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xqlib's Introduction

xq's gamedev library

XApp

Simple abstraction layer over SDL window and event system, provides fast application setup.

#include <xgl/all>
#include <xapp>

int main()
{
	if(not xapp::init(xapp::opengl))
		return 1;

	while(xapp::update())
	{
		glClearColor(0.0, 0.0, 0.0, 1.0);
		glClear(GL_COLOR_BUFFER_BIT);

		xapp::present();
	}

	return 0;
}

XGL

thin OpenGL wrapper

Example:

#include <xgl/all>
#include <glm/glm.hpp>

void some()
{
	xgl::program program;
	{
		xgl::shader vsh(GL_VERTEX_SHADER);
		xgl::shader fsh(GL_FRAGMENT_SHADER);

		vsh.source(R"glsl(#version 330
			layout(location = 0) in vec3 vPosition;

			uniform mat4 uTransform;

			void main() {
				gl_Position = uTransform * vec4(vPosition, 1.0);
			}

		)glsl");

		fsh.source(R"glsl(#version 330
			out vec4 color;

			void main() {
				color = vec4(1,0,0,1); // RED!
			}

		)glsl");

		vsh.compile();
		fsh.compile();

		program << vsh << fsh; // attach shaders
		program.link();
		program >> vsh >> fsh; // detach shaders
	}



	// Create vertex buffer with simple vertices
	xgl::buffer vertexBuffer;
	vertexBuffer.data({
		glm::vec3(1.0, 0.0, 0.0),
		glm::vec3(0.0, 1.0, 0.0),
		glm::vec3(0.0, 0.0, 1.0),
	});

	// Create index buffer with signed int data
	xgl::buffer indexBuffer;
	indexBuffer.data({ 0, 1, 2 });

	program.use();
	program.uniform("uTransform", glm::identity<glm::mat4>());
}

XCS

entity component system

#include <xcs>

struct SomeComponent
{
	int a, b;
};
XCS_REGISTER_COMPONENT(SomeComponent)

namespace SomeSystem
{
	void update(xcs::universe & universe)
	{
		for(auto [ entity, component ]: xcs::get_components<SomeComponent>(universe))
		{
			std::cout
					<< entity.id
			    << " => ("
			    << component.a
			    << ", "
					<< component.b
			    << ")"
			    << std::endl
			    ;
		}
	}
};

int main()
{
	xcs::universe scene;
	SomeSystem system(scene);

	xcs::entity ent = scene.create_entity();

	auto & c = xcs::add_component<SomeComponent>(ent);
	c.a = 10;
	c.b = 20;

	std::cout << ent.id << ":SomeComponent => " << xcs::get_component<SomeComponent>(ent) << std::endl;

	SomeSystem::update(scene);
	return 0;
}

XM

math library with linear algebra stuff useful for gamedev

XNet

networking library with multiple levels of networking.

Socket example

Simple server that accepts exactly one connection and echoes all sent text:

int main()
{
	xnet::socket server(AF_INET, SOCK_STREAM);

	if(not server.bind(xnet::parse_ipv4("127.0.0.1", 8080)))
		return 1;

	if(not server.listen())
		return 2;

	while(true)
	{
		auto [ client, addr ] = *server.accept();
		std::cout << "connection from " << xnet::to_string(addr) << "!" << std::endl;
		while(true)
		{
			std::array<char, 128> data;
			auto const len = client.read(data.data(), data.size());
			if(len == 0)
				break;
			if(len < 0)
				return 3;
			client.write(data.data(), len);
		}
		std::cout << "client disconnected!" << std::endl;
	}
}

HTTP Server Example

Provides a simple echo service that shows the user the request he made.

int main()
{
	xnet::http::server server;
	if(not server.bind(xnet::parse_ipv4("0.0.0.0", 8080)))
		return 1;

	std::cout << "ready.\n";

	while(true)
	{
		auto [ request, response ] = server.get_context();
		response.status_code = 200;

		auto stream = response.get_stream();

		stream.write_line("URL:    " + request.url);
		stream.write_line("Method: " + request.method);
		stream.write_line();

		stream.write_line("Headers:");
		for(auto const & header : request.headers)
			stream.write_line(header.first + ": " + header.second);
	}
}

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