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SDL2 + OpenGL

This is a SDL2 + OpenGL template, written in C++, that you can use as a starter for any project. MIT licensed.

Anniversary edition: Refactored on 2024-02-04.

You can use two ways to compile it:

  • The easy way, with CMake.
  • The classic days-of-old way, with a text editor (Visual Code), makefile and scripts. Linux and Windows development and release are supported, through shell and batch scripts. This documentation is a tutorial to set up the scripts and visual code for smooth development, either on Linux or Windows.

The code is a modest starter and provides some tools, so you can build your game engine. A tetris game kata is provided as an illustration.

Project structure

With inspiration from Anthony Reddan: http://anthonyreddan.com/sdl-and-vscode/

.vscode/        // Visual studio code files
assets/         // Game assets
build/          // Build files, not versioned
external/       // Libraries where will be taken files necessary for compilation
release/        // Release game, not versioned
resources/      // Files used to create game assets
scripts/        // Build scripts (.bat/.sh files and makefile)
src/            // Sources, separated in engine and game folder + CMakeLists
.gitignore      // Files we don't want to version
CMakeLists.txt  // Root CMake file, manage dependencies
LICENCE         // Your rights
Readme.md       // This file ;)

Libraries

Linux: Get SDL2

This tutorial is for Debian-distributions - I use LUbuntu and Linux-Mint. You can easily adapt it to other distros. You are a Linux user, after all.

sudo apt install libsdl2-dev libsdl2-2.0-0 -y;

sudo apt install libmikmod-dev libfishsound1-dev libsmpeg-dev liboggz2-dev libflac-dev libfluidsynth-dev libsdl2-mixer-dev libsdl2-mixer-2.0-0 -y;

sudo apt install libfreetype6-dev libsdl2-ttf-dev libsdl2-ttf-2.0-0 -y;

It is a possibility that your distribution does not embed the last SDL2 version. If you want the last versions, get the last tar.gz sources file from:

Then decompress them, open a terminal, and go in each folder, where you will execute:

./configure
make 
sudo make install

You will need two additional libraries to run this template. GLEW, which eases the use of OpenGL, and GLM, which prevents you from writing math calculus.

Install GLEW and GLM:

If needed, latest GLEW version can be found here:

sudo apt update
sudo apt install libglew-dev libglm-dev -y;

Windows

Dependencies are already ready in the external folder.

If you want more libraries, put them in the external folder.

Compile tools

You need a way to compile C++. For Windows, if you want to use the handmade classic method, use g++ with MingW, or use any compiler if you want to use CMake.

Linux : install any compiler

g++ or clang will do.

Windows: g++ with MingW-w64

MinGW allow to use g++ on windows command prompt. It is required of you want to use the classic compilation mode.

MinGW-w64 is the 64 bits version. Go there: https://mingw-w64.org/doku.php/download and choose MingW-W64-builds.

Launch the installer. Choose:

Version:        latest
Architecture:   x86_64
Threads:        posix
Exceptions:     sjlj
Build revision: 0

Troubleshooting: some people had problems with mingw version above the 7.3.0. You can choose version 7.3.0 for safety.

Choose a folder on c: drive with no space. Like C:\mingw-w64. The installer will add a folder with mingw version. Go on installing.

Open your environment variables. Add the mingw bin folder to your PATH. e.g.: C:\mingw-w64\x86_64-7.3.0-posix-sjlj-rt_v5-rev0\mingw64\bin

Open a prompt and try g++ command.

Windows : Microsoft compiler (MSVC)

There are two ways to get MSVC:

  • If you don't want to install the BIG & HEAVY Visual studio, you can download Microsoft Build Tools. Look for them on the internet. You will land on a Visual Studio web page. Scroll to the bottom of the page, you will be able to download Microsoft Build Tools. You will save so gigabytes.
  • If you are OK with Visual Studio taking some gigabytes on your hard drive, install Visual Studio Community, which is free.

Option: install CMake

If you want to use the easy way to set up your compilation, on multiple platforms, install CMake from http://cmake.org.

Build configuration

Option 1: CMake

First create a CMakeLists.txt file in the root folder of your workspace. It will contain CMake config, includes and dependencies.

