编写基类层:
Layer.h:提供Attach链接、Detach解绑、Update刷新、Event事件、GetName方法
#pragma once
#include"YOTO/Core.h"
#include"YOTO/Event/Event.h"
namespace YOTO {
class YOTO_API Layer
{
public:
Layer(const std::string& name = "Layer");
virtual ~Layer();
virtual void OnAttach(){}
virtual void OnDetach() {}
virtual void OnUpdate() {}
virtual void OnEvent(Event& event) {}
inline const std::string& GetName() const { return m_DebugName; }
protected:
std::string m_DebugName;
};
}
Layer.cpp:随便写写
#include "ytpch.h"
#include "Layer.h"
namespace YOTO {
Layer::Layer(const std::string &debugName)
:m_DebugName(debugName){}
Layer::~Layer(){}
}
编写层栈:
LayerStack.h:建立用来存储层的栈(用vector)
#pragma once
#include"YOTO/Core.h"
#include"Layer.h"
#include<vector>
namespace YOTO {
class YOTO_API LayerStack
{
public:
LayerStack();
~LayerStack();
void PushLayer(Layer* layer);
void PushOverlay(Layer* layer);
void PopLayer(Layer* layer);
void PopOverLay(Layer* layer);
std::vector<Layer*>::iterator begine() { return m_Layers.begin(); }
std::vector<Layer*>::iterator end() { return m_Layers.end(); }
private:
std::vector<Layer*>m_Layers;
std::vector<Layer*>::iterator m_LayerInsert;
};
}
LayerStack.cpp:看注释,需要解释的有点多
#include "ytpch.h"
#include "LayerStack.h"
namespace YOTO {
LayerStack::LayerStack() {
m_LayerInsert = m_Layers.begin();
}
LayerStack::~LayerStack() {
for (Layer* layer : m_Layers)
delete layer;
}
//普通push在队列最左(查找时候性能更优)
void LayerStack::PushLayer(Layer* layer) {
// emplace在vector容器指定位置之前插入一个新的元素。返回插入元素的位置
// 插入 1 2 3,vector是 3 2 1
m_LayerInsert = m_Layers.emplace(m_LayerInsert, layer);
}
//在最右插入
void LayerStack::PushOverlay(Layer* overlay) {
//m_LayerInsert = m_Layers.begin();//如果报错,则把这个注释取消
m_Layers.emplace_back(overlay);
}
//查找
void LayerStack::PopLayer(Layer* layer) {
auto it = std::find(m_Layers.begin(), m_Layers.end(), layer);
if (it != m_Layers.end()) {
m_Layers.erase(it);
m_LayerInsert--; // 指向Begin
}
}
void LayerStack::PopOverlay(Layer* overlay) {
auto it = std::find(m_Layers.begin(), m_Layers.end(), overlay);
if (it != m_Layers.end())
m_Layers.erase(it);
}
}
YOTO.h:加一个Layer.h
#pragma once
#include "YOTO/Application.h"
#include"YOTO/Layer.h"
#include "YOTO/Log.h"
//入口点
#include"YOTO/EntryPoint.h"
Application.h:Stack实例,Push方法添加层。
#pragma once
#include"Core.h"
#include"Event/Event.h"
#include"Event/ApplicationEvent.h"
#include "YOTO/Window.h"
#include"YOTO/LayerStack.h"
namespace YOTO {
class YOTO_API Application
{
public:
Application();
virtual ~Application();
void Run();
void OnEvent(Event &e);
void PushLayer(Layer* layer);
void PushOverlay(Layer* layer);
private:
bool OnWindowClosed(WindowCloseEvent& e);
std::unique_ptr<Window> m_Window;
bool m_Running = true;
LayerStack m_LayerStack;
};
//在客户端定义
Application* CreateApplication();
}
Application.cpp:添加Push即可。
#include"ytpch.h"
#include "Application.h"
#include"Log.h"
#include<GLFW/glfw3.h>
namespace YOTO {
#define BIND_EVENT_FN(x) std::bind(&x, this, std::placeholders::_1)
Application::Application() {
//智能指针
m_Window = std::unique_ptr<Window>(Window::Creat());
//设置回调函数
m_Window->SetEventCallback(BIND_EVENT_FN(Application::OnEvent));
}
Application::~Application() {
}
/// <summary>
/// 所有的Window事件都会在这触发,作为参数e
/// </summary>
/// <param name="e"></param>
void Application::OnEvent(Event& e) {
//根据事件类型绑定对应事件
EventDispatcher dispatcher(e);
dispatcher.Dispatch<WindowCloseEvent>(BIND_EVENT_FN(Application::OnWindowClosed));
//输出事件信息
YT_CORE_INFO("{0}",e);
