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Curses is not as ubiquitous as I thought it was. I thought that using curses will make building easie
r but I was wrong. Curses is not everywhere. Not all terminals support 256 color modes. ASCII art loo
ks kind of ugly.

I decided to use a library that I have been using for years: SDL2. Installing SDL2 is pretty easy. You just download the sources and run make. On a mac, you just `brew install sdl2`.

I won't use OpenGL though. Getting OpenGL working everywhere is going to be super annoying. The SDL_Render API is unpleasant to use but it's OK for a really simple game like this one.
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indianakernick committed Sep 21, 2018
1 parent 62d9066 commit 46cc634
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5 changes: 5 additions & 0 deletions .travis.yml
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Expand Up @@ -30,6 +30,11 @@ matrix:

before_install:
- export CXX=${COMPILER}
- travis_retry curl -L https://www.libsdl.org/release/SDL2-2.0.8.tar.gz | tar xz
- cd SDL2-2.0.8
- ./configure
- make
- make install

script:
- cd build
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49 changes: 11 additions & 38 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -3,66 +3,39 @@ project(EnTT_Example)

add_executable(Game
"src/main.cpp"
"src/curses.hpp"
"src/registry.hpp"
"src/graphics.cpp"
"src/graphics.hpp"
"src/game.cpp"
"src/game.hpp"
"src/sprites.cpp"
"src/sprites.hpp"
"src/factories.cpp"
"src/factories.hpp"
"src/color.hpp"
"src/framebuf.cpp"
"src/framebuf.hpp"
"src/dir to vec.hpp"
"src/sprite component.hpp"
"src/position component.hpp"
"src/player component.hpp"
"src/desired dir component.hpp"
"src/random dir component.hpp"
"src/blit sprites system.cpp"
"src/blit sprites system.hpp"
"src/movement system.cpp"
"src/movement system.hpp"
"src/get camera system.cpp"
"src/get camera system.hpp"
"src/player input system.cpp"
"src/player input system.hpp"
"src/clear desired dir system.cpp"
"src/clear desired dir system.hpp"
"src/random movement system.cpp"
"src/random movement system.hpp"
"src/limit movement system.cpp"
"src/limit movement system.hpp"
)

if(WIN32 OR MSVC)
add_subdirectory(pdcurses)
target_link_libraries(Game
PRIVATE
PDcurses
)
target_include_directories(Game
PRIVATE
include
)
else()
set(CURSES_NEED_NCURSES TRUE)
find_package(Curses REQUIRED)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/modules/")
find_package(SDL2 REQUIRED)

target_include_directories(Game
PRIVATE
${CURSES_INCLUDE_DIRECTORIES}
${CMAKE_SOURCE_DIR}/include
)
target_include_directories(Game
PRIVATE
${SDL2_INCLUDE_DIR}
${CMAKE_SOURCE_DIR}/include
)

target_link_libraries(Game
PRIVATE
${CURSES_LIBRARIES}
)
endif()
target_link_libraries(Game
PRIVATE
${SDL2_LIBRARY}
)

target_compile_features(Game
PRIVATE
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173 changes: 173 additions & 0 deletions cmake/modules/FindSDL2.cmake
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@@ -0,0 +1,173 @@

# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).

#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)

# message("<FindSDL2.cmake>")

SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
)

FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)

if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(PATH_SUFFIXES lib64 lib/x64 lib)
else()
set(PATH_SUFFIXES lib/x86 lib)
endif()

FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES ${PATH_SUFFIXES}
PATHS ${SDL2_SEARCH_PATHS}
)

IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES ${PATH_SUFFIXES}
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)

# MinGW needs an additional link flag, -mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -mwindows
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)

IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)

# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)

# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)

# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)

# message("</FindSDL2.cmake>")

INCLUDE(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
1 change: 0 additions & 1 deletion include/Simpleton/Graphics 2D/text.hpp
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Expand Up @@ -12,7 +12,6 @@
#include <string_view>
#include <type_traits>
#include "quad writer.hpp"
#include "../Utils/function alias.hpp"

namespace G2D {
/// Text alignment
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2 changes: 2 additions & 0 deletions include/Simpleton/Time/synchronizer.hpp
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Expand Up @@ -25,6 +25,8 @@ namespace Time {
~Synchronizer() {
std::this_thread::sleep_for(step - (Clock::now() - start));
}
Synchronizer(Synchronizer &&) = default;
Synchronizer &operator=(Synchronizer &&) = default;

private:
const Point start;
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63 changes: 0 additions & 63 deletions pdcurses/CMakeLists.txt

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