Root CMakeLists.txt

cmake_minimum_required(VERSION 3.5.0)
set(CMAKE_CXX_STANDARD 17)
project(Tetris VERSION 0.1.0)
set(OpenGL_GL_PREFERENCE "GLVND")

include(CTest)
enable_testing()

# Includes and libraries
if (WIN32)
    set(SDL2_DIR ${CMAKE_SOURCE_DIR}/external/SDL2-2.0.30)
    set(GLEW_DIR ${CMAKE_SOURCE_DIR}/external/glew-2.2.0)
endif (WIN32)

find_package(OpenGL REQUIRED COMPONENTS OpenGL)

find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})

find_package(GLEW REQUIRED)
include_directories(${GLEW_INCLUDE_DIRS})

find_package(OpenGL)

# subdirectories
add_subdirectory( src/engine )
add_subdirectory( src/game )

# Executable and link
if (NOT WIN32)
    string(STRIP ${SDL2_LIBRARIES} SDL2_LIBRARIES)
endif (NOT WIN32)
add_executable(${PROJECT_NAME} src/main.cpp)
target_link_libraries(${PROJECT_NAME} game engine ${SDL2_LIBRARIES} ${GLEW_LIBRARIES} OpenGL::GL)

# Copying assets to the build folder
add_custom_command(
        TARGET ${PROJECT_NAME} POST_BUILD
        COMMAND ${CMAKE_COMMAND} -E copy_directory
        ${CMAKE_CURRENT_LIST_DIR}/assets
        $<TARGET_FILE_DIR:${PROJECT_NAME}>/assets
        COMMENT "---- Copy Assets"
)

# Copying dlls to the build folder
if (WIN32)
    add_custom_command(
            TARGET ${PROJECT_NAME} POST_BUILD
            COMMAND ${CMAKE_COMMAND} -E copy
            ${SDL2_DIR}/lib/x64/SDL2.dll
            $<TARGET_FILE_DIR:${PROJECT_NAME}>
            COMMENT "---- Copy SDL2.dll")

    add_custom_command(
            TARGET ${PROJECT_NAME} POST_BUILD
            COMMAND ${CMAKE_COMMAND} -E copy
            ${GLEW_DIR}/bin/Release/x64/glew32.dll
            $<TARGET_FILE_DIR:${PROJECT_NAME}>
            COMMENT "---- Copy glew32.dll")
endif (WIN32)

set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)

This file handles asset copy and dlls copy to the build folder. It also includes the two subdirectories, engine and game, which will be compiled thanks to the following.

Now create two CMakeLists.txt files, one in the src/engine folder, one in the src/game folder.

src/engine/CMakeLists.txt

file( GLOB engine_SOURCES *.cpp )
add_library( engine ${engine_SOURCES} )
target_include_directories(engine PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})

src/game/CMakeLists.txt

file( GLOB game_SOURCES *.cpp )
add_library( game ${game_SOURCES} )
target_include_directories(game PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})

The first file will use the other CMake lists to compile the content of each folder.

You are now ready, you can use CMake to configure build, clean your game. There is no release configuration yet.

Option 2: Classic compilation with makefile

The build script will use a makefile to build only updated sources. Everything will be built to the build folder. Not needed if you use CMake compilation.

The makefile contains all includes and libs dependencies. Not needed if you use CMake compilation.

The clean script will empty the build folder to start over build if needed.

The assets script will copy game assets to the build folder. It will be used before program launch. This script also copy dlls to the build folder, so they can be used by the generated exe.

The release script will use makefile release target to compile to the release folder, copy dlls, assets, then delete obj files. The release folder can be used to release the game. Not needed if you use CMake compilation.

This repository provides a .sh and a .bat version for each script, enabling their use either on Linux or on Windows.

Following paragraphs will indicate for which compile option - classic, cmake or both - they are needed.

Classic option: Makefile

Create a makefile file in the scripts folder.

Makefiles are used to find sources to be built and to avoid compiling not modified sources. This makefile autodetect if you are on Linux or Windows.

