Change stuff

This commit is contained in:
Bailey Harrison 2022-09-03 00:02:09 +01:00
parent 2984402f2d
commit 1b8507e21f
19 changed files with 72 additions and 32 deletions

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@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.12)
cmake_minimum_required(VERSION 3.4)
# options
@ -32,6 +32,8 @@ add_library(${PROJECT_NAME} SHARED
# PUBLIC API
"include/export.h"
"include/log.hpp"
"include/window.hpp"
@ -59,16 +61,18 @@ add_library(${PROJECT_NAME} SHARED
"include/resource_manager.hpp"
)
)
# compiling options:
target_compile_definitions(${PROJECT_NAME} PRIVATE DEFINITIONS "ENGINE_EXPORTS")
set_property(TARGET ${PROJECT_NAME} PROPERTY CXX_STANDARD 20)
set_property(TARGET ${PROJECT_NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
if (MSVC)
target_compile_options(${PROJECT_NAME} PRIVATE /W3)
target_compile_options(${PROJECT_NAME} PRIVATE /M3)
target_compile_options(${PROJECT_NAME} PRIVATE /MP)
endif()
target_include_directories(${PROJECT_NAME} PUBLIC include)
@ -76,7 +80,7 @@ target_include_directories(${PROJECT_NAME} PRIVATE src)
# Pass some project information into the source code
configure_file(config.h.in config.h)
target_include_directories(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
# libraries:
@ -94,11 +98,6 @@ add_subdirectory(dependencies/SDL)
target_include_directories(${PROJECT_NAME} PUBLIC dependencies/SDL/include)
target_link_libraries(${PROJECT_NAME} PUBLIC SDL2::SDL2)
target_link_libraries(${PROJECT_NAME} PUBLIC SDL2::SDL2main)
# copy over SDL2 library:
add_custom_command(
TARGET ${PROJECT_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_FILE:SDL2::SDL2> $<TARGET_FILE_DIR:${PROJECT_NAME}>)
# GLM:
add_subdirectory(dependencies/glm)
@ -124,14 +123,11 @@ add_subdirectory(dependencies/spdlog)
target_link_libraries(${PROJECT_NAME} PUBLIC spdlog)
target_include_directories(${PROJECT_NAME} PUBLIC dependencies/spdlog/include)
# freetype
set(BUILD_SHARED_LIBS ON)
add_subdirectory(dependencies/freetype)
target_link_libraries(${PROJECT_NAME} PRIVATE freetype)
target_include_directories(${PROJECT_NAME} PRIVATE dependencies/freetype/include)
set(BUILD_SHARED_LIBS OFF)
# stb
target_include_directories(${PROJECT_NAME} PRIVATE dependencies/stb)
@ -139,4 +135,3 @@ target_include_directories(${PROJECT_NAME} PRIVATE dependencies/stb)
# public API:

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@ -1,3 +1,3 @@
#pragma once
#define SDLTEST_VERSION @PROJECT_VERSION@
#define ENGINE_VERSION @PROJECT_VERSION@

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "component.hpp"
#include "object.hpp"
@ -11,7 +13,7 @@
namespace components {
class Camera : public Component {
class DECLSPEC Camera : public Component {
public:
Camera(Object* parent);

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@ -1,11 +1,13 @@
#pragma once
#include "export.h"
class Object;
class Window;
class Input;
class ResourceManager;
class Component {
class DECLSPEC Component {
public:

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@ -1,12 +1,14 @@
#pragma once
#include "export.h"
#include "component.hpp"
#include <glm/mat4x4.hpp>
namespace components {
class CustomComponent : public Component {
class DECLSPEC CustomComponent : public Component {
public:
CustomComponent(Object* parent);

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "component.hpp"
#include "resources/shader.hpp"
@ -12,7 +14,7 @@
namespace components {
class Renderer : public Component {
class DECLSPEC Renderer : public Component {
public:
Renderer(Object*);

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "component.hpp"
#include "resources/font.hpp"
@ -9,7 +11,7 @@
namespace components {
class UI : public Component {
class DECLSPEC UI : public Component {
public:
UI(Object*);

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "component.hpp"
#include <glm/mat4x4.hpp>
@ -12,7 +14,7 @@
namespace components {
class Transform : public Component {
class DECLSPEC Transform : public Component {
// Scale, rotate (XYZ), translate

13
include/export.h Normal file
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@ -0,0 +1,13 @@
#pragma once
#ifndef DECLSPEC
# ifdef _MSC_VER
# ifdef ENGINE_EXPORTS
# define DECLSPEC __declspec(dllexport)
# else
# define DECLSPEC __declspec(dllimport)
# endif
# else
# define DECLSPEC
# endif
#endif

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "inputs/mouse.hpp"
#include "inputs/keyboard.hpp"
@ -17,7 +19,7 @@ enum class InputDevice : int {
};
// This class should be used to get platform/input-device independent input
class Input {
class DECLSPEC Input {
public:

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include <glm/mat4x4.hpp>
#include <list>
@ -31,7 +33,7 @@ struct GameIO {
// This object lives until it is deleted by its parent(s) or finally when the "Scene" is destroyed.
// Therefore it is safe to return raw pointers
class Object {
class DECLSPEC Object {
public:
Object(std::string name, Object* parent, SceneRoot& root, struct GameIO things);

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "resources/resource.hpp"
#include <vector>
@ -7,7 +9,7 @@
// Doesn't own resources, only holds weak_ptrs
class ResourceManager {
class DECLSPEC ResourceManager {
public:
ResourceManager();

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "resource.hpp"
#include <glad/glad.h>
@ -10,7 +12,7 @@
namespace resources {
class Font : public Resource {
class DECLSPEC Font : public Resource {
public:

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "resource.hpp"
#include "resources/shader.hpp"
@ -20,7 +22,7 @@ struct Vertex {
namespace resources {
class Mesh : public Resource {
class DECLSPEC Mesh : public Resource {
public:
Mesh(const std::vector<Vertex>& vertices);

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@ -1,9 +1,11 @@
#pragma once
#include "export.h"
#include <string>
#include <filesystem>
class Resource {
class DECLSPEC Resource {
public:
Resource(const std::filesystem::path& resPath, const std::string& type);

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "resource.hpp"
#include <glad/glad.h>
@ -11,7 +13,7 @@
namespace resources {
class Shader : public Resource {
class DECLSPEC Shader : public Resource {
public:
Shader(const std::filesystem::path& resPath);

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@ -1,12 +1,14 @@
#pragma once
#include "export.h"
#include "resource.hpp"
#include <glad/glad.h>
namespace resources {
class Texture : public Resource {
class DECLSPEC Texture : public Resource {
private:

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@ -1,11 +1,13 @@
#pragma once
#include "export.h"
#include "object.hpp"
#include <filesystem>
// Holds everything you would expect to find in a game scene
class SceneRoot : public Object {
class DECLSPEC SceneRoot : public Object {
public:
// create a new empty scene

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@ -1,5 +1,7 @@
#pragma once
#include "export.h"
#include "inputs/keyboard.hpp"
#include "inputs/mouse.hpp"
@ -12,9 +14,9 @@
#include <array>
#include <string>
extern const uint64_t BILLION;
DECLSPEC extern const uint64_t BILLION;
class Window {
class DECLSPEC Window {
public:
Window(const std::string& title);