OpenMiner/client/source/core/ClientApplication.cpp

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/*
* =====================================================================================
*
* Filename: ClientApplication.cpp
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*
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* Description:
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*
* Created: 09/01/2019 19:33:52
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*
* Author: Quentin Bazin, <quent42340@gmail.com>
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*
* =====================================================================================
*/
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#include <gk/core/input/GamePad.hpp>
#include <gk/core/Mouse.hpp>
#include <gk/gl/GLCheck.hpp>
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#include <gk/graphics/Font.hpp>
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#include "ClientApplication.hpp"
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#include "Config.hpp"
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#include "TextureLoader.hpp"
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#include "GameState.hpp"
#include "TitleScreenState.hpp"
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#include "ServerLoadingState.hpp"
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using namespace std::literals::string_literals;
ClientApplication::ClientApplication(int argc, char **argv) : gk::CoreApplication(argc, argv) {
}
void ClientApplication::init() {
m_argumentParser.addArgument("host", {"-h", "--host", true});
m_argumentParser.addArgument("port", {"-p", "--port", true});
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gk::CoreApplication::init();
if (m_argumentParser.getArgument("host").isFound)
m_host = m_argumentParser.getArgument("host").parameter;
if (m_argumentParser.getArgument("port").isFound)
m_port = std::stoi(m_argumentParser.getArgument("port").parameter);
m_keyboardHandler.loadKeysFromFile("resources/config/keys.xml");
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gk::GamePad::init(m_keyboardHandler);
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createWindow(SCREEN_WIDTH, SCREEN_HEIGHT, APP_NAME);
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m_window.setVerticalSyncEnabled(true);
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m_window.disableView();
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initOpenGL();
m_resourceHandler.loadConfigFile<TextureLoader>("resources/config/textures.xml");
m_resourceHandler.add<gk::Font>("font-default", "resources/fonts/default.ttf");
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Registry::setInstance(m_registry);
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// m_stateStack.push<TitleScreenState>();
m_stateStack.push<GameState>(m_host, m_port);
// m_stateStack.push<ServerLoadingState>(m_client);
}
void ClientApplication::initOpenGL() {
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// Enable transparency
glCheck(glEnable(GL_BLEND));
glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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// Enable depth and hide backside of faces
glCheck(glEnable(GL_DEPTH_TEST));
glCheck(glEnable(GL_CULL_FACE));
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glCheck(glEnable(GL_POLYGON_OFFSET_FILL));
glCheck(glPolygonOffset(1, 1));
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// Set best quality for mipmaps
glCheck(glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST));
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}