# -------------
#    Windows
# -------------
ifeq ($(OS),Windows_NT)

SRC_DIR := ..\src
OBJ_DIR := ..\build\obj
EXT_DIR := ..\external
BUILD_DIR := ..\build

RELEASE_DIR := ..\release
RELEASE_OBJ_DIR := ..\release\obj

SRC_FILES := $(wildcard $(SRC_DIR)/**/*.cpp) $(wildcard $(SRC_DIR)/*.cpp)
OBJ_FILES := $(patsubst $(SRC_DIR)/%.cpp,$(OBJ_DIR)/%.o,$(SRC_FILES))
RELEASE_OBJ_FILES := $(patsubst $(SRC_DIR)/%.cpp,$(RELEASE_OBJ_DIR)/%.o,$(SRC_FILES))

LIBRAIRIES := -lSDL2main -lSDL2 -lglew32 -lzlib1 -lopengl32

INCLUDE :=-I$(EXT_DIR)\SDL2-2.0.30\include \
	-I$(EXT_DIR)\glew-2.2.0\include \

LIB :=-L$(EXT_DIR)\SDL2-2.0.30\lib\x64 \
	-L$(EXT_DIR)\glew-2.2.0\lib\Release\x64

# Target, with all .o prerequisites
Tetris.exe: $(OBJ_FILES)
	g++ -g -o $(BUILD_DIR)\$@ $^ $(LIB) $(LIBRAIRIES)

# Each .o file finds his .cpp counterpart
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp
	g++ -std=c++17 -g -Wall -Wextra -c -o $@ $< $(INCLUDE) 

# Release target
release: $(RELEASE_OBJ_FILES)
	g++ -O3 -mwindows -o $(RELEASE_DIR)\Tetris.exe $^ $(LIB) $(LIBRAIRIES)

# Each .o file finds his .cpp counterpart, with optimisations
$(RELEASE_OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp
	g++ -std=c++17 -O3 -Wall -Wextra -c -o $@ $< $(INCLUDE) 

# -------------
#     Linux
# -------------
else

SRC_DIR := ../src
OBJ_DIR := ../build/obj
EXT_DIR := ../external
BUILD_DIR := ../build

RELEASE_DIR := ../release
RELEASE_OBJ_DIR := ../release/obj

SRC_FILES := $(wildcard $(SRC_DIR)/**/*.cpp) $(wildcard $(SRC_DIR)/*.cpp)
OBJ_FILES := $(patsubst $(SRC_DIR)/%.cpp,$(OBJ_DIR)/%.o,$(SRC_FILES))
RELEASE_OBJ_FILES := $(patsubst $(SRC_DIR)/%.cpp,$(RELEASE_OBJ_DIR)/%.o,$(SRC_FILES))

LIBRAIRIES := -lSDL2main -lSDL2 -lGLEW  -lGLU -lGL

# Target, with all .o prerequisites
Tetris: $(OBJ_FILES)
	g++ -g -o $(BUILD_DIR)/$@ $^ $(LIBRAIRIES)

# Each .o file finds his .cpp counterpart
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp
	g++ -std=c++17 -g -Wall -Wextra -c -o $@ $<

# Release target
release: $(RELEASE_OBJ_FILES)
	g++ -O3 -mwindows -o $(RELEASE_DIR)\Tetris $^

# Each .o file finds his .cpp counterpart, with optimisations
$(RELEASE_OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp
	g++ -std=c++17 -O3 -Wall -Wextra -c -o $@ $<

endif

Note that you name the output exe file in this makefile.

Build script

Create a build.bat file for Windows, or a build.sh script for Linux, in the scripts folder.

This script executes the makefile, creates and copies needed folders and files.

build.sh

#!/bin/bash

# Create build dir
dot="$(pwd)/$(dirname "$0")"
buildDir=$dot/../build
if [ ! -d "$buildDir" ]; then
    mkdir $buildDir
fi

# Create obj dir
objDir="$buildDir/obj"
if [ ! -d "$objDir" ]; then
    mkdir $objDir
    mkdir $objDir/engine
    mkdir $objDir/game
fi

# Needed folders
extDir=$dot/../external
scriptDir=$dot/../scripts

# Use make to build default target
cd $scriptDir
make

cd $dot

build.bat

@echo off
 
:: Create build dir
set buildDir=%~dp0..\build
if not exist %buildDir% mkdir %buildDir%
pushd %buildDir%

:: Create obj dir
set objDir=.\obj
if not exist %objDir% (
    mkdir %objDir%
    mkdir %objDir%\engine
    mkdir %objDir%\game
)

:: Needed folders
set extDir=%~dp0..\external
set scriptDir=%~dp0..\scripts

:: Use make to build default target
cd %scriptDir%\
mingw32-make

popd

Clean script

Create a clean.bat file (Windows), or a clean.sh file (Linux), in the scripts folder.

