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0512201ce0 |
@@ -0,0 +1,421 @@
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
|
||||
# Compiled Static libraries
|
||||
*.lai
|
||||
*.la
|
||||
*.a
|
||||
*.lib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Nuget personal access tokens and Credentials
|
||||
nuget.config
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
.idea/
|
||||
*.sln.iml
|
||||
Generated
+10
@@ -0,0 +1,10 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Ignored default folder with query files
|
||||
/queries/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
Generated
+4
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
@@ -0,0 +1,13 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_ATTACKTYPE_H
|
||||
#define CLASSES_ATTACKTYPE_H
|
||||
|
||||
enum AttackType {
|
||||
Melee,
|
||||
Ranged
|
||||
};
|
||||
|
||||
#endif //CLASSES_ATTACKTYPE_H
|
||||
@@ -0,0 +1,17 @@
|
||||
cmake_minimum_required(VERSION 4.3)
|
||||
project(Classes)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
|
||||
add_executable(Classes main.cpp
|
||||
Entity.cpp
|
||||
Entity.h
|
||||
Monster.cpp
|
||||
Monster.h
|
||||
Ork.cpp
|
||||
Ork.h
|
||||
Vector3.h
|
||||
AttackType.h
|
||||
IComparable.h
|
||||
Weapon.h
|
||||
)
|
||||
@@ -0,0 +1,36 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#include "Entity.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace std;
|
||||
|
||||
Entity::Entity() : _name("") //defined
|
||||
{
|
||||
cout << "Entity constructor called" << endl;
|
||||
}
|
||||
|
||||
Entity::Entity(string name) : _name(name)
|
||||
{
|
||||
// _name = name;
|
||||
|
||||
cout << "Entity constructor with name called" << endl;
|
||||
}
|
||||
|
||||
Entity::~Entity()
|
||||
{
|
||||
cout << "Entity destructor called" << endl;
|
||||
}
|
||||
|
||||
string Entity::toString()
|
||||
{
|
||||
return "Entity: " + _name;
|
||||
}
|
||||
|
||||
void Entity::setName(string name)
|
||||
{
|
||||
_name = name;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_ENTITY_H
|
||||
#define CLASSES_ENTITY_H
|
||||
|
||||
#include <string>
|
||||
|
||||
using namespace std;
|
||||
|
||||
class Entity
|
||||
{
|
||||
public:
|
||||
Entity(); // declared
|
||||
Entity(string name); // declared
|
||||
virtual ~Entity();
|
||||
|
||||
virtual string toString();
|
||||
void setName(string name);
|
||||
|
||||
protected:
|
||||
string _name = "";
|
||||
|
||||
private:
|
||||
}; // IMPORTANT: don't forget the semicolon
|
||||
|
||||
|
||||
#endif //CLASSES_ENTITY_H
|
||||
@@ -0,0 +1,22 @@
|
||||
//
|
||||
// Created by David Hackbarth on 22.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_ICOMPARABLE_H
|
||||
#define CLASSES_ICOMPARABLE_H
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace std;
|
||||
|
||||
class IComparable
|
||||
{
|
||||
public:
|
||||
// only for demonstration purposes
|
||||
IComparable() { cout << "IComparable constructor called" << endl; }
|
||||
virtual ~IComparable() { cout << "IComparable destructor called" << endl; }
|
||||
|
||||
virtual int compareTo(const IComparable& other) const = 0;
|
||||
};
|
||||
|
||||
#endif //CLASSES_ICOMPARABLE_H
|
||||
@@ -0,0 +1,50 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#include "Monster.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace std;
|
||||
|
||||
Monster::Monster() : Entity(""), _pWeapon(new Weapon())
|
||||
{
|
||||
cout << "Monster constructor called" << endl;
|
||||
}
|
||||
|
||||
Monster::Monster(string name) : Entity(name), _pWeapon(new Weapon())
|
||||
{
|
||||
cout << "Monster constructor with name called" << endl;
|
||||
}
|
||||
|
||||
Monster::Monster(const Monster& other)
|
||||
{
|
||||
// shallow copy
|
||||
this->_name = other._name;
|
||||
// this->_pWeapon = other._pWeapon;
|
||||
|
||||
// deep copy
|
||||
this->_pWeapon = new Weapon(*other._pWeapon);
|
||||
}
|
||||
|
||||
Monster::~Monster()
|
||||
{
|
||||
cout << "Monster destructor called" << endl;
|
||||
|
||||
if (_pWeapon != nullptr)
|
||||
{
|
||||
delete _pWeapon;
|
||||
_pWeapon = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
string Monster::toString()
|
||||
{
|
||||
return "Monster: " + _name;
|
||||
}
|
||||
|
||||
int Monster::compareTo(const IComparable& other) const
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_MONSTER_H
|
||||
#define CLASSES_MONSTER_H
|
||||
|
||||
#include "Entity.h"
|
||||
#include "IComparable.h"
|
||||
#include "Weapon.h"
|
||||
|
||||
|
||||
class Monster : public Entity, public IComparable
|
||||
{
|
||||
public:
|
||||
// default constructor, copy constructor & destructor, if you need one you'll need all of them
|
||||
// internal pointers often requires a deep copy and so a default constructor & a copy constructor & a destructor
|
||||
Monster();
|
||||
Monster(string name);
|
||||
Monster(const Monster& other);
|
||||
~Monster() override;
|
||||
|
||||
string toString() override;
|
||||
int compareTo(const IComparable& other) const override;
|
||||
|
||||
// void assignWeapon(Weapon* weapon);
|
||||
|
||||
protected:
|
||||
Weapon* _pWeapon = nullptr;
|
||||
};
|
||||
|
||||
|
||||
#endif //CLASSES_MONSTER_H
|
||||
@@ -0,0 +1,29 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#include "Ork.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace std;
|
||||
|
||||
Ork::Ork(string name) : Monster(name)
|
||||
{
|
||||
cout << "Ork constructor with name called" << endl;
|
||||
}
|
||||
|
||||
Ork::~Ork()
|
||||
{
|
||||
cout << "Ork destructor called" << endl;
|
||||
}
|
||||
|
||||
string Ork::toString()
|
||||
{
|
||||
return "Ork: " + _name;
|
||||
}
|
||||
|
||||
void Ork::testMethod()
|
||||
{
|
||||
cout << "testMethod called" << endl;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_ORK_H
|
||||
#define CLASSES_ORK_H
|
||||
|
||||
#include "Monster.h"
|
||||
|
||||
|
||||
class Ork : public Monster
|
||||
{
|
||||
public:
|
||||
Ork(string name);
|
||||
~Ork() override;
|
||||
|
||||
string toString() override;
|
||||
virtual void testMethod();
|
||||
};
|
||||
|
||||
|
||||
#endif //CLASSES_ORK_H
|
||||
@@ -0,0 +1,18 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_VECTOR3_H
|
||||
#define CLASSES_VECTOR3_H
|
||||
|
||||
struct Vector3
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
|
||||
Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
|
||||
Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
|
||||
};
|
||||
|
||||
#endif //CLASSES_VECTOR3_H
|
||||
@@ -0,0 +1,27 @@
|
||||
//
|
||||
// Created by David Hackbarth on 23.09.26.
