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game.c
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//clang -g game.c -o hello `pkg-config --libs sdl2 --libs SDL_image`
// clang++ -g game.c character.c events.c sprite.c -o hello -lSDL2 -lSDL_image -lSDL -lpthread
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <map>
#include <vector>
#include <string>
#include "widget.h"
#include "game.h"
#include "sprite.h"
#include "label.h"
Game* gm = 0;
SpriteSheet *sp = 0;
std::map<std::string, SpriteSheet*> m_textMap;
std::vector<Widget*> children;
/*
int mainer(int argc, char* args[]){
gm = InitGame();
m_textMap["cecil"] = InitSprite("cecil.bmp");
m_textMap["cec"] = InitSprite("cecil.bmp");
m_textMap["cec"]->base->dstRect.x = 100;
m_textMap["cec"]->base->dstRect.y = 100;
SDLInit(gm, "TITLE", 100, 100, 640, 480, 0);
LoadSprite(m_textMap["cecil"], gm);
LoadSprite(m_textMap["cec"], gm);
while(gm->m_bRunning){
handleEvents(gm);
update(gm);
SDL_RenderClear(gm->gRen);
//NextSprite(m_textMap["cecil"]);
SDL_RenderCopyEx(gm->gRen, m_textMap["cec"]->base->spText, &m_textMap["cec"]->base->srcRect, &m_textMap["cec"]->base->dstRect, 0,0, SDL_FLIP_NONE);
NextSprite(m_textMap["cec"]);
SDL_RenderCopyEx(gm->gRen, m_textMap["cecil"]->base->spText, &m_textMap["cecil"]->base->srcRect, &m_textMap["cecil"]->base->dstRect, 0,0, SDL_FLIP_NONE);
Uint32 z = SDL_GetTicks();
if(0 == (int)(z % 1000)){
m_textMap["cec"]->base->dstRect.x++;
m_textMap["cec"]->base->dstRect.y++;
if(m_textMap["cec"]->base->dstRect.x > 480) m_textMap["cec"]->base->dstRect.x = 0;
if(m_textMap["cec"]->base->dstRect.y > 640) m_textMap["cec"]->base->dstRect.y = 0;
}
//m_textMap["cec"]->dstRect.x = m_textMap["cec"]->dstRect.x + (int)(((SDL_GetTicks() % 1000)));
//m_textMap["cec"]->dstRect.y = m_textMap["cec"]->dstRect.y + (int)(((SDL_GetTicks() % 1000)));
//render(gm, m_textMap["cecil"]);
//render(gm, m_textMap["cec"]);
SDL_RenderPresent(gm->gRen);
}
clean(gm);
return 0;
}
*/
void addchild(Game* self, Widget* child){
return children.push_back(child);
}
int main(int argc, char* args[]){
gm = InitGame();
SDLInit(gm, "TITLE", 100, 100, 640, 480, 0);
SpriteSheet *sprite = (SpriteSheet*)malloc(sizeof(SpriteSheet));
InitSprite(sprite, "cecil.bmp", gm);
addchild(gm, (Widget *)sprite);
addEventHandler((Widget *)sprite, SDL_KEYDOWN, (handle_event)KeyDown);
Label *lbl = (Label*)malloc(sizeof(Label));
InitLabel(lbl, gm);
addchild(gm, (Widget*)lbl);
mainloop(gm);
return 0;
}
int mainloop(Game* self){
while(gm->m_bRunning){
handleEvents(gm);
SDL_RenderClear(gm->gRen);
for(int c = 0; c < children.size(); ++c){
children[c]->draw(children[c], gm->gRen);
}
SDL_RenderPresent(gm->gRen);
}
return 0;
}
Game* InitGame(){
Game* self = (Game*) malloc(sizeof(Game));
self->m_bRunning = 1;
return self;
}
void DestroyGame(Game* self){}
int SDLInit(Game* self, const char* title, int xpos, int ypos, int width, int height, int flags){
if(SDL_Init(SDL_INIT_EVERYTHING) == 0) {
printf("SDL Init Success\n");
self->gWin = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if(self->gWin != 0){
printf("Window creation success\n");
self->gRen = SDL_CreateRenderer(self->gWin, -1, 0);
if(self->gRen != 0){
printf("Renderer creation success\n");
SDL_SetRenderDrawColor(self->gRen, 255,255,255,255);
} else {
printf("Renderer init fail\n");
return FALSE;
}
} else {
printf("Window init fail\n");
return FALSE;
}
} else {
printf("SDL init fail\n");
return FALSE;
}
self->m_bRunning = TRUE;
return TRUE;
}
void render(Game* self){
//SDL_RenderClear(self->gRen);
//SDL_RenderCopyEx(self->gRen, sp->spText, &sp->srcRect, &sp->dstRect, 0,0, SDL_FLIP_NONE);
SDL_RenderPresent(self->gRen);
}
void update(Game* self){}
void handleEvents(Game* self){
SDL_Event e;
//SDL_PollEvent(&e);
std::vector<std::string> events;
while(SDL_PollEvent(&e)) {
callevents(e.type, &e);
switch(e.type){
case SDL_QUIT:
self->m_bRunning = FALSE;
break;
case SDL_KEYDOWN:
events.push_back("KEY_DOWN");
break;
case SDL_KEYUP:
events.push_back("KEY_DOWN");
break;
default: break;
}
}
if(events.size()){
for(int i = 0; i < events.size(); i++){
}
}
}
void callevents(Uint32 event_type, SDL_Event *e){
for(int i = 0; i < children.size(); i++){
if(children[i]->events.count(event_type)){
std::vector<handle_event> *child = &children[i]->events[event_type];
for(int h = 0 ; h < child->size(); ++h){
(*child)[h](children[i], e, 0);
}
}
}
}
/*
void handleEvents(Game* self){
SDL_Event e;
if(SDL_PollEvent(&e)){
KeyDown(m_textMap["cecil"], SDL_GetKeyboardState( NULL ));
switch(e.type){
case SDL_QUIT:
self->m_bRunning = FALSE;
break;
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
break;
default:
break;
}
}
}
*/
void clean(Game* self){
printf("Cleaning Game\n");
SDL_DestroyWindow(self->gWin);
SDL_DestroyRenderer(self->gRen);
free(self);
SDL_Quit();
}