breakout/main.c

224 lines
7.0 KiB
C
Raw Normal View History

2018-01-07 14:19:35 +01:00
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <time.h>
2018-01-07 14:19:35 +01:00
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "breakout.h"
#include "vector.h"
2018-01-15 13:19:51 +01:00
#include "startmenu.h"
#include "gamestate.h"
2018-01-15 23:47:39 +01:00
#include "highscores.h"
2018-01-23 21:22:01 +01:00
#include "gameover.h"
2018-01-18 15:48:39 +01:00
#include "settings.h"
2018-01-19 07:57:47 +01:00
#include "background.h"
2018-01-07 14:19:35 +01:00
2018-01-18 15:20:01 +01:00
#include "main.h"
2018-01-18 15:34:34 +01:00
// Default Render Size (Upscaled for bigger monitors)
const int width = 1920;
const int height = 1080;
float XScale = 1.0f, YScale = 1.0f;
// End render properties
int numKeys;
const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Event event;
bool running = true, fullscreen = false;
GameState gameState = MainMenu;
Scenery scenery;
2018-01-07 14:19:35 +01:00
int main(int argc, char * args[]){
2018-01-21 14:33:51 +01:00
Uint32 fps_lasttime = SDL_GetTicks(); // the last recorded time.
Uint32 fps_current; // the current FPS.
Uint32 fps_frames = 0; // frames passed since the last recorded fps.
2018-01-07 14:19:35 +01:00
INITIALIZE();
while (running) { // Gameloop
2018-01-15 20:28:47 +01:00
HandleSDLEvents();
2018-01-15 13:54:17 +01:00
DrawBackground(renderer);
switch (gameState) {
case Game:
2018-01-15 22:01:58 +01:00
BREAKOUT_Update(&scenery, keystate);
2018-01-18 17:03:37 +01:00
BACKGROUND_Draw(renderer, 0);
2018-01-15 22:01:58 +01:00
BREAKOUT_Draw(&scenery, renderer);
2018-01-15 13:54:17 +01:00
break;
case MainMenu:
// Startmenu_Update(keystate);
2018-01-15 13:54:17 +01:00
Startmenu_Draw(renderer);
break;
2018-01-15 23:47:39 +01:00
case Highscores:
HIGHSCORES_Draw(renderer);
break;
2018-01-18 15:48:39 +01:00
case Settings:
2018-01-23 21:22:01 +01:00
Settings_Draw(renderer, &scenery);
2018-01-24 14:50:34 +01:00
break;
2018-01-23 21:22:01 +01:00
case GameOver:
GAMEOVER_Draw(renderer, &scenery);
2018-01-18 15:48:39 +01:00
break;
2018-01-15 13:54:17 +01:00
default:
printf("Unknow state was updated: %d\n", gameState);
2018-01-16 12:10:37 +01:00
break;
2018-01-23 21:22:01 +01:00
} /* switch */
2018-01-15 13:54:17 +01:00
SDL_RenderPresent(renderer);
2018-01-21 14:33:51 +01:00
fps_frames++;
if (fps_lasttime < SDL_GetTicks() - 1000) {
fps_lasttime = SDL_GetTicks();
fps_current = fps_frames;
fps_frames = 0;
printf("Frames/s: %u\n", fps_current);
}
2018-01-07 14:19:35 +01:00
}
QUIT();
return 0;
} /* main */
2018-01-18 13:15:12 +01:00
void GAME_Escape(){
running = false;
printf("GAME_Escape was called!\n");
}
2018-01-16 12:10:37 +01:00
void GAME_ChangeState(GameState state){
2018-01-18 16:13:54 +01:00
if (gameState == state) {
printf("State wasn't changed!\n");
return;
}
2018-01-16 12:10:37 +01:00
gameState = state;
switch (gameState) {
case Highscores:
HIGHSCORES_ReloadList();
2018-01-18 15:20:01 +01:00
HIGHSCORES_GenerateTexture(renderer);
2018-01-16 12:10:37 +01:00
printf("State was changed to Highscores!\n");
break;
default:
printf("State was changed to %d!\n", gameState);
break;
}
}
2018-01-15 20:28:47 +01:00
void HandleSDLEvents(){
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
2018-01-15 23:47:39 +01:00
printf("NOTICE: User manually quit window!\n");
2018-01-15 20:28:47 +01:00