|
||||
//
|
||||
|
||||
#ifndef CLASSES_WEAPON_H
|
||||
#define CLASSES_WEAPON_H
|
||||
|
||||
class Weapon {
|
||||
public:
|
||||
// implicit inlining
|
||||
const int& getAmmo() const { return _ammo; }
|
||||
void setAmmo(int ammo) { _ammo = ammo; }
|
||||
|
||||
// explicit inlining
|
||||
const int& getDamage() const;
|
||||
void setDamage(int damage);
|
||||
|
||||
private:
|
||||
int _ammo = 0;
|
||||
int _damage = 0;
|
||||
};
|
||||
|
||||
// explicit inlining needs the method definition to be always in the header file
|
||||
inline const int& Weapon::getDamage() const { return _damage; }
|
||||
inline void Weapon::setDamage(int damage) { _damage = damage; }
|
||||
|
||||
#endif //CLASSES_WEAPON_H
|
||||
@@ -0,0 +1,151 @@
|
||||
#include <iostream>
|
||||
|
||||
#include "AttackType.h"
|
||||
#include "Entity.h"
|
||||
#include "Monster.h"
|
||||
#include "Ork.h"
|
||||
#include "Vector3.h"
|
||||
#include "Weapon.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
int main()
|
||||
{
|
||||
Entity e("John"); // this is an entity instance
|
||||
cout << e.toString() << endl;
|
||||
e.setName("Fred");
|
||||
|
||||
Monster m("Doe");
|
||||
cout << m.toString() << endl;
|
||||
m.setName("Jane");
|
||||
|
||||
Ork o("Alex");
|
||||
|
||||
Monster m2 = m; // m2 is a copy of m
|
||||
|
||||
Vector3 v;
|
||||
v.x = 1.0f;
|
||||
v.y = 2.0f;
|
||||
v.z = 3.0f;
|
||||
|
||||
Vector3 v2(1.0f, 2.0f, 3.0f);
|
||||
Vector3 v3 = Vector3(1.0f, 2.0f, 3.0f);
|
||||
Vector3 v4 = {1.0f, 2.0f, 3.0f}; // list-initialization assigned
|
||||
Vector3 v5 { 1.0f, 2.0f, 3.0f }; // list-initialization
|
||||
|
||||
Weapon w;
|
||||
w.setAmmo(100);
|
||||
// int ammo = w.getAmmo();
|
||||
cout << w.getAmmo() << endl;
|
||||
w.setDamage(9999);
|
||||
int damage = w.getDamage();
|
||||
|
||||
Weapon* pWeapon = new Weapon();
|
||||
pWeapon->setAmmo(100);
|
||||
int ammo2 = pWeapon->getAmmo();
|
||||
|
||||
AttackType at = Melee;
|
||||
at = AttackType::Ranged;
|
||||
|
||||
// interfaces & abstract classes
|
||||
IComparable* pComparable = nullptr;
|
||||
pComparable = &m;
|
||||
pComparable = &o;
|
||||
pComparable->compareTo(o);
|
||||
(*pComparable).compareTo(o); // same as pComparable->compareTo(o)
|
||||
|
||||
IComparable* comparables[] = { new Ork("Ork 1"), new Ork("Ork 2"), new Monster };
|
||||
for (int i = 0; i < size(comparables); ++i)
|
||||
{
|
||||
comparables[i]->compareTo(o);
|
||||
delete comparables[i];
|
||||
comparables[i] = nullptr;
|
||||
}
|
||||
|
||||
// create a heap pointer array
|
||||
IComparable** heapComparables = new IComparable*[3];
|
||||
heapComparables[0] = new Ork("Ork 1");
|
||||
heapComparables[1] = new Ork("Ork 2");
|
||||
heapComparables[2] = new Monster;
|
||||
|
||||
for (size_t i = 0; i < 3; ++i)
|
||||
{
|
||||
// delete the elements first
|
||||
delete heapComparables[i];
|
||||
heapComparables[i] = nullptr;
|
||||
}
|
||||
delete[] heapComparables;
|
||||
heapComparables = nullptr;
|
||||
|
||||
// casts
|
||||
// c cast
|
||||
int number = -100000000;
|
||||
unsigned short smallPositiveNumber = (unsigned short)number;
|
||||
int *pNumber = &number;
|
||||
unsigned short* pSmallPositiveNumber = (unsigned short*)pNumber;
|
||||
float fNumber = (float)number;
|
||||
float* pFNumber = (float*)pNumber;
|
||||
int* pNumbers = new int[3];
|
||||
void** pVoidNumbers = (void**)&pNumbers;
|
||||
Monster* pMonster = (Monster*)pNumbers;
|
||||
Monster* pMonster2 = new Ork("Bla bla");
|
||||
Ork* pOrk = (Ork*)pMonster2;
|
||||
string toString = pOrk->toString();
|
||||
pOrk->testMethod();
|
||||
Monster* pMonster3 = new Monster();
|
||||
Ork* pOrk2 = (Ork*)pMonster3;
|
||||
string toString2 = pOrk2->toString();
|
||||
|
||||
// runtime error, because pMonster3 is a Monster, not an Ork,
|
||||
// virtual table lookup is in the Monster and not the Ork class
|
||||
// pOrk2->testMethod();
|
||||
|
||||
// c++ cast
|
||||
// static_cast
|
||||
smallPositiveNumber = static_cast<unsigned short>(number);
|
||||
|
||||
// compiler error, use reinterpret_cast with caution instead
|
||||
// pSmallPositiveNumber = static_cast<unsigned short*>(pNumber);
|
||||
|
||||
fNumber = static_cast<float>(number);
|
||||
// pFNumber = static_cast<float*>(pNumber);
|
||||
// pVoidNumbers = static_cast<void**>(pNumbers);
|
||||
pOrk = static_cast<Ork*>(pMonster2); // possible, but dynamic_cast is better
|
||||
// Weapon* pWeapon = static_cast<Weapon*>(pMonster2); // compiler error, because Monster and Weapon are unrelated
|
||||
// pOrk2 = static_cast<Ork*>(pMonster3); // possible, but dynamic_cast is better and this example will not work at all
|
||||
|
||||
// dynamic_cast, do runtime checks, same as 'as' in C#
|
||||
pOrk = dynamic_cast<Ork*>(pMonster2);
|
||||
pOrk2 = dynamic_cast<Ork*>(pMonster3);
|
||||
|
||||
// reinterpret_cast
|
||||
// smallPositiveNumber = reinterpret_cast<unsigned short>(number); // compiler error, use static_cast instead
|
||||
pSmallPositiveNumber = reinterpret_cast<unsigned short*>(pNumber);
|
||||
pFNumber = reinterpret_cast<float*>(pNumber);
|
||||
|
||||
// const_cast
|
||||
const char* sz = "Test";
|
||||
// sz[0] = 'H'; // compiler error, use const_cast instead
|
||||
// char* nonConstSz = sz;
|
||||
char* nonConstSz = const_cast<char*>(sz);
|
||||
nonConstSz[0] = 'H';
|
||||
|
||||
const string str = "Test";
|
||||
string str2 = str;
|
||||
str.c_str(); // if you need a zero terminated string, use c_str()
