breakout/main.c

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C
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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <time.h>
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#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "breakout.h"
#include "vector.h"
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#include "startmenu.h"
#include "gamestate.h"
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#include "highscores.h"
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#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
#define ae "\204"
#define oe "\224"
#define ue "\201"
#define ss "\341"
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// Prototypes
void GAME_ChangeState(GameState state);
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void HandleSDLEvents();
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void mousePress(SDL_MouseButtonEvent b);
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void keyPress(SDL_KeyboardEvent b);
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void toggleFullscreen();
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void windowChanged(SDL_WindowEvent b);
void DrawBackground(SDL_Renderer * renderer);
void INITIALIZE();
void QUIT();
int readIntFromIO(char * m1, char * m2, char * m3, int min, int max);
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// End Prototypes
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// Default Render Size (Upscaled for bigger monitors)
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const int width = 1920;
const int height = 1080;
float XScale = 1.0f, YScale = 1.0f;
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// End render properties
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int numKeys;
const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
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SDL_Window * window;
SDL_Renderer * renderer;
SDL_Event event;
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bool running = true, fullscreen = false;
GameState gameState = Game;
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Scenery scenery;
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int main(int argc, char * args[]){
printf("Spielbereiche\n\t- 1: Hauptmen"ue "\n\t- 2: Spiel\n\t- 3: Level Select\n\t- 4: Settings\n\t- 5: Highscores\n");
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GAME_ChangeState(readIntFromIO("W"ae "hle einen Spielbereich aus, den du testen m"oe "chtest:", "Fehlerhafte Eingabe!\n", "%d ist kein g"ue "ltiger Spielbereich!\n", 1, 5));
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INITIALIZE();
while (running) { // Gameloop
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HandleSDLEvents();
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DrawBackground(renderer);
switch (gameState) {
case Game:
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BREAKOUT_Update(&scenery, keystate);
BREAKOUT_Draw(&scenery, renderer);
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break;
case MainMenu:
// Startmenu_Update(keystate);
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Startmenu_Draw(renderer);
break;
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case Highscores:
HIGHSCORES_Draw(renderer);
break;
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default:
printf("Unknow state was updated: %d\n", gameState);
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break;
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}
// DrawText(renderer, "FICK DICH");
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SDL_RenderPresent(renderer);
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}
QUIT();
return 0;
} /* main */
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void GAME_ChangeState(GameState state){
gameState = state;
switch (gameState) {
case Highscores:
HIGHSCORES_ReloadList();
printf("State was changed to Highscores!\n");
break;
default:
printf("State was changed to %d!\n", gameState);
break;
}
}
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void HandleSDLEvents(){
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
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printf("NOTICE: User manually quit window!\n");
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running = false;
break;
case SDL_KEYDOWN:
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// if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) running = false;
// else
keyPress(event.key);
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break;
case SDL_MOUSEBUTTONDOWN:
mousePress(event.button);
break;
case SDL_WINDOWEVENT:
windowChanged(event.window);
break;
}
}
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} /* HandleSDLEvents */
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void mousePress(SDL_MouseButtonEvent b){ // Debug prop
if (b.button == SDL_BUTTON_LEFT) {
printf("Left mouse pressed at %d, %d\n", b.x, b.y);
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} else if (b.button == SDL_BUTTON_RIGHT) {
printf("Right mouse pressed...\n");
} else {
printf("Unknown mouse button pressed: %d\n", b.button);
}
}
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void keyPress(SDL_KeyboardEvent b){ // Debug prop
printf("Key pressed: ID is %d\n", b.keysym.scancode);
if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) {
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toggleFullscreen();
}
}
void toggleFullscreen(){
if (fullscreen) {
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
} else {
SDL_SetWindowFullscreen(window, 0);
}
fullscreen = !fullscreen;
}
void windowChanged(SDL_WindowEvent b){ // Debug prop
switch (b.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
printf("Window was resized to (%d|%d)!\n", event.window.data1, event.window.data2);
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// BREAKOUT_ChangeSize(event.window.data1, event.window.data2);
XScale = ((double)(event.window.data1) / (double)width);
YScale = ((double)(event.window.data2) / (double)height);
SDL_RenderSetScale(renderer, XScale, YScale);
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break;
}
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}
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void DrawBackground(SDL_Renderer * renderer){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
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} /* DrawFrame */
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void INITIALIZE() {
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printf("Initializing started...\n");
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srand(time(NULL));
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) printf("SDL could not initialize! Error: %s\n", SDL_GetError());
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else printf("SDL was successfully initialized!\n");
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keystate = SDL_GetKeyboardState(&numKeys);
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if (IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG) printf("IMG could not initialize! Error: %s\n", IMG_GetError());
else printf("IMG was successfully initialized!\n");
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if (TTF_Init() == -1) printf("TTF could not initialize! Error: %s\n", TTF_GetError());
else printf("TTF was successfully initialized!\n");
window = SDL_CreateWindow("BreakING", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL);
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SDL_SetWindowResizable(window, true);
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printf("Window was created!\n");
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
printf("Renderer was created!\n");
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BREAKOUT_INITIALIZE(renderer, width, height);
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scenery = BREAKOUT_CreateDefault();
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Load_Textures(renderer);
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HIGHSCORES_Initialize();
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printf("Initializing finished!\n");
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} /* INITIALIZE */
void QUIT(){
printf("De-initializing started...\n");
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HIGHSCORES_Deinitialize();
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BREAKOUT_DestroyObject(&scenery);
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BREAKOUT_DEINITIALIZE();
TTF_Quit();
IMG_Quit();
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printf("Quitting SDL_IMG finished!\n");
SDL_DestroyRenderer(renderer);
printf("De-initializing renderer finished!\n");
SDL_DestroyWindow(window);
printf("De-initializing window finished!\n");
SDL_Quit();
printf("Quitting SDL finished!\n");
printf("De-initializing finished!\n");
} /* QUIT */
int readIntFromIO(char * m1, char * m2, char * m3, int min, int max){
int nitems, num;
while (1) {
while (1) {
printf(m1);
nitems = scanf("%d", &num);
if (nitems == 0) {
printf(m2);
fflush(stdin);
continue;
} else {
break;
}
}
if ((num < min) || (num > max)) {
printf(m3, num);
} else {
break;
}
}
fflush(stdin);
return(num);
} /* readIntFromIO */