refac: clean base

This commit is contained in:
Floriansylvain
2025-12-28 02:50:59 +01:00
parent 199b77df58
commit 683096351f
10 changed files with 228 additions and 144 deletions
+6 -1
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@@ -5,6 +5,8 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
set(ASSETS_SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/assets") set(ASSETS_SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/assets")
set(ASSETS_DEST_DIR "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/assets") set(ASSETS_DEST_DIR "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/assets")
file(GLOB_RECURSE SOURCES "src/*.cpp")
include(FetchContent) include(FetchContent)
FetchContent_Declare(SFML FetchContent_Declare(SFML
GIT_REPOSITORY https://github.com/SFML/SFML.git GIT_REPOSITORY https://github.com/SFML/SFML.git
@@ -14,7 +16,10 @@ FetchContent_Declare(SFML
SYSTEM) SYSTEM)
FetchContent_MakeAvailable(SFML) FetchContent_MakeAvailable(SFML)
add_executable(main src/main.cpp) add_executable(main ${SOURCES})
target_include_directories(main PRIVATE include)
target_compile_features(main PRIVATE cxx_std_17) target_compile_features(main PRIVATE cxx_std_17)
target_link_libraries(main PRIVATE SFML::Graphics) target_link_libraries(main PRIVATE SFML::Graphics)
+21
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@@ -0,0 +1,21 @@
#include "DebugUI.hpp"
#include "Game.hpp"
#include <string>
DebugUI::DebugUI() {}
void DebugUI::update(double dt) {
lastTextUpdateElapsedMs += dt;
if (lastTextUpdateElapsedMs < 250)
return;
std::string info = "V-SYNC: " + std::string(VSYNC ? "On" : "Off") +
"\nFrametime: " + std::to_string(dt) + " ms" +
"\nFPS: " + std::to_string(static_cast<int>(1000.0 / dt));
text.setString(info);
lastTextUpdateElapsedMs = 0;
}
void DebugUI::render(sf::RenderWindow &window) { window.draw(text); }
+20
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@@ -0,0 +1,20 @@
#ifndef DEBUGUI_HPP
#define DEBUGUI_HPP
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Text.hpp>
#include <SFML/Graphics/View.hpp>
struct DebugUI {
sf::Font font;
sf::Text text{font};
double lastTextUpdateElapsedMs = 0;
DebugUI();
void update(double dt);
void render(sf::RenderWindow &window);
};
#endif // DEBUGUI_HPP
+69
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@@ -0,0 +1,69 @@
#include "Game.hpp"
Game::Game() : gridLines(WIDTH, HEIGHT, 20.f), player(15.f, sf::Color::Green) {
window.create(sf::VideoMode({WIDTH, HEIGHT}), "SFML Game");
window.setVerticalSyncEnabled(VSYNC);
if (!debug.font.openFromFile("assets/Consolas.ttf")) {
window.close();
}
worldView.setSize({(float)WIDTH, (float)HEIGHT});
worldView.setCenter({(float)WIDTH / 2.f, (float)HEIGHT / 2.f});
}
void Game::run() {
sf::Clock clock;
while (window.isOpen()) {
double dt = clock.restart().asMicroseconds() / 1000.0;
processEvents();
update(dt);
render();
}
}
void Game::onResize() {
auto windowSize = window.getSize();
float windowRatio =
static_cast<float>(windowSize.x) / static_cast<float>(windowSize.y);
float viewWidth = 1.0f;
float viewHeight = 1.0f;
float posX = 0.0f;
float posY = 0.0f;
if (windowRatio > ASPECT) {
viewWidth = ASPECT / windowRatio;
posX = (1.0f - viewWidth) / 2.0f;
} else {
viewHeight = windowRatio / ASPECT;
posY = (1.0f - viewHeight) / 2.0f;
}
worldView.setViewport(sf::FloatRect({posX, posY}, {viewWidth, viewHeight}));
}
void Game::processEvents() {
while (const std::optional event = window.pollEvent()) {
