>(windowSize.y);
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float viewWidth = 1.0f;
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float viewHeight = 1.0f;
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float posX = 0.0f;
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float posY = 0.0f;
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if (windowRatio > ASPECT) {
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viewWidth = ASPECT / windowRatio;
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posX = (1.0f - viewWidth) / 2.0f;
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} else {
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viewHeight = windowRatio / ASPECT;
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posY = (1.0f - viewHeight) / 2.0f;
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}
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worldView.setViewport(sf::FloatRect({posX, posY}, {viewWidth, viewHeight}));
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}
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void Game::processEvents() {
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while (const std::optional event = window.pollEvent()) {
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if (event->is<sf::Event::Closed>()) {
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window.close();
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} else if (event->is<sf::Event::Resized>()) {
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onResize();
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}
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};
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};
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void Game::update(double dt) {
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debug.update(dt);
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player.update(dt, window, worldView);
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};
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void Game::render() {
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window.clear();
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window.setView(worldView);
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gridLines.render(window);
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debug.render(window);
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player.render(window);
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window.display();
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};
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#ifndef GAME_HPP
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#define GAME_HPP
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#include <SFML/Graphics.hpp>
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#include "DebugUI.hpp"
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#include "GridLines.hpp"
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#include "Player.hpp"
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constexpr bool VSYNC = true;
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constexpr int WIDTH = 1920;
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constexpr int HEIGHT = 1080;
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constexpr int DEBUG_REFRESH_RATE_IN_MS = 250;
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constexpr float ASPECT = 16.f / 9.f;
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class Game {
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public:
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Game();
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void run();
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private:
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sf::RenderWindow window;
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sf::View worldView;
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Player player;
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DebugUI debug;
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GridLines gridLines;
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void onResize();
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void processEvents();
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void update(double dt);
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void render();
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};
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#endif // GAME_HPP
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#include "GridLines.hpp"
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#include <SFML/Graphics/Vertex.hpp>
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GridLines::GridLines(float width, float height, float spacing)
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: m_lines(sf::PrimitiveType::Lines) {
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sf::Color gray(64, 64, 64);
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for (float x = 0; x <= width; x += spacing) {
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m_lines.append({{x, 0.f}, gray});
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m_lines.append({{x, height}, gray});
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}
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for (float y = 0; y <= height; y += spacing) {
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m_lines.append({{0.f, y}, gray});
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m_lines.append({{width, y}, gray});
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}
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}
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void GridLines::render(sf::RenderWindow &window) const { window.draw(m_lines); }
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#ifndef GRIDLINES_HPP
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#define GRIDLINES_HPP
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/VertexArray.hpp>
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class GridLines {
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public:
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GridLines(float width, float height, float spacing = 20.f);
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void render(sf::RenderWindow &window) const;
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private:
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sf::VertexArray m_lines;
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};
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#endif // GRIDLINES_HPP
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#include "Player.hpp"
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#include <SFML/Graphics/CircleShape.hpp>
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#include <SFML/Graphics/View.hpp>
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Player::Player(float size, sf::Color color) : circleShape(size) {
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circleShape.setFillColor(color);
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}
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void Player::update(double dt, sf::RenderWindow &window, const sf::View &view) {
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auto shapeRadius = circleShape.getRadius();
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auto mousePos = sf::Mouse::getPosition(window);
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auto mousePosWorld = window.mapPixelToCoords(mousePos, view);
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circleShape.setPosition(
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{mousePosWorld.x - shapeRadius, mousePosWorld.y - shapeRadius});
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};
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void Player::render(sf::RenderWindow &window) { window.draw(circleShape); };
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#ifndef PLAYER_HPP
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#define PLAYER_HPP
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#include <SFML/Graphics/CircleShape.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/View.hpp>
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class Player {
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public:
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Player(float size, sf::Color color);
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void update(double dt, sf::RenderWindow &window, const sf::View &view);
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void render(sf::RenderWindow &window);
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private:
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sf::CircleShape circleShape;
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};
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#endif // PLAYER_HPP
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+3
-143
@@ -1,148 +1,8 @@
