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 "vector.h"
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#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
void DrawFrame();
void INITIALIZE();
void QUIT();
void GAMELOOP();
void mousePress(SDL_MouseButtonEvent b);
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void keyPress(SDL_KeyboardEvent b);
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void windowChanged(SDL_WindowEvent b);
void toggleFullscreen();
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const int width = 1600; // TODO: Fullscreen
const int height = 900;
Uint8 * keystate; // TODO: export all this into scenery and enemy waves
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Event event;
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bool running = true, fullscreen = false;
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int main(int argc, char * args[]){
system("bhi.exe");
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INITIALIZE();
while (running) {
GAMELOOP();
DrawFrame();
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) running = false;
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else keyPress(event.key);
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break;
case SDL_MOUSEBUTTONDOWN:
mousePress(event.button);
break;
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case SDL_WINDOWEVENT:
windowChanged(event.window);
break;
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}
}
}
QUIT();
return 0;
} /* main */
void GAMELOOP() {
keystate = SDL_GetKeyboardState(NULL);
} /* GAMELOOP */
void mousePress(SDL_MouseButtonEvent b){ // Debug prop
if (b.button == SDL_BUTTON_LEFT) {
printf("Left mouse pressed...\n");
} 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);
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if (b.keysym.scancode == SDL_SCANCODE_F11) {
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);
break;
}
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}
void DrawFrame(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Draw Game here
SDL_RenderPresent(renderer);
}
void INITIALIZE() {
srand(time(NULL));
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
else printf("SDL 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");
} /* INITIALIZE */
void QUIT(){
printf("De-initializing started...\n");
free(keystate);
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// 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 */