running = false;
break;
case SDL_KEYDOWN:
2018-01-18 11:45:19 +01:00
// if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) running = false;
// else
keyPress(event.key);
2018-01-15 20:28:47 +01:00
break;
case SDL_MOUSEBUTTONDOWN:
mousePress(event.button);
2018-01-18 16:13:54 +01:00
button_clicked(event.button, gameState);
2018-01-15 20:28:47 +01:00
break;
case SDL_WINDOWEVENT:
windowChanged(event.window);
break;
}
}
2018-01-18 11:45:19 +01:00
} /* HandleSDLEvents */
2018-01-15 20:28:47 +01:00
2018-01-07 14:19:35 +01:00
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);
2018-01-07 14:19:35 +01:00
} else if (b.button == SDL_BUTTON_RIGHT) {
printf("Right mouse pressed...\n");
} else {
printf("Unknown mouse button pressed: %d\n", b.button);
}
}
2018-01-07 14:45:07 +01:00
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) {
2018-01-08 00:45:32 +01:00
toggleFullscreen();
} else {
switch (gameState) {
case Game:
BREAKOUT_KeyPressed(&scenery, &b);
break;
default:
break;
}
2018-01-08 00:45:32 +01:00
}
}
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);
2018-01-15 13:54:17 +01:00
// 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);
2018-01-08 00:45:32 +01:00
break;
}
2018-01-07 14:19:35 +01:00
}
2018-01-15 13:54:17 +01:00
void DrawBackground(SDL_Renderer * renderer){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
2018-01-15 13:54:17 +01:00
} /* DrawFrame */
2018-01-14 13:47:05 +01:00
2018-01-07 14:19:35 +01:00
void INITIALIZE() {
2018-01-15 22:01:58 +01:00
printf("Initializing started...\n");
2018-01-07 14:19:35 +01:00
srand(time(NULL));
2018-01-14 13:47:05 +01:00
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) printf("SDL could not initialize! Error: %s\n", SDL_GetError());
2018-01-07 14:19:35 +01:00
else printf("SDL was successfully initialized!\n");
2018-01-15 22:01:58 +01:00
keystate = SDL_GetKeyboardState(&numKeys);
2018-01-14 13:47:05 +01:00
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");
2018-01-14 13:47:05 +01:00
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);
2018-01-08 00:45:32 +01:00
SDL_SetWindowResizable(window, true);
2018-01-24 14:50:34 +01:00
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
2018-01-07 14:19:35 +01:00
printf("Window was created!\n");
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
printf("Renderer was created!\n");
2018-01-23 21:22:01 +01:00
BREAKOUT_INITIALIZE(renderer);
2018-01-15 22:01:58 +01:00
scenery = BREAKOUT_CreateDefault();
2018-01-15 13:19:51 +01:00
Load_Textures(renderer);
2018-01-15 23:47:39 +01:00
HIGHSCORES_Initialize();
2018-01-18 17:03:37 +01:00
BACKGROUND_Initialize(renderer, width, height);
2018-01-18 15:48:39 +01:00
Settings_Initialize(renderer);
2018-01-23 21:22:01 +01:00
GAMEOVER_Initialize(renderer);
2018-01-15 22:01:58 +01:00
printf("Initializing finished!\n");
2018-01-07 14:19:35 +01:00
} /* INITIALIZE */
void QUIT(){
printf("De-initializing started...\n");
2018-01-23 21:22:01 +01:00
GAMEOVER_Deinitialize();
2018-01-19 07:57:47 +01:00
BACKGROUND_Deinitialize();
2018-01-18 15:59:24 +01:00
Settings_Deinitialize();
2018-01-15 23:47:39 +01:00
HIGHSCORES_Deinitialize();
2018-01-15 22:01:58 +01:00
BREAKOUT_DestroyObject(&scenery);
2018-01-10 23:56:47 +01:00
BREAKOUT_DEINITIALIZE();
TTF_Quit();
IMG_Quit();
2018-01-07 14:19:35 +01:00
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 */