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# 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
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef CLASSES_ATTACKTYPE_H
#define CLASSES_ATTACKTYPE_H
enum AttackType {
Melee,
Ranged
};
#endif //CLASSES_ATTACKTYPE_H
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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
)
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//
// 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;
}
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//
// 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
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//
// 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
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//
// 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;
}
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//
// 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
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//
// 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;
}
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//
// 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
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//
// 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
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//
// 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
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#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;
}
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# 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
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
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cmake_minimum_required(VERSION 4.3)
project(Collections)
set(CMAKE_CXX_STANDARD 20)
add_executable(Collections main.cpp
helpers.h
helpers.cpp)
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//
// 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;
}
}
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//
// 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
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#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
+14
View File
@@ -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
+22
View File
@@ -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
+6
View File
@@ -0,0 +1,6 @@
cmake_minimum_required(VERSION 4.3)
project(Intro)
set(CMAKE_CXX_STANDARD 20)
add_executable(Intro main.cpp)
+48
View File
@@ -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;
}
+8
View File
@@ -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)
+42
View File
@@ -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);
}
+26
View File
@@ -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
+112
View File
@@ -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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guid: 3584f915c56743079c64ff8e5a01d40c
timeCreated: 1782226871
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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
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
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
guid: 4f21d365f6b74c6eae7bc9c0431c2695
timeCreated: 1782229191
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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
+421
View File
@@ -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/
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.fake/
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__pycache__/
*.pyc
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.mfractor/
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MigrationBackup/
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FodyWeavers.xsd
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*.cab
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# JetBrains Rider
.idea/
*.sln.iml
+14
View File
@@ -0,0 +1,14 @@
#include "Camera.h"
UINT Camera::init(UINT width, UINT height)
{
return 0;
}
void Camera::update(FLOAT dt)
{
}
void Camera::deInit()
{
}
+22
View File
@@ -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 = {};
};
+202
View File
@@ -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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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
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<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
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<ClCompile Include="Light.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Material.cpp" />
<ClCompile Include="Mesh.cpp" />
<ClCompile Include="Time.cpp" />
<ClCompile Include="Utilities.cpp" />
<ClCompile Include="Window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h" />
<ClInclude Include="Direct3D.h" />
<ClInclude Include="Light.h" />
<ClInclude Include="Material.h" />
<ClInclude Include="Mesh.h" />
<ClInclude Include="Time.h" />
<ClInclude Include="Utilities.h" />
<ClInclude Include="Window.h" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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@@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Direct3D.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Light.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Material.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Mesh.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Time.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="Utilities.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="Window.cpp">
<Filter>Source Files</Filter>
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</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h">
<Filter>Header Files</Filter>
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<ClInclude Include="Direct3D.h">
<Filter>Header Files</Filter>
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<ClInclude Include="Light.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Material.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Mesh.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Time.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Utilities.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Window.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
+32
View File
@@ -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()
{
}
+23
View File
@@ -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
};
+18
View File
@@ -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()
{
}
+28
View File
@@ -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;
};
+58
View File
@@ -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;
}

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