moved over to cmake
This commit is contained in:
parent
ba2f426fe0
commit
f1d0f03ae4
6 changed files with 150 additions and 79 deletions
37
CMakeLists.txt
Normal file
37
CMakeLists.txt
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@ -0,0 +1,37 @@
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cmake_minimum_required(VERSION 3.21 FATAL_ERROR)
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project(Game)
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file(GLOB_RECURSE SOURCE_FILES
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${CMAKE_SOURCE_DIR}/src/*.c
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${CMAKE_SOURCE_DIR}/src/*.cpp)
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file(GLOB_RECURSE HEADER_FILES
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${CMAKE_SOURCE_DIR}/src/*.h
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${CMAKE_SOURCE_DIR}/src/*.hpp)
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configure_file(src/helpers/RootDir.h.in src/helpers/RootDir.h)
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include_directories(${CMAKE_BINARY_DIR}/src)
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link_directories(${CMAKE_SOURCE_DIR}/lib)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image REQUIRED)
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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include_directories(
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${SDL2_INCLUDE_DIRS}
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${SDL2_IMAGE_DIRS}
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${OPENGL_INCLUDE_DIRS}
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${GLEW_INCLUDE_DIRS})
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add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES})
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target_link_libraries(${PROJECT_NAME}
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${SDL2_LIBRARIES}
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${SDL2_IMAGE_LIBRARIES}
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${OPENGL_LIBRARIES}
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${GLEW_LIBRARIES})
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38
Makefile.am
38
Makefile.am
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@ -1,38 +0,0 @@
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# Allow directory manangement of source
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AUTOMAKE_OPTIONS = subdir-objects
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# Use m4 directory (modern best practice)
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ACLOCAL_AMFLAGS = -I m4 --install
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bin_PROGRAMS = Game
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dist_pkgdata_DATA = \
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data/shaders/vertex.glsl \
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data/shaders/fragment.glsl \
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data/container.jpg
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Game_SOURCES = \
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src/main.cpp \
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src/Error.h \
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src/Error.cpp \
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src/ShaderLoader.h \
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src/ShaderLoader.cpp
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# Generate final path locations based on configuration at compile time
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CLEANFILES = config_file_paths.h
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DISTCLEANFILES = config_file_paths.h
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BUILT_SOURCES = config_file_paths.h
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config_file_paths.h:
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echo '#define DATADIR "$(pkgdatadir)"' >$@
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Game_CPPFLAGS = @sdl2_CFLAGS@ \
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@glew_CFLAGS@ \
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@opengl_CFLAGS@ \
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@glm_CFLAGS@ \
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@sdl2_image_CFLAGS@
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Game_LDFLAGS = @sdl2_LIBS@ \
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@glew_LIBS@ \
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@opengl_LIBS@ \
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@glm_LIBS@ \
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@sdl2_image_LIBS@
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100
cmake/FindSDL2_image.cmake
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100
cmake/FindSDL2_image.cmake
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@ -0,0 +1,100 @@
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# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
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# file Copyright.txt or https://cmake.org/licensing for details.
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#.rst:
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# FindSDL2_image
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# -------------
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#
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# Locate SDL2_image library
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#
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# This module defines:
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#
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# ::
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#
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# SDL2_IMAGE_LIBRARIES, the name of the library to link against
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# SDL2_IMAGE_INCLUDE_DIRS, where to find the headers
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# SDL2_IMAGE_FOUND, if false, do not try to link against
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# SDL2_IMAGE_VERSION_STRING - human-readable string containing the
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# version of SDL2_image
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#
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#
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#
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# For backward compatibility the following variables are also set:
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#
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# ::
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#
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# SDL2IMAGE_LIBRARY (same value as SDL2_IMAGE_LIBRARIES)
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# SDL2IMAGE_INCLUDE_DIR (same value as SDL2_IMAGE_INCLUDE_DIRS)
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# SDL2IMAGE_FOUND (same value as SDL2_IMAGE_FOUND)
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#
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#
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#
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# $SDLDIR is an environment variable that would correspond to the
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# ./configure --prefix=$SDLDIR used in building SDL.