|
||||
string str3 = to_string(number);
|
||||
|
||||
delete[] pNumbers;
|
||||
pNumbers = nullptr;
|
||||
pVoidNumbers = nullptr;
|
||||
pNumber = nullptr;
|
||||
pSmallPositiveNumber = nullptr;
|
||||
pFNumber = nullptr;
|
||||
pMonster = nullptr;
|
||||
delete pMonster2;
|
||||
pMonster2 = nullptr;
|
||||
delete pMonster3;
|
||||
pMonster3 = nullptr;
|
||||
|
||||
return 0;
|
||||
}
|
||||
Generated
+10
@@ -0,0 +1,10 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Ignored default folder with query files
|
||||
/queries/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
+4
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
@@ -0,0 +1,8 @@
|
||||
cmake_minimum_required(VERSION 4.3)
|
||||
project(Collections)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
|
||||
add_executable(Collections main.cpp
|
||||
helpers.h
|
||||
helpers.cpp)
|
||||
@@ -0,0 +1,32 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#include "helpers.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <ranges>
|
||||
|
||||
int calculateGridIndex(int row, int column)
|
||||
{
|
||||
return row * COLUMNS + column;
|
||||
}
|
||||
|
||||
void printArray(int numbers[])
|
||||
{
|
||||
int length = sizeof(numbers) / sizeof(numbers[0]);
|
||||
// int length2 = std::ranges::size(numbers);
|
||||
|
||||
for (int i = 0; i < length; ++i)
|
||||
{
|
||||
std::cout << "numbers[" << i << "]:" << numbers[i] << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void printArray(int numbers[], size_t length)
|
||||
{
|
||||
for (int i = 0; i < length; ++i)
|
||||
{
|
||||
std::cout << "numbers[" << i << "]:" << numbers[i] << std::endl;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#ifndef COLLECTIONS_HELPERS_H
|
||||
#define COLLECTIONS_HELPERS_H
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#define ROWS 5
|
||||
#define COLUMNS 10
|
||||
|
||||
int calculateGridIndex(int row, int column);
|
||||
void printArray(int numbers[]);
|
||||
void printArray(int numbers[], size_t length);
|
||||
|
||||
template <typename T>
|
||||
void printVector(std::vector<T> numbers)
|
||||
{
|
||||
for (int i = 0; i < numbers.size(); ++i)
|
||||
{
|
||||
std::cout << "numbers[" << i << "]:" << numbers[i] << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
#endif //COLLECTIONS_HELPERS_H
|
||||
@@ -0,0 +1,141 @@
|
||||
#include <iostream>
|
||||
#include <list>
|
||||
#include <vector>
|
||||
|
||||
#include "helpers.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
// int main()
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// C arrays
|
||||
int numbers[10];
|
||||
|
||||
for (int i = 0; i < 10; ++i)
|
||||
{
|
||||
numbers[i] = 0;
|
||||
}
|
||||
|
||||
int numbers2[] = {0, 1, 2, 3, 4};
|
||||
int numbers3[10] = {0, 1, 2, 3, 4};
|
||||
|
||||
numbers[0] = 1;
|
||||
|
||||
cout << "numbers[5]: " << numbers[5] << endl;
|
||||
cout << "numbers2[5]: " << numbers2[5] << endl;
|
||||
cout << "numbers3[5]: " << numbers3[5] << endl;
|
||||
|
||||
// 2D array - 10 columns, 5 rows
|
||||
int grid[ROWS * COLUMNS] = {};
|
||||
grid[calculateGridIndex(0, 0)] = 1;
|
||||
|
||||
int grid2[ROWS][COLUMNS] = {};
|
||||
|
||||
// size of an array has to be constant always
|
||||
const int COUNT = 10;
|
||||
int numbers4[COUNT] = {};
|
||||
|
||||
// "dynamic" heap arrays
|
||||
int count2 = 10;
|
||||
int* pNumbers = new int[count2];
|
||||
pNumbers[0] = 1;
|
||||
int* pNumbers2 = pNumbers; // pointer looks onto first element
|
||||
for (size_t i = 0; i < count2; i++) // size can't be used for heap arrays
|
||||
{
|
||||
cout << pNumbers2 << ": " << *pNumbers2 << endl;
|
||||
pNumbers2++;
|
||||
}
|
||||
delete[] pNumbers; // CAUTION - heap arrays have to be deleted with delete[]
|
||||
pNumbers = pNumbers2 = nullptr;
|
||||
|
||||
// 2d heap arrays
|
||||
int** pGrid = new int*[ROWS];
|
||||
for (size_t i = 0; i < ROWS; i++)
|
||||
{
|
||||
pGrid[i] = new int[COLUMNS];
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < ROWS; i++)
|
||||
{
|
||||
// delete inner arrays first
|
||||
delete[] pGrid[i];
|
||||
pGrid[i] = nullptr;
|
||||
}
|
||||
delete[] pGrid; // delete outer array
|
||||
pGrid = nullptr;
|
||||
|
||||
int length = sizeof(numbers) / sizeof(numbers[0]);
|
||||
int length2 = size(numbers);
|
||||
|
||||
printArray(numbers);
|
||||
printArray(numbers, length);
|
||||
|
||||
// stl collections
|
||||
std::vector<int> numbers5 = {0, 1, 2, 3, 4};
|
||||
vector<int> numbers6;
|
||||
vector<int> numbers7(100);
|
||||
|
||||
cout << "numbers5 size is " << numbers5.size() << " of " << numbers5.capacity() << endl;
|
||||
cout << "numbers6 size is " << numbers6.size() << " of " << numbers6.capacity() << endl;
|
||||
cout << "numbers7 size is " << numbers7.size() << " of " << numbers7.capacity() << endl;
|
||||
|
||||
numbers5.push_back(100);
|
||||
numbers6.push_back(100);
|
||||
numbers7.push_back(100);
|
||||
|
||||
cout << "numbers5 size is " << numbers5.size() << " of " << numbers5.capacity() << endl;
|
||||
cout << "numbers6 size is " << numbers6.size() << " of " << numbers6.capacity() << endl;
|
||||
cout << "numbers7 size is " << numbers7.size() << " of " << numbers7.capacity() << endl;
|
||||
|
||||
numbers5.pop_back();
|
||||
numbers5.pop_back();
|
||||
// numbers6.pop_back(); numbers6.pop_back(); // BE CAREFUL: also stl containers have no safety checks
|
||||
numbers7.pop_back();
|
||||
