Main Header File added

This commit is contained in:
Michael Chen 2018-01-18 15:20:01 +01:00
parent d3a6dada59
commit fab3ff01fc
4 changed files with 55 additions and 38 deletions

View File

@ -318,7 +318,7 @@ Paddle PADDLE_CreateDefault(){
.TextureIndex = 0,
.Speed = 10,
.SteeringAngle = 40.0f,
.Mode = MouseControl
.Mode = KeyboardControl
}; // Objekt für die Eigenschaften des Balls
}

View File

@ -5,7 +5,7 @@
typedef struct buttonStruct {
SDL_Rect TargetRect;
void (*OnClick)();
};
} Button;
// End Structs
// Prototypes

38
main.c
View File

@ -13,42 +13,7 @@
#include "gamestate.h"
#include "highscores.h"
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
#define ae "\204"
#define oe "\224"
#define ue "\201"
#define ss "\341"
// Prototypes
void GAME_ChangeState(GameState state);
void HandleSDLEvents();
void mousePress(SDL_MouseButtonEvent b);
void keyPress(SDL_KeyboardEvent b);
void toggleFullscreen();
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);
// End Prototypes
// 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 = Game;
Scenery scenery;
#include "main.h"
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");
@ -89,6 +54,7 @@ void GAME_ChangeState(GameState state){
switch (gameState) {
case Highscores:
HIGHSCORES_ReloadList();
HIGHSCORES_GenerateTexture(renderer);
printf("State was changed to Highscores!\n");
break;
default:

51
main.h Normal file
View File

@ -0,0 +1,51 @@
#ifndef __main_h__
#define __main_h__
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
#define ae "\204"
#define oe "\224"
#define ue "\201"
#define ss "\341"
// Prototypes
void GAME_ChangeState(GameState state);
void HandleSDLEvents();
void GAME_Escape();
void mousePress(SDL_MouseButtonEvent b);
void keyPress(SDL_KeyboardEvent b);
void toggleFullscreen();
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);
// End Prototypes
// 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 = Game;
Scenery scenery;
#endif // __main_h__