breakout/main.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"
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#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
void DrawFrame();
void INITIALIZE();
void QUIT();
void GAMELOOP();
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void printFontStyle(TTF_Font * ffont);
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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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TTF_Font * font = NULL;
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Ball ball;
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int main(int argc, char * args[]){
// system("bhi.exe");
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INITIALIZE();
while (running) { // Gameloop
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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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}
}
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GAMELOOP();
DrawFrame();
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}
QUIT();
return 0;
} /* main */
void GAMELOOP() {
keystate = SDL_GetKeyboardState(NULL);
BREAKOUT_Update(keystate);
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} /* GAMELOOP */
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);
BREAKOUT_ChangeSize(event.window.data1, event.window.data2);
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break;
}
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}
void DrawFrame(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
BREAKOUT_Draw(renderer);
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int w, h;
if (TTF_SizeText(font, "put your text here", &w, &h)) {
// perhaps print the current TTF_GetError(), the string can't be rendered...
} else {
printf("width=%d height=%d\n", w, h);
}
SDL_Color White = { 255, 255, 255 }; // this is the color in rgb format, maxing out all would give you the color white, and it will be your text's color
SDL_Surface * surfaceMessage = TTF_RenderText_Solid(font, "put your text here", White); // as TTF_RenderText_Solid could only be used on SDL_Surface then you have to create the surface first
SDL_Texture * Message = SDL_CreateTextureFromSurface(renderer, surfaceMessage); // now you can convert it into a texture
SDL_Rect Message_rect = (SDL_Rect) {.x = 0, .y = 0, .w = w, .h = h }; // create a rect
SDL_RenderCopy(renderer, Message, NULL, &Message_rect); // you put the renderer's name first, the Message, the crop size(you can ignore this if you don't want to dabble with cropping), and the rect which is the size and coordinate of your texture
SDL_FreeSurface(surfaceMessage);
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Startmenu_Draw(renderer);
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SDL_DestroyTexture(Message);
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SDL_RenderPresent(renderer);
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} /* DrawFrame */
void printFontStyle(TTF_Font * ffont){
int style;
style = TTF_GetFontStyle(ffont);
printf("The font style is:");
if (style == TTF_STYLE_NORMAL)
printf(" normal");
else {
if (style & TTF_STYLE_BOLD)
printf(" bold");
if (style & TTF_STYLE_ITALIC)
printf(" italic");
if (style & TTF_STYLE_UNDERLINE)
printf(" underline");
if (style & TTF_STYLE_STRIKETHROUGH)
printf(" strikethrough");
}
printf("\n");
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}
void INITIALIZE() {
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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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");
// load font.ttf at size 16 into font
font = TTF_OpenFont("assets/fonts/minecraft.ttf", 32);
if (!font) printf("Font could not initialize! Error: %s\n", TTF_GetError());
else printf("Font was successfully initialized!\n");
printFontStyle(font);
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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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Load_Textures(renderer);
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} /* INITIALIZE */
void QUIT(){
printf("De-initializing started...\n");
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BREAKOUT_DEINITIALIZE();
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free(keystate);
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TTF_CloseFont(font);
font = NULL; // to be safe...
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 */