numbers7.pop_back();
|
||||
|
||||
cout << "numbers5 size is " << numbers5.size() << " of " << numbers5.capacity() << endl;
|
||||
cout << "numbers6 size is " << numbers6.size() << " of " << numbers6.capacity() << endl;
|
||||
cout << "numbers7 size is " << numbers7.size() << " of " << numbers7.capacity() << endl;
|
||||
|
||||
numbers6[0] = 200;
|
||||
numbers6.reserve(1000);
|
||||
numbers6.shrink_to_fit();
|
||||
|
||||
printArray(numbers6.data(), numbers6.size());
|
||||
|
||||
list<int> numbers8;
|
||||
list<int> numbers9 = {0, 1, 2, 3, 4};
|
||||
// numbers9[3] = 10; // random access is not available in list
|
||||
list<int>::iterator it = numbers9.begin();
|
||||
for (; it != numbers9.end(); ++it)
|
||||
{
|
||||
cout << *it << " ";
|
||||
}
|
||||
cout << endl;
|
||||
|
||||
numbers9.push_front(-1);
|
||||
numbers9.push_back(5);
|
||||
|
||||
it = numbers9.begin(); // -1
|
||||
it++; // 0
|
||||
it++; // 1
|
||||
it++; // 2
|
||||
numbers9.insert(it, 15);
|
||||
|
||||
for (it = numbers9.begin(); it != numbers9.end(); ++it)
|
||||
{
|
||||
cout << *it << " ";
|
||||
}
|
||||
cout << endl;
|
||||
|
||||
for (int n : numbers9)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
for_each(numbers9.begin(), numbers9.end(), [](int n) { cout << n << " "; });
|
||||
cout << endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<module classpath="CIDR" type="CPP_MODULE" version="4" />
|
||||
@@ -0,0 +1,8 @@
|
||||
cmake_minimum_required(VERSION 4.3)
|
||||
project(Forward_Declaration)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
|
||||
add_executable(Forward_Declaration main.cpp
|
||||
functions.h
|
||||
functions.cpp)
|
||||
@@ -0,0 +1,6 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
#include "functions.h"
|
||||
|
||||
void functionE() {} // defined
|
||||
@@ -0,0 +1,14 @@
|
||||
//
|
||||
// Created by David Hackbarth on 21.09.26.
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef FORWARD_DECLARATION_FUNCTIONS_H
|
||||
#define FORWARD_DECLARATION_FUNCTIONS_H
|
||||
|
||||
void functionE(); // declared
|
||||
|
||||
// void functionF() {} // declared & defined, linker error when included multiple times
|
||||
|
||||
#endif //FORWARD_DECLARATION_FUNCTIONS_H
|
||||
@@ -0,0 +1,22 @@
|
||||
#include "functions.h"
|
||||
|
||||
void functionB() {} // declared & defined
|
||||
void functionC(); // declared
|
||||
void functionD(); // declared
|
||||
|
||||
int main()
|
||||
{
|
||||
// functionA(); // compiler error, because functionA is declared & defined after it is called
|
||||
functionB(); // no error
|
||||
// functionC(); // linker error, because functionC is declared but not defined
|
||||
functionD(); // no error
|
||||
functionE(); // no error
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void functionA() {} // declared & defined
|
||||
|
||||
void functionD() {} // defined
|
||||
|
||||
// void functionE() {} // linker error, because functionE is defined multiple times
|
||||
@@ -0,0 +1,6 @@
|
||||
cmake_minimum_required(VERSION 4.3)
|
||||
project(Intro)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
|
||||
add_executable(Intro main.cpp)
|
||||
@@ -0,0 +1,48 @@
|
||||
#include <iostream>
|
||||
|
||||
using namespace std;
|
||||
|
||||
int main()
|
||||
{
|
||||
// console output
|
||||
std::cout << "Hello, World!" << std::endl;
|
||||
std::cout << 1234 << std::endl;
|
||||
std::cout << "Another test!\n";
|
||||
|
||||
cout << "It is also working without std::" << endl;
|
||||
|
||||
int number = 10;
|
||||
cout << "number: " << number << endl;
|
||||
|
||||
// cout << L"This is a wide character string, but it is not supported by cout." << endl;
|
||||
|
||||
// console input
|
||||
cin >> number;
|
||||
cout << "number: " << number << endl;
|
||||
|
||||
char c;
|
||||
cin >> c;
|
||||
cout << "c: " << c << endl;
|
||||
|
||||
cin >> c >> number;
|
||||
cout << "c: " << c << endl;
|
||||
cout << "number: " << number << endl;
|
||||
|
||||
// boolean
|
||||
bool b = 1; // 0 -> false, anything else -> true
|
||||
cout << "b: " << b << endl;
|
||||
|
||||
if (number != 0)
|
||||
{
|
||||
// true
|
||||
}
|
||||
else
|
||||
{
|
||||
// false
|
||||
}
|
||||
|
||||
// zero-terminated string
|
||||
const char str[] = "Hello";
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
cmake_minimum_required(VERSION 4.3)
|
||||
project(Pointers)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
|
||||
add_executable(Pointers main.cpp
|
||||
helpers.h
|
||||
helpers.cpp)
|
||||
@@ -0,0 +1,42 @@
|
||||
//
|
||||
// Created by David Hackbarth on 22.09.26.
|
||||
//
|
||||
#include "helpers.h"
|
||||
|
||||
void changeInteger(int value)
|
||||
{
|
||||
value *= 10;
|
||||
}
|
||||
|
||||
int changeIntegerByReturn(int value)
|
||||
{
|
||||
return value * 10;
|
||||
}
|
||||
|
||||
bool changeIntegerByPointer(int* pValue)
|
||||
{
|
||||
if (pValue == nullptr)
|
||||
return false;
|
||||
|
||||
*pValue *= 10;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void changeIntegerByReference(int& value)
|
||||
{
|
||||
value *= 10;
|
||||
}
|
||||
|
||||
void createInteger(int* pNumber)
|
||||
{
|
||||
pNumber = new int(0);
|
||||
}
|
||||
|
||||
void createIntegerWithPointerPointer(int** ppNumber)
|
||||
{
|
||||
if (ppNumber == nullptr)
|
||||
return;
|
||||
|
||||
*ppNumber = new int(0);
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by David Hackbarth on 22.09.26.