if (event->is<sf::Event::Closed>()) {
window.close();
} else if (event->is<sf::Event::Resized>()) {
onResize();
}
};
};
void Game::update(double dt) {
debug.update(dt);
player.update(dt, window, worldView);
};
void Game::render() {
window.clear();
window.setView(worldView);
gridLines.render(window);
debug.render(window);
player.render(window);
window.display();
};
+35
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@@ -0,0 +1,35 @@
#ifndef GAME_HPP
#define GAME_HPP
#include <SFML/Graphics.hpp>
#include "DebugUI.hpp"
#include "GridLines.hpp"
#include "Player.hpp"
constexpr bool VSYNC = true;
constexpr int WIDTH = 1920;
constexpr int HEIGHT = 1080;
constexpr int DEBUG_REFRESH_RATE_IN_MS = 250;
constexpr float ASPECT = 16.f / 9.f;
class Game {
public:
Game();
void run();
private:
sf::RenderWindow window;
sf::View worldView;
Player player;
DebugUI debug;
GridLines gridLines;
void onResize();
void processEvents();
void update(double dt);
void render();
};
#endif // GAME_HPP
+19
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@@ -0,0 +1,19 @@
#include "GridLines.hpp"
#include <SFML/Graphics/Vertex.hpp>
GridLines::GridLines(float width, float height, float spacing)
: m_lines(sf::PrimitiveType::Lines) {
sf::Color gray(64, 64, 64);
for (float x = 0; x <= width; x += spacing) {
m_lines.append({{x, 0.f}, gray});
m_lines.append({{x, height}, gray});
}
for (float y = 0; y <= height; y += spacing) {
m_lines.append({{0.f, y}, gray});
m_lines.append({{width, y}, gray});
}
}
void GridLines::render(sf::RenderWindow &window) const { window.draw(m_lines); }
+17
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@@ -0,0 +1,17 @@
#ifndef GRIDLINES_HPP
#define GRIDLINES_HPP
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/VertexArray.hpp>
class GridLines {
public:
GridLines(float width, float height, float spacing = 20.f);
void render(sf::RenderWindow &window) const;
private:
sf::VertexArray m_lines;
};
#endif // GRIDLINES_HPP
+18
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@@ -0,0 +1,18 @@
#include "Player.hpp"
#include <SFML/Graphics/CircleShape.hpp>
#include <SFML/Graphics/View.hpp>
Player::Player(float size, sf::Color color) : circleShape(size) {
circleShape.setFillColor(color);
}
void Player::update(double dt, sf::RenderWindow &window, const sf::View &view) {
auto shapeRadius = circleShape.getRadius();
auto mousePos = sf::Mouse::getPosition(window);
auto mousePosWorld = window.mapPixelToCoords(mousePos, view);
circleShape.setPosition(
{mousePosWorld.x - shapeRadius, mousePosWorld.y - shapeRadius});
};
void Player::render(sf::RenderWindow &window) { window.draw(circleShape); };
+20
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@@ -0,0 +1,20 @@
#ifndef PLAYER_HPP
#define PLAYER_HPP
#include <SFML/Graphics/CircleShape.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/View.hpp>
class Player {
public:
Player(float size, sf::Color color);
void update(double dt, sf::RenderWindow &window, const sf::View &view);
void render(sf::RenderWindow &window);
private:
sf::CircleShape circleShape;
};
#endif // PLAYER_HPP
+3 -143
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@@ -1,148 +1,8 @@
#include <SFML/Graphics.hpp> #include "Game.hpp"
#include <SFML/Graphics/CircleShape.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Vertex.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/String.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Window/Cursor.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <SFML/Window/Mouse.hpp>