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics/CircleShape.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Vertex.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/String.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Cursor.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <SFML/Window/Mouse.hpp>
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#include <SFML/Window/Window.hpp>
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constexpr int DEBUG_REFRESH_RATE_IN_MS = 250;
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constexpr bool VSYNC = true;
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constexpr int WIDTH = 1920;
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constexpr int HEIGHT = 1080;
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constexpr float ASPECT = 16.f / 9.f;
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constexpr float SPEED = 3.f;
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void updateShapePosition(sf::CircleShape &shape, sf::RenderWindow &window,
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sf::View &worldView) {
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if (!window.hasFocus())
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return;
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auto shapeRadius = shape.getRadius();
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auto mousePos = sf::Mouse::getPosition(window);
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auto mousePosWorld = window.mapPixelToCoords(mousePos, worldView);
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shape.setPosition(sf::Vector2f(mousePosWorld.x - shapeRadius,
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mousePosWorld.y - shapeRadius));
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}
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std::string getDebugText(double elapsedMilliseconds, sf::View &worldView) {
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if (elapsedMilliseconds <= 0)
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return "";
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auto viewPos = worldView.getCenter();
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return "V-SYNC: " + std::string(VSYNC ? "On" : "Off") +
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"\nFrametime: " + std::to_string(elapsedMilliseconds) +
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"\nFPS: " + std::to_string((int)(1000 / elapsedMilliseconds)) +
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"\n\nView x, y: " + std::to_string((int)viewPos.x) + ", " +
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std::to_string((int)viewPos.y);
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}
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void drawGrid(sf::RenderWindow &window) {
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sf::Color gray(64, 64, 64);
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sf::VertexArray lines(sf::PrimitiveType::Lines);
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for (float x = 0; x <= WIDTH; x += 20.f) {
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lines.append(sf::Vertex{{x, 0.f}, gray});
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lines.append(sf::Vertex{{x, HEIGHT}, gray});
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}
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for (float y = 0; y <= HEIGHT; y += 20.f) {
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lines.append(sf::Vertex{{0.f, y}, gray});
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lines.append(sf::Vertex{{WIDTH, y}, gray});
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}
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window.draw(lines);
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}
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#include "Game.hpp"
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int main() {
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sf::RenderWindow window(sf::VideoMode({WIDTH, HEIGHT}), "Whatever SFML");
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window.setVerticalSyncEnabled(VSYNC);
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sf::RectangleShape worldLimit({WIDTH - 6, HEIGHT - 6});
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worldLimit.setFillColor(sf::Color::Transparent);
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worldLimit.setOutlineColor(sf::Color::Red);
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worldLimit.setOutlineThickness(3.f);
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worldLimit.setPosition({3.f, 3.f});
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sf::CircleShape shape(15.f);
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shape.setFillColor(sf::Color(100, 250, 50));
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shape.setPosition({0, HEIGHT});
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sf::Clock clock;
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sf::Font font;
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if (!font.openFromFile("assets/Consolas.ttf"))
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return 0;
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sf::Text debugUI(font);
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debugUI.setString("");
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sf::View worldView;
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worldView.setSize({WIDTH, HEIGHT});
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worldView.setCenter({(float)WIDTH / 2, (float)HEIGHT / 2});
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double lastTextUpdateElapsedMs = 0;
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while (window.isOpen()) {
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while (const std::optional event = window.pollEvent()) {
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if (event->is<sf::Event::Closed>()) {
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window.close();
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return 0;
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} else if (event->is<sf::Event::Resized>()) {
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auto windowSize = window.getSize();
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float windowRatio =
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static_cast<float>(windowSize.x) / static_cast<float>(windowSize.y);
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float viewWidth = 1.0f;
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float viewHeight = 1.0f;
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float posX = 0.0f;
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float posY = 0.0f;
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if (windowRatio > ASPECT) {
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viewWidth = ASPECT / windowRatio;
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posX = (1.0f - viewWidth) / 2.0f;
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} else {
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viewHeight = windowRatio / ASPECT;
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posY = (1.0f - viewHeight) / 2.0f;
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}
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worldView.setViewport(
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sf::FloatRect({posX, posY}, {viewWidth, viewHeight}));
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}
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}
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updateShapePosition(shape, window, worldView);
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window.clear();
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window.setView(worldView);
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window.draw(shape);
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drawGrid(window);
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// window.draw(worldLimit);
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window.draw(debugUI);
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window.display();
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double elapsedMilliseconds =
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(double)clock.restart().asMicroseconds() / 1000;
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lastTextUpdateElapsedMs += elapsedMilliseconds;
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if (lastTextUpdateElapsedMs > DEBUG_REFRESH_RATE_IN_MS) {
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debugUI.setString(getDebugText(elapsedMilliseconds, worldView));
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lastTextUpdateElapsedMs = 0;
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}
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}
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Game game = Game();
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game.run();
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return 0;
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}
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