|
||||
//
|
||||
|
||||
#ifndef POINTERS_HELPERS_H
|
||||
#define POINTERS_HELPERS_H
|
||||
|
||||
void changeInteger(int value);
|
||||
int changeIntegerByReturn(int value);
|
||||
bool changeIntegerByPointer(int* pValue);
|
||||
void changeIntegerByReference(int& value);
|
||||
|
||||
void createInteger(int* pNumber);
|
||||
void createIntegerWithPointerPointer(int** ppNumber);
|
||||
|
||||
template<typename T>
|
||||
void safeDelete(T*& ptr)
|
||||
{
|
||||
if (ptr != nullptr)
|
||||
{
|
||||
delete ptr;
|
||||
ptr = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
#endif //POINTERS_HELPERS_H
|
||||
@@ -0,0 +1,112 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
|
||||
#include "helpers.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
int main()
|
||||
{
|
||||
// general
|
||||
int* pNumber = nullptr; // always initialize pointers
|
||||
pNumber = new int(0); // create a new integer on the heap and assign its address to pNumber
|
||||
|
||||
cout << "pointer address: " << &pNumber << endl;
|
||||
cout << "pointer size: " << sizeof(pNumber) << endl;
|
||||
cout << "integer address: " << pNumber << endl;
|
||||
cout << "integer size: " << sizeof(*pNumber) << endl;
|
||||
|
||||
*pNumber = 100;
|
||||
cout << "integer value: " << *pNumber << endl;
|
||||
|
||||
// BAD BAD - memory leak, because we override the old address with a
|
||||
// new one without saving or deleting the old data
|
||||
// pNumber = new int(0);
|
||||
|
||||
// here are 100s lines of code
|
||||
|
||||
if (pNumber != nullptr)
|
||||
{
|
||||
delete pNumber; // will delete the integer on the heap
|
||||
pNumber = nullptr;
|
||||
}
|
||||
|
||||
safeDelete(pNumber);
|
||||
|
||||
// pointer as references outside local scope
|
||||
int number = 10;
|
||||
changeInteger(number);
|
||||
number = changeIntegerByReturn(number);
|
||||
changeIntegerByPointer(&number);
|
||||
changeIntegerByPointer(pNumber);
|
||||
changeIntegerByReference(number);
|
||||
|
||||
// smart pointer
|
||||
// unique_ptr - only onw owner exist for the pointer
|
||||
// shared_ptr - can have multiple owners
|
||||
// weak_ptr - is a loose connection to a shared pointer
|
||||
|
||||
unique_ptr<int> pNumberUnique = make_unique<int>(0);
|
||||
*pNumberUnique = 100;
|
||||
// unique_ptr<int> pNumberUnique2 = pNumberUnique; // compiler error - you can't create a copy of a unique pointer
|
||||
unique_ptr<int> pNumberUnique2 = make_unique<int>(*pNumberUnique);
|
||||
|
||||
shared_ptr<int> pNumberShared = make_shared<int>(0);
|
||||
shared_ptr<int> pNumberShared2 = pNumberShared;
|
||||
|
||||
*pNumberShared2 = 100;
|
||||
|
||||
pNumberShared.reset();
|
||||
|
||||
weak_ptr<int> pNumberWeak = pNumberShared2;
|
||||
// *pNumberWeak = 1000; // compiler error - weak pointer can't be dereferenced
|
||||
|
||||
if (!pNumberWeak.expired())
|
||||
{
|
||||
shared_ptr<int> tmpNumberShared = pNumberWeak.lock();
|
||||
*tmpNumberShared = 1000;
|
||||
}
|
||||
|
||||
pNumberShared2.reset();
|
||||
shared_ptr<int> pNumberShared3 = pNumberWeak.lock();
|
||||
if (pNumberShared3 != nullptr)
|
||||
{
|
||||
*pNumberShared3 = 10000;
|
||||
}
|
||||
|
||||
// pointer-pointer
|
||||
createInteger(pNumber); // BAD BAD - memory leak created
|
||||
createIntegerWithPointerPointer(&pNumber);
|
||||
|
||||
safeDelete(pNumber);
|
||||
|
||||
// const examples
|
||||
const int constNumber = 10; // a constant value has to be directly initialized
|
||||
// constNumber = 20; // a const value can't be changed
|
||||
|
||||
const int* constNumberPointer;
|
||||
// *constNumberPointer = 20; // a const value can't be changed
|
||||
constNumberPointer = new int(20); // the pointer isn't constant
|
||||
|
||||
int const* numberConstPointer;
|
||||
// *numberConstPointer = 20; // a const value can't be changed
|
||||
numberConstPointer = new int(20); // the pointer isn't constant
|
||||
|
||||
int* const numberPointerConst = new int(10); // a constant pointer has to be directly initialized
|
||||
*numberPointerConst = 20; // the value can be changed, because it is not constant
|
||||
// numberPointerConst = new int(20); // a const pointer can't be changed
|
||||
|
||||
// const int const * constNumberConstPointer; // not working at all, because of duplicated const expression
|
||||
|
||||
const int* const constNumberPointerConst = new int(10); // a constant pointer has to be directly initialized
|
||||
// *constNumberPointerConst = 20; // a const value can't be changed
|
||||
// constNumberPointerConst = new int(20); // a const pointer can't be changed
|
||||
|
||||
int const* const numberConstPointerConst = new int(10); // a constant pointer has to be directly initialized
|
||||
// *numberConstPointerConst = 20; // a const value can't be changed
|
||||
// numberConstPointerConst = new int(20); // a const pointer can't be changed
|
||||
|
||||
// const int const * const constNumberConstPointerConst; // not working at all, because of duplicated const expression
|
||||
|
||||
return 0;
|
||||
}
|
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@@ -1,5 +1,142 @@
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m_Script: {fileID: 11500000, guid: 7c8e9a4f877141c4b1f3e248fcef8803, type: 3}
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m_Name: EventBroker
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||||
m_EditorClassIdentifier: Assembly-CSharp::Events.EventBroker
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userData:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: ca7ec574d13d143059fb6a748e11cee8
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folderAsset: yes
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DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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@@ -0,0 +1,15 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e94c4e9b6648485ca46c67afaab715ac, type: 3}
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||||
m_Name: CurrentHealth
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||||
m_EditorClassIdentifier: Assembly-CSharp::Data.FloatValue
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||||
Value: 100
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@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: 0b05fcf292ed04876a6376d1ef94f0da
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,15 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: e94c4e9b6648485ca46c67afaab715ac, type: 3}
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 3584f915c56743079c64ff8e5a01d40c
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timeCreated: 1782226871
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fileFormatVersion: 2
