224 lines
7.0 KiB
C
224 lines
7.0 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_ttf.h>
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#include "breakout.h"
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#include "vector.h"
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#include "startmenu.h"
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#include "gamestate.h"
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#include "highscores.h"
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#include "gameover.h"
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#include "settings.h"
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#include "background.h"
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#include "main.h"
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// Default Render Size (Upscaled for bigger monitors)
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const int width = 1920;
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const int height = 1080;
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float XScale = 1.0f, YScale = 1.0f;
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// End render properties
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int numKeys;
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const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
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SDL_Window * window;
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SDL_Renderer * renderer;
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SDL_Event event;
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bool running = true, fullscreen = false;
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GameState gameState = MainMenu;
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Scenery scenery;
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int main(int argc, char * args[]){
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Uint32 fps_lasttime = SDL_GetTicks(); // the last recorded time.
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Uint32 fps_current; // the current FPS.
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Uint32 fps_frames = 0; // frames passed since the last recorded fps.
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INITIALIZE();
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while (running) { // Gameloop
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HandleSDLEvents();
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DrawBackground(renderer);
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switch (gameState) {
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case Game:
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BREAKOUT_Update(&scenery, keystate);
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BACKGROUND_Draw(renderer, 0);
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BREAKOUT_Draw(&scenery, renderer);
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break;
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case MainMenu:
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// Startmenu_Update(keystate);
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Startmenu_Draw(renderer);
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break;
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case Highscores:
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HIGHSCORES_Draw(renderer);
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break;
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case Settings:
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Settings_Draw(renderer, &scenery);
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break;
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case GameOver:
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GAMEOVER_Draw(renderer, &scenery);
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break;
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default:
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printf("Unknow state was updated: %d\n", gameState);
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break;
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} /* switch */
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SDL_RenderPresent(renderer);
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fps_frames++;
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if (fps_lasttime < SDL_GetTicks() - 1000) {
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fps_lasttime = SDL_GetTicks();
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fps_current = fps_frames;
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fps_frames = 0;
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printf("Frames/s: %u\n", fps_current);
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}
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}
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QUIT();
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return 0;
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} /* main */
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void GAME_Escape(){
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running = false;
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printf("GAME_Escape was called!\n");
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}
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void GAME_ChangeState(GameState state){
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if (gameState == state) {
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printf("State wasn't changed!\n");
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return;
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}
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gameState = state;
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switch (gameState) {
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case Highscores:
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HIGHSCORES_ReloadList();
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HIGHSCORES_GenerateTexture(renderer);
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printf("State was changed to Highscores!\n");
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break;
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default:
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printf("State was changed to %d!\n", gameState);
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break;
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}
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}
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void HandleSDLEvents(){
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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printf("NOTICE: User manually quit window!\n");
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running = false;
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break;
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case SDL_KEYDOWN:
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// if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) running = false;
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// else
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keyPress(event.key);
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break;
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case SDL_MOUSEBUTTONDOWN:
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mousePress(event.button);
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button_clicked(event.button, gameState);
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break;
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case SDL_WINDOWEVENT:
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windowChanged(event.window);
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break;
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}
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}
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} /* HandleSDLEvents */
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void mousePress(SDL_MouseButtonEvent b){ // Debug prop
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if (b.button == SDL_BUTTON_LEFT) {
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printf("Left mouse pressed at %d, %d\n", b.x, b.y);
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} else if (b.button == SDL_BUTTON_RIGHT) {
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printf("Right mouse pressed...\n");
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} else {
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printf("Unknown mouse button pressed: %d\n", b.button);
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}
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}
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void keyPress(SDL_KeyboardEvent b){ // Debug prop
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printf("Key pressed: ID is %d\n", b.keysym.scancode);
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if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) {
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toggleFullscreen();
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} else {
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switch (gameState) {
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case Game:
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BREAKOUT_KeyPressed(&scenery, &b);
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break;
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default:
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break;
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}
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}
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}
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void toggleFullscreen(){
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if (fullscreen) {
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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} else {
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SDL_SetWindowFullscreen(window, 0);
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}
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fullscreen = !fullscreen;
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}
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void windowChanged(SDL_WindowEvent b){ // Debug prop
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switch (b.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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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);
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XScale = ((double)(event.window.data1) / (double)width);
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YScale = ((double)(event.window.data2) / (double)height);
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SDL_RenderSetScale(renderer, XScale, YScale);
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break;
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}
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}
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void DrawBackground(SDL_Renderer * renderer){
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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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());
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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());
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else printf("TTF was successfully initialized!\n");
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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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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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printf("Window was created!\n");
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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printf("Renderer was created!\n");
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BREAKOUT_INITIALIZE(renderer);
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scenery = BREAKOUT_CreateDefault();
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Load_Textures(renderer);
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HIGHSCORES_Initialize();
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BACKGROUND_Initialize(renderer, width, height);
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Settings_Initialize(renderer,&scenery);
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GAMEOVER_Initialize(renderer);
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printf("Initializing finished!\n");
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} /* INITIALIZE */
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void QUIT(){
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printf("De-initializing started...\n");
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GAMEOVER_Deinitialize();
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BACKGROUND_Deinitialize();
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Settings_Deinitialize();
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HIGHSCORES_Deinitialize();
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BREAKOUT_DestroyObject(&scenery);
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BREAKOUT_DEINITIALIZE();
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TTF_Quit();
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IMG_Quit();
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printf("Quitting SDL_IMG finished!\n");
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SDL_DestroyRenderer(renderer);
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printf("De-initializing renderer finished!\n");
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SDL_DestroyWindow(window);
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printf("De-initializing window finished!\n");
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SDL_Quit();
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printf("Quitting SDL finished!\n");
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printf("De-initializing finished!\n");
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} /* QUIT */
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