for (auto it = m_LayerStack.end(); it != m_LayerStack.begin();) {
(*--it)->OnEvent(e);
if (e.m_Handled)
break;
}
}
bool Application::OnWindowClosed(WindowCloseEvent& e) {
m_Running = false;
return true;
}
void Application::Run() {
WindowResizeEvent e(1280, 720);
if (e.IsInCategory(EventCategoryApplication)) {
YT_CORE_TRACE(e);
}
if (e.IsInCategory(EventCategoryInput)) {
YT_CORE_ERROR(e);
}
while (m_Running)
{
glClearColor(1,0,1,1);
glClear(GL_COLOR_BUFFER_BIT);
for (Layer* layer : m_LayerStack) {
layer->OnUpdate();
}
m_Window->OnUpdate();
}
}
void Application::PushLayer(Layer* layer) {
m_LayerStack.PushLayer(layer);
}
void Application::PushOverlay(Layer* layer) {
m_LayerStack.PushOverlay(layer);
}
}
SandboxApp.cpp:创建测试Layer,在构造方法中Push加入
#include<YOTO.h>
#include<stdio.h>
class ExampleLayer:public YOTO::Layer
{
public:
ExampleLayer()
:Layer("Example") {
}
void OnUpdate()override {
YT_CLIENT_INFO("测试update");
}
void OnEvent(YOTO::Event& e)override {
YT_CLIENT_TRACE("测试event{0}",e);
}
private:
};
class Sandbox:public YOTO::Application
{
public:
Sandbox() {
PushLayer(new ExampleLayer());
}
~Sandbox() {
}
private:
};
YOTO::Application* YOTO::CreateApplication() {
printf("helloworld");
return new Sandbox();
}
测试:
这个问题,是因为没改SRC下的premake5.lua
添加buildoptions:"\MDd"和buildoptions:"\MD"在YOTOEngine和Sandbox下。
workspace "YOTOEngine" -- sln文件名
architecture "x64"
configurations{
"Debug",
"Release",
"Dist"
}
-- https://github.com/premake/premake-core/wiki/Tokens#value-tokens
-- 组成输出目录:Debug-windows-x86_64
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
IncludeDir={}
IncludeDir["GLFW"]="YOTOEngine/vendor/GLFW/include"
include "YOTOEngine/vendor/GLFW"
project "YOTOEngine" --Hazel项目
location "YOTOEngine"--在sln所属文件夹下的Hazel文件夹
kind "SharedLib"--dll动态库
language "C++"
targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录
pchheader "ytpch.h"
pchsource "YOTOEngine/src/ytpch.cpp"
-- 包含的所有h和cpp文件
files{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp"
}
-- 包含目录
includedirs{
"%{prj.name}/src",
"%{prj.name}/vendor/spdlog-1.x/include",
"%{IncludeDir.GLFW}"
}
links{
"GLFW",
"opengl32.lib"
}
-- 如果是window系统
filter "system:windows"
cppdialect "C++17"
-- On:代码生成的运行库选项是MTD,静态链接MSVCRT.lib库;
-- Off:代码生成的运行库选项是MDD,动态链接MSVCRT.dll库;打包后的exe放到另一台电脑上若无这个dll会报错
staticruntime "On"
systemversion "latest" -- windowSDK版本
-- 预处理器定义
defines{
"YT_PLATFORM_WINDOWS",
"YT_BUILD_DLL",
"YT_ENABLE_ASSERTS",
}
-- 编译好后移动Hazel.dll文件到Sandbox文件夹下
postbuildcommands{
("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox")
}
-- 不同配置下的预定义不同
filter "configurations:Debug"
defines "YT_DEBUG"
buildoptions"/MDd"
symbols "On"
filter "configurations:Release"
defines "YT_RELEASE"
buildoptions"/MD"
optimize "On"
filter "configurations:Dist"
defines "YT_DIST"
buildoptions"/MD"
optimize "On"
project "Sandbox"
location "Sandbox"
kind "ConsoleApp"
language "C++"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
files{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp"
}
-- 同样包含spdlog头文件
includedirs{
"YOTOEngine/vendor/spdlog-1.x/include",
"YOTOEngine/src"
}
-- 引用hazel
links{
"YOTOEngine",
"GLFW",
"opengl32.lib"
}
filter "system:windows"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines{
"YT_PLATFORM_WINDOWS"
}
filter "configurations:Debug"
defines "YT_DEBUG"
buildoptions"/MDd"
symbols "On"
filter "configurations:Release"
defines "YT_RELEASE"
buildoptions"/MD"
optimize "On"
filter "configurations:Dist"
defines "YT_DIST"
buildoptions"/MD"
optimize "On"
改变窗口大小:
cool!