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#
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# Created by Eric Wing. This was influenced by the FindSDL.cmake
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# module, but with modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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if(NOT SDL2_IMAGE_INCLUDE_DIR AND SDL2IMAGE_INCLUDE_DIR)
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set(SDL2_IMAGE_INCLUDE_DIR ${SDL2IMAGE_INCLUDE_DIR} CACHE PATH "directory cache entry initialized from old variable name")
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endif()
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find_path(SDL2_IMAGE_INCLUDE_DIR SDL_image.h
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HINTS
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ENV SDL2IMAGEDIR
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ENV SDL2DIR
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${SDL2_DIR}
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PATH_SUFFIXES SDL2
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# path suffixes to search inside ENV{SDL2DIR}
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include/SDL2 include
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)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(VC_LIB_PATH_SUFFIX lib/x64)
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else()
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set(VC_LIB_PATH_SUFFIX lib/x86)
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endif()
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if(NOT SDL2_IMAGE_LIBRARY AND SDL2IMAGE_LIBRARY)
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set(SDL2_IMAGE_LIBRARY ${SDL2IMAGE_LIBRARY} CACHE FILEPATH "file cache entry initialized from old variable name")
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endif()
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find_library(SDL2_IMAGE_LIBRARY
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NAMES SDL2_image
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HINTS
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ENV SDL2IMAGEDIR
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ENV SDL2DIR
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${SDL2_DIR}
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PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
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)
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if(SDL2_IMAGE_INCLUDE_DIR AND EXISTS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h")
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file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+[0-9]+$")
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file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+[0-9]+$")
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file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+[0-9]+$")
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string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MAJOR "${SDL2_IMAGE_VERSION_MAJOR_LINE}")
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string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MINOR "${SDL2_IMAGE_VERSION_MINOR_LINE}")
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string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_PATCH "${SDL2_IMAGE_VERSION_PATCH_LINE}")
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set(SDL2_IMAGE_VERSION_STRING ${SDL2_IMAGE_VERSION_MAJOR}.${SDL2_IMAGE_VERSION_MINOR}.${SDL2_IMAGE_VERSION_PATCH})
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unset(SDL2_IMAGE_VERSION_MAJOR_LINE)
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unset(SDL2_IMAGE_VERSION_MINOR_LINE)
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unset(SDL2_IMAGE_VERSION_PATCH_LINE)
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unset(SDL2_IMAGE_VERSION_MAJOR)
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unset(SDL2_IMAGE_VERSION_MINOR)
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unset(SDL2_IMAGE_VERSION_PATCH)
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endif()
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set(SDL2_IMAGE_LIBRARIES ${SDL2_IMAGE_LIBRARY})
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set(SDL2_IMAGE_INCLUDE_DIRS ${SDL2_IMAGE_INCLUDE_DIR})
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include(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_image
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REQUIRED_VARS SDL2_IMAGE_LIBRARIES SDL2_IMAGE_INCLUDE_DIRS
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VERSION_VAR SDL2_IMAGE_VERSION_STRING)
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# for backward compatibility
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set(SDL2IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARIES})
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set(SDL2IMAGE_INCLUDE_DIR ${SDL2_IMAGE_INCLUDE_DIRS})
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set(SDL2IMAGE_FOUND ${SDL2_IMAGE_FOUND})
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mark_as_advanced(SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR)
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34
configure.ac
34
configure.ac
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# -*- Autoconf -*-
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# Process this file with autoconf to produce a configure script.
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AC_PREREQ([2.69])
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AC_INIT([Game], [0.0.1], [wytau@sdf.org])
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AC_CONFIG_SRCDIR([src/main.cpp])
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AC_CONFIG_HEADERS([config.h])
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# This is actually defined in Makefile.am
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# But this stops intellisense like software from complaining
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#AC_DEFINE_UNQUOTED([DATAPATH], ["$pkgdatadir"],"DData Directory Path")
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AM_INIT_AUTOMAKE([-Wall -Werror foreign])
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AC_CONFIG_MACRO_DIR([m4])
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# Checks for programs.
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AC_PROG_CXX
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# Checks for libraries.
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PKG_CHECK_MODULES([sdl2], sdl2, [], AC_MSG_ERROR([Failed to find sdl2]))
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PKG_CHECK_MODULES([sdl2_image], SDL2_image, [], AC_MSG_ERROR([Failed to find sdl2_image]))
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PKG_CHECK_MODULES([glm], glm, [], AC_MSG_ERROR([Failed to find glm - OpenGL Mathmatics]))
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PKG_CHECK_MODULES([glew], glew, [], AC_MSG_ERROR([Failed to find glew - OpenGL Extention Wrangler]))
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PKG_CHECK_MODULES([opengl], gl, [], AC_MSG_ERROR([Failed to find OpenGL]))
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# Checks for header files.
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# Checks for typedefs, structures, and compiler characteristics.
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AC_CHECK_HEADER_STDBOOL
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# Checks for library functions.
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AC_CONFIG_FILES([Makefile])
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AC_OUTPUT
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2
src/helpers/RootDir.h.in
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2
src/helpers/RootDir.h.in
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#pragma once
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#define ROOT_DIR "@SMAKE_SOURCE_DIR@/"
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18
src/main.cpp
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src/main.cpp
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// Include Config header generated by GNU autotools
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// Include Config header generated by GNU autotools
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#include "../config.h"
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//#include "../config.h"
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#include "../config_file_paths.h"
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//#include "../config_file_paths.h"
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#include <GL/glew.h>
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#include <GL/glew.h>
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// Make sure Glew is loaded first
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// Make sure Glew is loaded first
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#include <GL/gl.h>
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#include <GL/gl.h>
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@ -40,9 +40,9 @@ int main(int argc, char **argv) {
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// SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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// Create Window
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// Create Window
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SDL_Window *window = SDL_CreateWindow(PACKAGE_STRING, SDL_WINDOWPOS_UNDEFINED,
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SDL_Window *window =
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SDL_WINDOWPOS_UNDEFINED, 800, 600,
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SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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if (window == NULL) {
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if (window == NULL) {
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error.crash("Unable to initialise SDL Window: ", SDL_GetError());
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error.crash("Unable to initialise SDL Window: ", SDL_GetError());
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return 1;
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return 1;
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// Create event handling struct
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// Create event handling struct
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SDL_Event input;
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SDL_Event input;
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ShaderLoader shader(DATADIR "/vertex.glsl", DATADIR "/fragment.glsl");
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ShaderLoader shader("../data/shaders"
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"/vertex.glsl",
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"../data/shaders"
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"/fragment.glsl");
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float vertices[] = {
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float vertices[] = {
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// positions // texture Co-ords
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// positions // texture Co-ords
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load texture image
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// Load texture image
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SDL_Surface *image = IMG_Load(DATADIR "/container.jpg");
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SDL_Surface *image = IMG_Load("../data"
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"/container.jpg");
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if (image == nullptr) {
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if (image == nullptr) {
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error.crash("SDL2_image was unable to load a texture", IMG_GetError());
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error.crash("SDL2_image was unable to load a texture", IMG_GetError());
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}
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}
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