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authordrumsetmonkey <abelleisle@roadrunner.com>2016-03-30 08:41:16 -0400
committerdrumsetmonkey <abelleisle@roadrunner.com>2016-03-30 08:41:16 -0400
commitc35571e37bdd6d2fe9b95e4265c150265585f3a9 (patch)
tree31478f777e27f345cc20f2eaf796a176b55cb4fe /include/common.h
parent82c178d797b9a23c31d7dad1cc8cac29d27c6eb1 (diff)
Inv and textures
Diffstat (limited to 'include/common.h')
-rw-r--r--include/common.h252
1 files changed, 0 insertions, 252 deletions
diff --git a/include/common.h b/include/common.h
deleted file mode 100644
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--- a/include/common.h
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-/** @file common.h
- * @brief Common items needed by most other files.
- *
- * This file contains headers, variables and functions that are needed in
- * most other files included in this project.
- */
-
-#ifndef COMMON_H
-#define COMMON_H
-
-// holy moly
-#include <iostream>
-#include <cstdlib>
-#include <string>
-#include <vector>
-#include <string>
-#include <fstream>
-#include <thread>
-#include <mutex>
-#include <future>
-#include <math.h>
-#include <threadpool.h>
-#include <algorithm>
-
-#define GLEW_STATIC
-#include <GL/glew.h>
-
-#include <SDL2/SDL.h>
-#include <SDL2/SDL_opengl.h>
-#include <SDL2/SDL_image.h>
-#include <SDL2/SDL_mixer.h>
-
-#ifdef __WIN32__
-typedef unsigned int uint;
-#undef near
-#endif
-
-/**
- * This flag lets the compiler know that we want to use shaders.
- */
-
-#define SHADERS
-
-template<typename N>
-N abso(N v){
- if(v < 0){
- return v * -1;
- }else
- return v;
-}
-
-template<class A>
-float averagef(A v){
- float avg = 0;
- for(auto &a : v){
- avg += a;
- }
- avg /= v.size();
- return avg;
-}
-
-
-extern GLuint colorIndex; // Texture.cpp?
-
-/**
- * This structure contains a set of coordinates for ease of coding.
- */
-
-typedef struct {
- int x;
- int y;
-} ivec2;
-
-typedef struct {
- float x;
- float y;
-} vec2;
-
-typedef struct {
- float x;
- float y;
- float z;
-} vec3;
-
-typedef ivec2 dim2;
-
-/**
- * This structure contains two sets of coordinates for ray drawing.
- */
-
-typedef struct {
- vec2 start;
- vec2 end;
-} Ray;
-
-struct col {
- float red;
- float green;
- float blue;
- col operator-=(float a){
- red-=a;
- green-=a;
- blue-=a;
- return{red+a,green+a,blue+a};
- }
- col operator+=(float a){
- return{red+a,green+a,blue+a};
- }
- col operator=(float a){
- return{red=a,green=a,blue=a};
- }
-};
-
-typedef col Color;
-
-/**
- * Define the game's name (displayed in the window title).
- */
-
-#define GAME_NAME "Independent Study v.0.6 alpha - NOW WITH more c++"
-
-/**
- * The desired width of the game window.
- */
-
-extern unsigned int SCREEN_WIDTH;
-
-/**
- * The desired height of the game window.
- */
-
-extern unsigned int SCREEN_HEIGHT;
-
-extern bool FULLSCREEN;
-extern bool uiLoop;
-extern std::mutex mtx;
-
-/**
- * Define the length of a single HLINE.
- * The game has a great amount of elements that need to be drawn or detected, and having each
- * of them use specific hard-coded numbers would be painful to debug. As a solution, this
- * definition was made. Every item being drawn to the screen and most object detection/physic
- * handling is done based off of this number. Increasing it will give the game a zoomed-in
- * feel, while decreasing it will do the opposite.
- *
- */
-
-extern unsigned int HLINE;
-
-extern float VOLUME_MASTER;
-extern float VOLUME_MUSIC;
-extern float VOLUME_SFX;
-/**
- * A 'wrapper' for libc's srand(), as we hope to eventually have our own random number
- * generator.
- */
-
-#define initRand(s) srand(s)
-
-/**
- * A 'wrapper' for libc's rand(), as we hope to eventually have our own random number
- * generator.
- */
-
-#define getRand() rand()
-
-#define randGet rand
-#define randInit srand
-
-/**
- * Included in common.h is a prototype for DEBUG_prints, which writes a formatted
- * string to the console containing the callee's file and line number. This macro simplifies
- * it to a simple printf call.
- *
- * DEBUG must be defined for this macro to function.
- */
-
-#define DEBUG_printf( message, ...) DEBUG_prints(__FILE__, __LINE__, message, __VA_ARGS__ )
-
-/**
- * Defines pi for calculations that need it.
- */
-
-#define PI 3.1415926535
-
-
-/**
- * References the variable in main.cpp, used for smoother drawing.
- */
-
-extern unsigned int deltaTime;
-
-/**
- * References the variable in main.cpp, used for drawing with the player.
- */
-
-extern vec2 offset;
-
-/**
- * Counts the number of times logic() (see main.cpp) has been called, for animating
- * sprites.
- */
-extern unsigned int loops;
-
-extern GLuint shaderProgram;
-
-/**
- * Prints a formatted debug message to the console, along with the callee's file and line
- * number.
- */
-
-void DEBUG_prints(const char* file, int line, const char *s,...);
-
-/**
- * Sets color using glColor3ub(), but handles potential overflow.
- */
-
-void safeSetColor(int r,int g,int b);
-
-/**
- * Sets color using glColor4ub(), but handles potential overflow.
- */
-
-void safeSetColorA(int r,int g,int b,int a);
-
-
-/**
- * We've encountered many problems when attempting to create delays for triggering
- * the logic function. As a result, we decided on using the timing libraries given
- * by <chrono> in the standard C++ library. This function simply returns the amount
- * of milliseconds that have passed since the epoch.
- */
-
-#ifdef __WIN32__
-#define millis() SDL_GetTicks()
-#else
-unsigned int millis(void);
-#endif // __WIN32__
-
-int getdir(const char *dir, std::vector<std::string> &files);
-void strVectorSortAlpha(std::vector<std::string> *v);
-
-const char *readFile(const char *path);
-
-int strCreateFunc(const char *equ);
-
-template<typename N, size_t s>
-size_t arrAmt(N (&)[s]){return s;}
-
-void UserError(std::string reason);
-
-#endif // COMMON_H