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guid: d54ab03c1c0c44d791dc4924077e6721
|
||||
timeCreated: 1782227128
|
||||
@@ -0,0 +1,35 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Attributes.Editor
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(RequiredAttribute))]
|
||||
public class RequiredAttributeDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
bool isNull = property.objectReferenceValue == null;
|
||||
|
||||
if (isNull) position.height = EditorGUIUtility.singleLineHeight;
|
||||
|
||||
// draw property itself
|
||||
EditorGUI.PropertyField(position, property, label);
|
||||
|
||||
// draw error if property is null
|
||||
if (!isNull) return;
|
||||
|
||||
position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
|
||||
position.height += 10.0f;
|
||||
EditorGUI.HelpBox(position, "Property has to be set!", MessageType.Error);
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
if (property.objectReferenceValue == null)
|
||||
{
|
||||
return EditorGUIUtility.singleLineHeight * 2 + EditorGUIUtility.standardVerticalSpacing + 10.0f;
|
||||
}
|
||||
return EditorGUIUtility.singleLineHeight;
|
||||
}
|
||||
}
|
||||
}
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||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: 6e50e9fdc60c4539822a5697fb9ca70f
|
||||
timeCreated: 1782227142
|
||||
@@ -0,0 +1,11 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Attributes
|
||||
{
|
||||
[AttributeUsage(AttributeTargets.Field)]
|
||||
public class RequiredAttribute : PropertyAttribute
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: 24b0639b8cb74a8199a77a007236bce1
|
||||
timeCreated: 1782226882
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 998a8db57ee2457188c2c9885f46354b
|
||||
timeCreated: 1782224148
|
||||
@@ -0,0 +1,11 @@
|
||||
using System;
|
||||
|
||||
namespace Data
|
||||
{
|
||||
[Serializable]
|
||||
public class Ability
|
||||
{
|
||||
public string Name;
|
||||
public float Value;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: aa5b1ad84d0e43608052c6a8eaf2168f
|
||||
timeCreated: 1782228009
|
||||
@@ -0,0 +1,13 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CharacterAttributes", menuName = "Data/Character Attribute", order = 0)]
|
||||
public class CharacterAttributes : ScriptableObject
|
||||
{
|
||||
public string Name;
|
||||
public int Health;
|
||||
public int Strength;
|
||||
public int Dexterity;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: 4f21d365f6b74c6eae7bc9c0431c2695
|
||||
timeCreated: 1782229191
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: ab00c23a3d5e424285496daaa587c857
|
||||
timeCreated: 1782228299
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data.Editor
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(Ability))]
|
||||
public class AbilityDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
position = EditorGUI.PrefixLabel(position, label);
|
||||
|
||||
// everything in one line
|
||||
float totalWidth = position.width;
|
||||
position.width = totalWidth * 0.75f;
|
||||
EditorGUI.PropertyField(position, property.FindPropertyRelative("Name"), GUIContent.none);
|
||||
|
||||
position.x += position.width + totalWidth * 0.05f;
|
||||
position.width = totalWidth * 0.2f;
|
||||
EditorGUI.PropertyField(position, property.FindPropertyRelative("Value"), GUIContent.none);
|
||||
|
||||
// below each other without foldout
|
||||
// position.height = EditorGUIUtility.singleLineHeight;
|
||||
// EditorGUI.PropertyField(position, property.FindPropertyRelative("Name"), GUIContent.none);
|
||||
//
|
||||
// position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
|
||||
// EditorGUI.PropertyField(position, property.FindPropertyRelative("Value"), GUIContent.none);
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
return EditorGUIUtility.singleLineHeight; // draw everything in one line
|
||||
|
||||
// draw properties below each other without foldout
|
||||
// return EditorGUIUtility.singleLineHeight * 2 + EditorGUIUtility.standardVerticalSpacing;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc96966d439940cab8ee55f1803af147
|
||||
timeCreated: 1782228309
|
||||
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data.Editor
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(CharacterAttributes))]
|
||||
public class CharacterAttributesDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
bool isNull = property.objectReferenceValue == null;
|
||||
|
||||
position = EditorGUI.PrefixLabel(position, label);
|
||||
|
||||
if (!isNull) position.width *= 0.75f;
|
||||
EditorGUI.PropertyField(position, property, GUIContent.none);
|
||||
|
||||
if (isNull) return;
|
||||
|
||||
position.x += position.width;
|
||||
position.width *= 0.3333333f;
|
||||
if (GUI.Button(position, "Open"))
|
||||
{
|
||||
CharacterAttributesWindow window = EditorWindow.GetWindow<CharacterAttributesWindow>();
|
||||
window.CharacterAttributesToEdit = property.objectReferenceValue as CharacterAttributes;
|
||||
window.Show();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d56ef7d56a2f46f7af43982d7c693996
|
||||
timeCreated: 1782231785
|
||||
@@ -0,0 +1,21 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data.Editor
|
||||
{
|
||||
[CustomEditor(typeof(CharacterAttributes))]
|
||||
public class CharacterAttributesEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
if (GUILayout.Button("Open Character Attributes Window"))
|
||||
{
|
||||
CharacterAttributesWindow window = (CharacterAttributesWindow)EditorWindow.GetWindow(typeof(CharacterAttributesWindow));
|
||||
window.CharacterAttributesToEdit = target as CharacterAttributes;
|
||||
window.Show();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29b2341a96d04825a2dcc97cdce1f640
|
||||
timeCreated: 1782232217
|
||||
@@ -0,0 +1,96 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.VersionControl;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data.Editor
|
||||
{
|
||||
public class CharacterAttributesWindow : EditorWindow
|
||||
{
|
||||
public CharacterAttributes CharacterAttributesToEdit;
|
||||
|
||||
// for an overview about the shortcuts
|
||||
// https://docs.unity3d.com/6000.4/Documentation/ScriptReference/MenuItem.html
|
||||
[MenuItem("Tools/Character Attributes #%&c")]
|
||||
private static void ShowWindow()
|
||||
{
|
||||
CharacterAttributesWindow window = GetWindow<CharacterAttributesWindow>();
|
||||
window.titleContent = new GUIContent("Character Attributes");
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
// EditorGUILayout.BeginHorizontal();
|
||||
//
|
||||
// EditorGUILayout.LabelField("Label", EditorStyles.boldLabel, GUILayout.Width(100));
|
||||
// EditorGUILayout.LabelField("Second Label", GUILayout.ExpandWidth(true));
|
||||
//
|
||||