This script cleans the build and the release folder.

clean.sh

#!/bin/bash

dot="$(pwd)/$(dirname "$0")"
buildDir=$dot/../build
releaseDir=$dot/../release
buildObjDir=$buildDir/obj/
releaseObjDir=$releaseDir/obj/
assetDir=$dot/../assets/

if [ -d "$buildDir" ]; then
  cd $buildDir
  rm *.exe *.pdb *.ilk *.dll
  rm -r $buildObjDir
  if [ -d "$buildDir/assets" ]; then
    rm -r "$buildDir/assets"
  fi
fi

if [ -d "$releaseDir" ]; then
  cd $releaseDir
  rm *.exe *.pdb *.ilk *.dll
  rm -r $releaseObjDir
  if [ -d "$assetDir/assets" ]; then
    rm -r "$assetDir/assets"
  fi
fi

clean.bat

@echo off
 
set buildDir=%~dp0..\build
set releaseDir=%~dp0..\release
set objDir=.\obj\
set assetDir=.\assets\

if exist %buildDir% (  
  pushd %buildDir%
  del /q /s *.exe *.pdb *.ilk *.dll
  rd /s /q %objDir%
  if exist %assetDir% rd /s /q %assetDir%
  popd
)

if exist %releaseDir% (  
  pushd %releaseDir%
  del /q /s *.exe *.pdb *.ilk *.dll
  rd /s /q %objDir%
  if exist %assetDir% rd /s /q %assetDir%
  popd
)

Asset copy script

This script will copy game assets and dependencies to the build folder.

Create a assets.bat (Windows) file, or a assets.sh (Linux) file in the scripts folder.

assets.sh

#!/bin/bash

dot=$(dirname "$0")
buildDir=$dot/../build
assetsDir=$dot/../assets

# Copy assets
if [ ! -d "$buildDir/assets" ]; then
    mkdir "$buildDir/assets"
fi
cp -a "$assetsDir/." "$buildDir/assets"

cd $dot

assets.bat

set buildDir=%~dp0..\build
set assetsDir=%~dp0..\assets
set extDir=%~dp0..\external

:: Copy dependencies
if not exist %buildDir%\SDL2.dll xcopy /y %extDir%\SDL2-2.0.30\lib\x64\SDL2.dll %buildDir%
if not exist %buildDir%\glew32.dll xcopy /y %extDir%\glew-2.2.0\bin\Release\x64\glew32.dll %buildDir%

:: Copy assets
if not exist %buildDir%\assets mkdir %buildDir%\assets
xcopy /y /s %assetsDir% %buildDir%\assets

Release script

WIP, NOT UPDATED

This script will prepare game for release. Game will be compiled ready to ship into the release folder.

Create a release.bat file (Windows), or a release.sh file (Linux), in the scripts folder.

release.sh

#!/bin/bash

# Create build dir
dot="$(pwd)/$(dirname "$0")"
releaseDir=$dot/../release
if [ ! -d "$releaseDir" ]; then
    mkdir $releaseDir
fi

# Create obj dir
objDir=$releaseDir/obj
if [ ! -d "$objDir" ]; then
    mkdir $objDir
fi

# Needed folders
extDir=$dot/../external
scriptDir=$dot/../scripts

# Use make to build default target
cd $scriptDir
make release


cd $releaseDir

# Copy dependencies
#if not exist %releaseDir%\SDL2.dll xcopy /y %extDir%\SDL2-2.0.30\lib\x64\SDL2.dll .
#if not exist %releaseDir%\glew32.dll xcopy /y %extDir%\glew-2.2.0\bin\Release\x64\glew32.dll .