#include <SFML/Window/Window.hpp>
constexpr int DEBUG_REFRESH_RATE_IN_MS = 250;
constexpr bool VSYNC = true;
constexpr int WIDTH = 1920;
constexpr int HEIGHT = 1080;
constexpr float ASPECT = 16.f / 9.f;
constexpr float SPEED = 3.f;
void updateShapePosition(sf::CircleShape &shape, sf::RenderWindow &window,
sf::View &worldView) {
if (!window.hasFocus())
return;
auto shapeRadius = shape.getRadius();
auto mousePos = sf::Mouse::getPosition(window);
auto mousePosWorld = window.mapPixelToCoords(mousePos, worldView);
shape.setPosition(sf::Vector2f(mousePosWorld.x - shapeRadius,
mousePosWorld.y - shapeRadius));
}
std::string getDebugText(double elapsedMilliseconds, sf::View &worldView) {
if (elapsedMilliseconds <= 0)
return "";
auto viewPos = worldView.getCenter();
return "V-SYNC: " + std::string(VSYNC ? "On" : "Off") +
"\nFrametime: " + std::to_string(elapsedMilliseconds) +
"\nFPS: " + std::to_string((int)(1000 / elapsedMilliseconds)) +
"\n\nView x, y: " + std::to_string((int)viewPos.x) + ", " +
std::to_string((int)viewPos.y);
}
void drawGrid(sf::RenderWindow &window) {
sf::Color gray(64, 64, 64);
sf::VertexArray lines(sf::PrimitiveType::Lines);
for (float x = 0; x <= WIDTH; x += 20.f) {
lines.append(sf::Vertex{{x, 0.f}, gray});
lines.append(sf::Vertex{{x, HEIGHT}, gray});
}
for (float y = 0; y <= HEIGHT; y += 20.f) {
lines.append(sf::Vertex{{0.f, y}, gray});
lines.append(sf::Vertex{{WIDTH, y}, gray});
}
window.draw(lines);
}
int main() { int main() {
sf::RenderWindow window(sf::VideoMode({WIDTH, HEIGHT}), "Whatever SFML"); Game game = Game();
window.setVerticalSyncEnabled(VSYNC); game.run();
sf::RectangleShape worldLimit({WIDTH - 6, HEIGHT - 6});
worldLimit.setFillColor(sf::Color::Transparent);
worldLimit.setOutlineColor(sf::Color::Red);
worldLimit.setOutlineThickness(3.f);
worldLimit.setPosition({3.f, 3.f});
sf::CircleShape shape(15.f);
shape.setFillColor(sf::Color(100, 250, 50));
shape.setPosition({0, HEIGHT});
sf::Clock clock;
sf::Font font;
if (!font.openFromFile("assets/Consolas.ttf"))
return 0;
sf::Text debugUI(font);
debugUI.setString("");
sf::View worldView;
worldView.setSize({WIDTH, HEIGHT});
worldView.setCenter({(float)WIDTH / 2, (float)HEIGHT / 2});
double lastTextUpdateElapsedMs = 0;
while (window.isOpen()) {
while (const std::optional event = window.pollEvent()) {
if (event->is<sf::Event::Closed>()) {
window.close();
return 0;
} else if (event->is<sf::Event::Resized>()) {
auto windowSize = window.getSize();
float windowRatio =
static_cast<float>(windowSize.x) / static_cast<float>(windowSize.y);
float viewWidth = 1.0f;
float viewHeight = 1.0f;
float posX = 0.0f;
float posY = 0.0f;
if (windowRatio > ASPECT) {
viewWidth = ASPECT / windowRatio;
posX = (1.0f - viewWidth) / 2.0f;
} else {
viewHeight = windowRatio / ASPECT;
posY = (1.0f - viewHeight) / 2.0f;
}
worldView.setViewport(
sf::FloatRect({posX, posY}, {viewWidth, viewHeight}));
}
}
updateShapePosition(shape, window, worldView);
window.clear();
window.setView(worldView);
window.draw(shape);
drawGrid(window);
// window.draw(worldLimit);
window.draw(debugUI);
window.display();
double elapsedMilliseconds =
(double)clock.restart().asMicroseconds() / 1000;
lastTextUpdateElapsedMs += elapsedMilliseconds;
if (lastTextUpdateElapsedMs > DEBUG_REFRESH_RATE_IN_MS) {
debugUI.setString(getDebugText(elapsedMilliseconds, worldView));
lastTextUpdateElapsedMs = 0;
}
}
return 0; return 0;
} }