// EditorGUILayout.BeginVertical();
|
||||
//
|
||||
// EditorGUILayout.LabelField("Another Label");
|
||||
// EditorGUILayout.LabelField("Another Label");
|
||||
// EditorGUILayout.LabelField("Another Label");
|
||||
// EditorGUILayout.LabelField("Another Label");
|
||||
// EditorGUILayout.TextField("Textfield");
|
||||
//
|
||||
// EditorGUILayout.EndVertical();
|
||||
//
|
||||
// EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
EditorGUILayout.LabelField("Character Attributes", EditorStyles.boldLabel);
|
||||
|
||||
// show all project-wide character attribute assets
|
||||
GUID[] characterAttributeGUIDs = AssetDatabase.FindAssetGUIDs("t:CharacterAttributes");
|
||||
foreach (GUID characterAttributeGUID in characterAttributeGUIDs)
|
||||
{
|
||||
CharacterAttributes characterAttributes =
|
||||
AssetDatabase.LoadAssetByGUID<CharacterAttributes>(characterAttributeGUID);
|
||||
|
||||
if (characterAttributes == null) continue;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(characterAttributes.Name);
|
||||
|
||||
if (GUILayout.Button("Edit")) CharacterAttributesToEdit = characterAttributes;
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (CharacterAttributesToEdit != null)
|
||||
{
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
SerializedObject serializedObject = new SerializedObject(CharacterAttributesToEdit);
|
||||
|
||||
// whenever a serialized object is used, update and apply properties
|
||||
serializedObject.Update();
|
||||
|
||||
// here you can change the serialized object
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty("Name"));
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty("Health"));
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty("Strength"));
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty("Dexterity"));
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
if (GUILayout.Button("Create"))
|
||||
{
|
||||
CharacterAttributes characterAttributes = CreateInstance<CharacterAttributes>();
|
||||
string path = EditorUtility.SaveFilePanelInProject("Save Character Attributes", "New Character Attributes", "asset", "Save Character Attributes", "Assets/CharacterAttributes.asset");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
CharacterAttributesToEdit = characterAttributes;
|
||||
AssetDatabase.CreateAsset(characterAttributes, path);
|
||||
AssetDatabase.SaveAssets(); // always call this to be sure that the new assets is being saved
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91c41f34951643a4bfd4a2b3efa4e2d6
|
||||
timeCreated: 1782229380
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data
|
||||
{
|
||||
[CreateAssetMenu(fileName = "FloatValue", menuName = "Data/Values/Float", order = 0)]
|
||||
public class FloatValue : ScriptableObject
|
||||
{
|
||||
public float Value;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e94c4e9b6648485ca46c67afaab715ac
|
||||
timeCreated: 1782224168
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 04cd260b7b7b4433beec3903ba437de4
|
||||
timeCreated: 1782225082
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94ea6f71efde4bd4ae34bde539c2c68c
|
||||
timeCreated: 1782225959
|
||||
@@ -0,0 +1,21 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Events.Editor
|
||||
{
|
||||
[CustomEditor(typeof(EventBroker))]
|
||||
public class EventBrokerEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
if (!EditorApplication.isPlaying) return;
|
||||
|
||||
if (GUILayout.Button("Player Died"))
|
||||
{
|
||||
(target as EventBroker)?.RaisePlayerDied();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea036d9930184985a5a989eeb914e5fe
|
||||
timeCreated: 1782226034
|
||||
@@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Events
|
||||
{
|
||||
[CreateAssetMenu(fileName = "EventBroker", menuName = "Events/Event Broker")]
|
||||
public class EventBroker : ScriptableObject
|
||||
{
|
||||
public event Action PlayerDied;
|
||||
|
||||
public void RaisePlayerDied() => PlayerDied?.Invoke();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c8e9a4f877141c4b1f3e248fcef8803
|
||||
timeCreated: 1782225093
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3597a6e4b534b9baf57981a436382ba
|
||||
timeCreated: 1782224267
|
||||
@@ -0,0 +1,49 @@
|
||||
using Attributes;
|
||||
using Data;
|
||||
using Events;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Player
|
||||
{
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
[Header("Events")]
|
||||
[SerializeField, Required] private EventBroker eventBroker;
|
||||
|
||||
[Header("Movement")]
|
||||
[SerializeField] private float speed = 5f;
|
||||
[SerializeField] private float rotationSpeed = 60f;
|
||||
|
||||
[Header("Values")]
|
||||
// [SerializeField] private float maxHealth = 100f;
|
||||
[SerializeField, Required] private FloatValue maxHealth;
|
||||
[SerializeField, Required] private FloatValue currentHealth;
|
||||
[SerializeField] private CharacterAttributes characterAttributes;
|
||||
|
||||
// [Header("References")]
|
||||
// [SerializeField] private Image healthBarFillingImage;
|
||||
|
||||
[Header("Abilities")]
|
||||
[SerializeField] private Ability ability;
|
||||
[SerializeField] private Ability[] abilities;
|
||||
|
||||
|
||||
// private float _currentHealth;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// _currentHealth = maxHealth;
|
||||
|
||||
// set health
|
||||
currentHealth.Value = maxHealth.Value;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// healthBarFillingImage.fillAmount = _currentHealth / maxHealth;
|
||||
|
||||
if (currentHealth.Value <= 0.0f) eventBroker.RaisePlayerDied();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace DefaultNamespace
|
||||
{
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
[Header("Movement")]
|
||||
[SerializeField] private float speed = 5f;
|
||||
[SerializeField] private float rotationSpeed = 60f;
|
||||
|
||||
[Header("Values")]
|
||||
[SerializeField] private float maxHealth = 100f;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private Image healthBarFillingImage;
|
||||
|
||||
private float _currentHealth;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
healthBarFillingImage.fillAmount = _currentHealth / maxHealth;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c22ee53ed204a81a5a83315733d1656
|
||||
timeCreated: 1782224277
|
||||
@@ -0,0 +1,52 @@
|
||||
using Data;
|
||||
using Events;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class HealthBar : MonoBehaviour
|
||||
{
|
||||
[Header("Events")]
|
||||
[SerializeField] private EventBroker eventBroker;
|
||||
|
||||
[Header("Values")]
|
||||
[SerializeField] private FloatValue maxHealth;
|
||||
[SerializeField] private FloatValue currentHealth;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private Image fillingImage;