Glad下载:
glad.dav1d.de,配置如下,点击Generate生成
点击zip下载
在如下位置创建Glad文件夹,并将下载的include和src拖入
Glad配置:
在Glad文件夹下创建premake5.lua:把glad,KHR,src包含进来
project "Glad"
kind "StaticLib"
language "C"
staticruntime "off"
warnings "off"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
files
{
"include/glad/glad.h",
"include/KHR/khrplatform.h",
"src/glad.c"
}
includedirs{
"include"-- 为了glad.c直接#include <glad/glad.h>,而不用#include <include/glad/glad.h
}
filter "system:windows"
systemversion "latest"
filter { "system:windows", "configurations:Debug-AS" }
runtime "Debug"
symbols "on"
sanitize { "Address" }
flags { "NoRuntimeChecks", "NoIncrementalLink" }
filter "configurations:Debug"
defines "YT_DEBUG"
buildoptions "/MTd"
symbols "On"
filter "configurations:Release"
defines "YT_RELEASE"
buildoptions "/MT"
symbols "On"
filter "configurations:Dist"
defines "YT_DIST"
buildoptions "/MT"
symbols "On"
同时修改SRC下的premake5.lua:和GLFW类似
workspace "YOTOEngine" -- sln文件名
architecture "x64"
configurations{
"Debug",
"Release",
"Dist"
}
-- https://github.com/premake/premake-core/wiki/Tokens#value-tokens
-- 组成输出目录:Debug-windows-x86_64
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- 包含相对解决方案的目录
IncludeDir={}
IncludeDir["GLFW"]="YOTOEngine/vendor/GLFW/include"
IncludeDir["Glad"]="YOTOEngine/vendor/Glad/include"
include "YOTOEngine/vendor/GLFW"
include "YOTOEngine/vendor/Glad"
project "YOTOEngine" --YOTOEngine项目
location "YOTOEngine"--在sln所属文件夹下的YOTOEngine文件夹
kind "SharedLib"--dll动态库
language "C++"
targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录
pchheader "ytpch.h"
pchsource "YOTOEngine/src/ytpch.cpp"
-- 包含的所有h和cpp文件
files{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp"
}
-- 包含目录
includedirs{
"%{prj.name}/src",
"%{prj.name}/vendor/spdlog-1.x/include",
"%{IncludeDir.GLFW}",
"%{IncludeDir.Glad}"
}
links{
"GLFW",-- GLFW.lib库链接到YOTOEngine项目中
"Glad",-- Glad.lib库链接到YOTOEngine项目中
"opengl32.lib"
}
-- 如果是window系统
filter "system:windows"
cppdialect "C++17"
-- On:代码生成的运行库选项是MTD,静态链接MSVCRT.lib库;
-- Off:代码生成的运行库选项是MDD,动态链接MSVCRT.dll库;打包后的exe放到另一台电脑上若无这个dll会报错
staticruntime "On"
systemversion "latest" -- windowSDK版本
-- 预处理器定义
defines{
"YT_PLATFORM_WINDOWS",
"YT_BUILD_DLL",
"YT_ENABLE_ASSERTS",
"GLFW_INCLUDE_NONE"-- 让GLFW不包含OpenGL
}
-- 编译好后移动Hazel.dll文件到Sandbox文件夹下
postbuildcommands{
("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox")
}
-- 不同配置下的预定义不同
filter "configurations:Debug"
defines "YT_DEBUG"
buildoptions"/MDd"
symbols "On"
filter "configurations:Release"
defines "YT_RELEASE"
buildoptions"/MD"
optimize "On"
filter "configurations:Dist"
defines "YT_DIST"
buildoptions"/MD"
optimize "On"
project "Sandbox"
location "Sandbox"
kind "ConsoleApp"
language "C++"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
files{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp"
}
-- 同样包含spdlog头文件
includedirs{
"YOTOEngine/vendor/spdlog-1.x/include",
"YOTOEngine/src"
}
-- 引用YOTOEngine
links{
"YOTOEngine",
"GLFW",
"opengl32.lib"
}
filter "system:windows"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines{
"YT_PLATFORM_WINDOWS"
}
filter "configurations:Debug"
defines "YT_DEBUG"
buildoptions"/MDd"
symbols "On"
filter "configurations:Release"
defines "YT_RELEASE"
buildoptions"/MD"
optimize "On"
filter "configurations:Dist"
defines "YT_DIST"
buildoptions"/MD"
optimize "On"
生成:
测试:
写一段测试代码在Application.cpp
能run,没问题
cool!