# Copy assets
assetsDir=$dot/../assets
if [ ! -d "$releaseDir/assets" ]; then
    mkdir "$releaseDir/assets"
fi
cp -a "$assetsDir/." "$releaseDir/assets"

# Remove release obj files
rm -r $objDir

cd $dot

release.bat

@echo off
 
:: Create build dir
set releaseDir=%~dp0..\release
if not exist %releaseDir% mkdir %releaseDir%
pushd %releaseDir%

:: Create obj dir
set objDir=.\obj
if not exist %objDir% mkdir %objDir%

:: Needed folders
set extDir=%~dp0..\external
set scriptDir=%~dp0..\scripts

:: Use make to build default target
cd %scriptDir%\
mingw32-make release

cd %releaseDir%

:: Copy dependencies
if not exist %releaseDir%\SDL2.dll xcopy /y %extDir%\SDL2-2.0.30\lib\x64\SDL2.dll .
if not exist %releaseDir%\glew32.dll xcopy /y %extDir%\glew-2.2.0\bin\Release\x64\glew32.dll .

:: Copy assets
set assetsDir=%~dp0..\assets

:: Copy assets
if not exist %releaseDir%\assets mkdir %releaseDir%\assets
xcopy /y /s %assetsDir% %releaseDir%\assets

:: Remove release obj files
rd /s /q %releaseDir%\%objDir%

popd

VS Code configuration

Extension

Install the C/C++ extension from Microsoft.

If you want to use CMake, also install CMake Extension, CMake Tools and CMake Tools Helper on Visual Studio code.

Cpp configuration

Ctrl + Shift + p then C/C++ Edit configuration. For Windows, this file must contain mingw includes and your libraries includes.

{
    "configurations": [
        {
            "name": "Win32",
            "intelliSenseMode": "clang-x64",
            "includePath": [
                "${workspaceRoot}",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/include",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include/c++",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include/c++/x86_64-w64-mingw32",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include/c++/backward",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include-fixed",
                "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/../../../../x86_64-w64-mingw32/include",
                "${workspaceRoot}/external/SDL2-2.0.30/include",
                "${workspaceRoot}/external/glew-2.2.0/include",
            ],
            "defines": [
                "_DEBUG",
                "UNICODE",
                "__GNUC__=7",
                "__cdecl=__attribute__((__cdecl__))",
                "_WIN64"
            ],
            "browse": {
                "path": [
                    "${workspaceFolder}",
                    "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/include/*",
                    "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include",
                    "C:/mingw-w64/x86_64-7.3.0-posix-sjlj-rt_v5-rev0/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/7.3.0/include-fixed",
                    "${workspaceRoot}/external/SDL2-2.0.30/include",
                    "${workspaceRoot}/external/glew-2.2.0/include",
                ],
                "limitSymbolsToIncludedHeaders": true,
                "databaseFilename": ""
            },
            "cStandard": "c11",
            "cppStandard": "c++17"
        },
        {
            "name": "Linux",
            "intelliSenseMode": "gcc-x64",
            "includePath": [
                "${workspaceRoot}"
            ],
            "defines": [
                "_DEBUG",
                "UNICODE",
                "__GNUC__=7",
                "__cdecl=__attribute__((__cdecl__))",
                "_LINUX"
            ],
            "browse": {
                "path": [
                    "${workspaceFolder}"
                ],
                "limitSymbolsToIncludedHeaders": true,
                "databaseFilename": ""
            },
            "cStandard": "c11",
            "cppStandard": "c++17",
            "compilerPath": "/usr/bin/gcc"
        }
    ],
    "version": 4
}

Note that, for Windows, __GNUC__ must be equal to mingw major version. Here 7 for version 7.3.0.

You now have to select the right configuration, depending on your OS. Ctrl + Shift + p then C/C++ Select configuration.

User settings configuration

Ctrl + Shift + p, open user settings. Add:

"C_Cpp.intelliSenseEngine": "Default"

Tasks

Ctrl + Shift + p, config default build task.