|
||||
[SerializeField] private TextMeshProUGUI deadMessageText;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
fillingImage.type = Image.Type.Filled;
|
||||
fillingImage.fillMethod = Image.FillMethod.Horizontal;
|
||||
fillingImage.fillOrigin = 0;
|
||||
deadMessageText.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
eventBroker.PlayerDied += OnPlayerDied;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
eventBroker.PlayerDied -= OnPlayerDied;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
fillingImage.fillAmount = currentHealth.Value / maxHealth.Value;
|
||||
}
|
||||
|
||||
private void OnPlayerDied()
|
||||
{
|
||||
fillingImage.fillAmount = 0.0f;
|
||||
currentHealth.Value = 0.0f;
|
||||
deadMessageText.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d9616fe18084f1bb99a58e30eea20e1
|
||||
timeCreated: 1782224286
|
||||
@@ -0,0 +1,421 @@
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
|
||||
# Compiled Static libraries
|
||||
*.lai
|
||||
*.la
|
||||
*.a
|
||||
*.lib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Nuget personal access tokens and Credentials
|
||||
nuget.config
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
.idea/
|
||||
*.sln.iml
|
||||
@@ -0,0 +1,14 @@
|
||||
#include "Camera.h"
|
||||
|
||||
UINT Camera::init(UINT width, UINT height)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Camera::update(FLOAT dt)
|
||||
{
|
||||
}
|
||||
|
||||
void Camera::deInit()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include <d3d11.h>
|
||||
#include <DirectXMath.h>
|
||||
|
||||
using namespace DirectX;
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
UINT init(UINT width, UINT height);
|
||||
void update(FLOAT dt);
|
||||
void deInit();
|
||||
|
||||
const XMFLOAT4X4& getViewMatrix() const { return _viewMatrix; }
|
||||
const XMFLOAT4X4& getProjectionMatrix() const { return _projectionMatrix; }
|
||||
const XMFLOAT3 getCameraPosition() const { return XMFLOAT3(_viewMatrix._14, _viewMatrix._24, _viewMatrix._34); }
|
||||
|
||||
private:
|
||||
XMFLOAT4X4 _viewMatrix = {};
|
||||
XMFLOAT4X4 _projectionMatrix = {};
|
||||
};
|
||||
|
||||
@@ -0,0 +1,202 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{0a0fc4ef-7b17-42cf-9ac6-b54b176258a5}</ProjectGuid>
|
||||
<RootNamespace>D3D9</RootNamespace>
|
||||
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@@ -0,0 +1,32 @@
|
||||
#include "Direct3D.h"
|
||||
|
||||
INT Direct3D::init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen)
|
||||
{
|
||||
// 1. define swap chain description
|
||||
|
||||
// 2. create Direct3D device, device context & swap chain
|
||||
|
||||
// 3. create render target
|
||||
|
||||
// 4. create depth stencil buffer
|
||||
|
||||
// 5. create rasterizer state
|
||||
|
||||
// 6. describe viewport
|
||||
|
||||
// 7. setup render pipeline (device context)
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Direct3D::beginScene()
|
||||
{
|
||||
}
|
||||
|
||||
void Direct3D::endScene()
|
||||
{
|
||||
}
|
||||
|
||||
void Direct3D::deInit()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include <d3d11.h>
|
||||
|
||||
#pragma comment(lib, "d3d11.lib")
|
||||
|
||||
class Direct3D
|
||||
{
|
||||
public:
|
||||
INT init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen);
|
||||
void beginScene();
|
||||
void endScene();
|
||||
void deInit();
|
||||
|
||||
ID3D11Device* getDevice() const { return _pD3DDevice; }
|
||||
ID3D11DeviceContext* getDeviceContext() const { return _pD3DDeviceContext; }
|
||||
|
||||
private:
|
||||
ID3D11Device* _pD3DDevice = nullptr; // needed for creating all objects, e.g. buffer, textures, etc., used in init phase
|
||||
ID3D11DeviceContext* _pD3DDeviceContext = nullptr; // access to render pipeline, e.g. set matrices or draw command, used in run phase
|
||||
IDXGISwapChain* _pDXGISwapChain = nullptr; // holds references to front & back buffer & swaps them
|
||||
ID3D11RenderTargetView* _pD3DRenderTargetView = nullptr; // target device context is rendering to
|
||||
};
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#include "Light.h"
|
||||
|
||||
UINT Light::init(ID3D11Device* pD3DDevice, LightBuffer& lightData)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Light::update(FLOAT dt)
|
||||
{
|
||||
}
|
||||
|
||||
void Light::render(ID3D11DeviceContext* pD3DDeviceContext)
|
||||
{
|
||||
}
|
||||
|
||||
void Light::deInit()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
#include <d3d11.h>
|
||||
#include <DirectXMath.h>
|
||||
|
||||
using namespace DirectX;
|
||||
|
||||
class Light
|
||||
{
|
||||
public:
|
||||
struct LightBuffer
|
||||
{
|
||||
XMFLOAT3 LightVector;
|
||||
FLOAT LightIntensity;
|
||||
XMFLOAT4 DiffuseColor;
|
||||
XMFLOAT4 SpecularColor;
|
||||
XMFLOAT3 CameraPosition;
|
||||
FLOAT Phong;
|
||||
};
|
||||
|
||||
UINT init(ID3D11Device* pD3DDevice, LightBuffer& lightData);
|
||||
void update(FLOAT dt);
|
||||
void render(ID3D11DeviceContext* pD3DDeviceContext);
|
||||
void deInit();
|
||||
|
||||
private:
|
||||
ID3D11Buffer* _pLightBuffer = nullptr;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
#include "Material.h"
|
||||
#include "Utilities.h"
|
||||
|
||||
UINT Material::init(ID3D11Device* pD3DDevice, LPCWSTR textureFileName)
|
||||
{
|
||||
UINT error = 0;
|
||||
|
||||
error = createVertexShader(pD3DDevice);
|
||||
CheckError(error);
|
||||
|
||||
error = createPixelShader(pD3DDevice);
|
||||
CheckError(error);
|
||||
|
||||
error = createMatrixBuffer(pD3DDevice);
|
||||
CheckError(error);
|
||||
|
||||
error = createTextureAndSamplerState(pD3DDevice, textureFileName);
|
||||
CheckError(error);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Material::render(ID3D11DeviceContext* pD3DDeviceContext)
|
||||
{
|
||||
}
|
||||
|
||||
void Material::deInit()
|
||||
{
|
||||
}
|
||||
|
||||
void Material::setMatrixBuffer(ID3D11DeviceContext* pD3DDeviceContext, const XMFLOAT4X4& worldMatrix, const XMFLOAT4X4& viewMatrix, const XMFLOAT4X4& projectionMatrix)
|
||||
{
|
||||
}
|
||||
|
||||
UINT Material::createVertexShader(ID3D11Device* pD3DDevice)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
UINT Material::createPixelShader(ID3D11Device* pD3DDevice)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
UINT Material::createInputLayout(ID3D11Device* pD3DDevice, ID3DBlob* pCompiledVertexShaderCode)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
UINT Material::createMatrixBuffer(ID3D11Device* pD3DDevice)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
UINT Material::createTextureAndSamplerState(ID3D11Device* pD3DDevice, LPCWSTR textureFileName)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user