{
    // See https://go.microsoft.com/fwlink/?LinkId=733558
    // for the documentation about the tasks.json format
    "version": "2.0.0",
    "tasks": [
        {
            "label": "build",
            "type": "shell",
            "windows": {
                "command": "",
                "args": [
                    "./scripts/build"
                ]
            },
            "linux": {
                "command": "./scripts/build.sh"
            },
            "group": {
                "kind": "build",
                "isDefault": true
            },
            "problemMatcher": {
                "owner": "cpp",
                "fileLocation": [
                    "relative",
                    "${workspaceRoot}"
                ],
                "pattern": {
                    "regexp": "^(.*):(/d+):(/d+):/s+(warning|error):/s+(.*)$",
                    "file": 1,
                    "line": 2,
                    "column": 3,
                    "severity": 4,
                    "message": 5
                }
            }
        },
        {
            "label": "clean",
            "type": "shell",
            "windows": {
                "command": "",
                "args": [
                    "./scripts/clean"
                ]
            },
            "linux": {
                "command": "./scripts/clean.sh"
            }
        },
        {
            "label": "prepare-assets",
            "type": "shell",
            "windows": {
                "command": "./scripts/assets",
                "args": [
                    ""
                ]
            },
            "linux": {
                "command": "./scripts/assets.sh"
            }
        },
        {
            "label": "release",
            "type": "shell",
            "windows": {
                "command": "",
                "args": [
                    "./scripts/release"
                ]
            },
            "linux": {
                "command": "./scripts/release.sh"
            },
            "problemMatcher": {
                "owner": "cpp",
                "fileLocation": [
                    "relative",
                    "${workspaceRoot}"
                ],
                "pattern": {
                    "regexp": "^(.*):(/d+):(/d+):/s+(warning|error):/s+(.*)$",
                    "file": 1,
                    "line": 2,
                    "column": 3,
                    "severity": 4,
                    "message": 5
                }
            }
        }
    ]
}

The build script will compile the exe to the build folder, copy dlls and assets there to.

The clean script will clean the build folder.

Keyboard shortcut to clean

Ctrl + Shift + p, open keyboard shortcuts file.

In your personal bindings:

[
    {
        "key": "ctrl+shift+c",
        "command": "workbench.action.tasks.runTask",
        "args": "clean"
    }
]

Build shortcut is already configured to ctrl + shift + b.

Launch config

Ctrl + Shift + p, open launch.json

{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "(Windows GCC) Launch",
            "type": "cppdbg",
            "request": "launch",
            "program": "${workspaceRoot}/build/Tetris.exe",
            "args": [],
            "stopAtEntry": false,
            "cwd": "${workspaceFolder}/build",
            "environment": [],
            "externalConsole": true,
            "MIMode": "gdb",
            "miDebuggerPath": "C:\\mingw-w64\\x86_64-7.3.0-posix-sjlj-rt_v5-rev0\\mingw64\\bin\\gdb.exe",
            "setupCommands": [
                {
                    "description": "Enable pretty-printing for gdb",
                    "text": "-enable-pretty-printing",
                    "ignoreFailures": true
                }
            ],
            "preLaunchTask": "prepare-assets"
        },
        {
            "name": "(Windows CMake) Launch",
            "type": "cppvsdbg",
            "request": "launch",
            "program": "${workspaceRoot}/build/Tetris.exe",
            "args": [],
            "stopAtEntry": false,
            "cwd": "${workspaceFolder}/build",
            "environment": [],
            "externalConsole": true,
            "preLaunchTask": "prepare-assets"
        },
        {
            "name": "(Linux) Launch",
            "type": "cppdbg",
            "request": "launch",
            "program": "${workspaceRoot}/build/Tetris",
            "args": [],
            "stopAtEntry": false,
            "cwd": "${workspaceFolder}/build",
            "environment": [],
            "externalConsole": true,
            "MIMode": "gdb",
            "setupCommands": [
                {
                    "description": "Enable pretty-printing for gdb",
                    "text": "-enable-pretty-printing",
                    "ignoreFailures": true
                }
            ],
            "preLaunchTask": "prepare-assets"
        },
    ]
}

The program field must name the output exe file. For Windows, the miDebuggerPath shall point to the gdb exe.

.gitignore

We don't need build and release folders, nor the cmake build folder, to be versioned. Thus, we create a .gitignore file at the project root.

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Executables
*.exe
*.out
*.app

# Builds
build/
release/
.vscode/ipch
cmake-build-*

#IDE
.idea

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Build you game with Ctrl + Shift + B for the classic compilation mode, or with F7 for the CMake mode.

Launch with F5.

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