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#include <stdio.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#include "sector.h"
#include "common.h"
int SW = 1200;
int SH = 800;
char *name = "Thingy";
SDL_Surface *surface = NULL;
#define CLEAR_SCREEN(c) for(int i = 0; i < SW-1; i++) vline(i, 0, SH-1, c);
void vline(int x, int y1, int y2, uint32_t col)
{
y1 = clamp(y1, 0, SH-1);
y2 = clamp(y2, 0, SH-1);
uint32_t *pixels = (uint32_t*)surface->pixels;
for(int y = min(y1, y2); y <= max(y1, y2); y++) {
pixels[y * SW + x] = SDL_MapRGB(surface->format, color(col));
}
}
int main(void)
{
// set logging priority
#ifdef DEBUG
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_DEBUG);
#else
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_ERROR);
#endif
// ----------------- START SDL ----------------- //
int ret = 1;
SDL_Window *window = NULL;
map_t map = {0};
if(SDL_Init(SDL_INIT_VIDEO) != 0) {
log_critical(LOG_VIDEO, "SDL_Init: %s", SDL_GetError());
goto exit;
}
window = SDL_CreateWindow(name,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SW, SH, 0);
if(window == NULL) {
log_critical(LOG_VIDEO, "SDL_CreateWindow: %s", SDL_GetError());
goto exit;
}
surface = SDL_GetWindowSurface(window);
if(surface == NULL) {
log_critical(LOG_VIDEO, "SDL_GetWindowSurface %s", SDL_GetError());
goto exit;
}
// --------------------------------------------- //
if(map_load(&map, "files/map_clear.txt"))
return 1;
bool quit = false;
bool wasd[4] = {0};
while(!quit)
{
SDL_Event event;
while(SDL_PollEvent(&event)) {
// ----------------- EVENTS ----------------- //
#define KEY_SWITCH(b) \
switch(event.key.keysym.sym) { \
case 'w': wasd[0] = b; break; \
case 'a': wasd[1] = b; break; \
case 's': wasd[2] = b; break; \
case 'd': wasd[3] = b; break; }
switch(event.type) {
case SDL_QUIT:
quit = true;
break;
case SDL_KEYDOWN:
KEY_SWITCH(true);
break;
case SDL_KEYUP:
KEY_SWITCH(false);
break;
default:
// log_debug(LOG_APPLICATION, "event: %d", event.type);
break;
}
// ------------------------------------------ //
}
// ----------------- GAME LOOP ----------------- //
int x,y;
SDL_GetRelativeMouseState(&x,&y);
player_input(&map.player, wasd, x, y);
map_player_sector(&map);
// map_detect_collision(&map);
player_update(&map.player);
CLEAR_SCREEN(COLOR_LIGHTWHITE);
map_draw(&map, SW, SH);
// --------------------------------------------- //
if(SDL_UpdateWindowSurface(window) != 0) {
log_error(LOG_VIDEO, "SDL_UpdateWindowSurface: %s", SDL_GetError());
}
}
ret = 0;
exit:
map_unload(&map);
if(window != NULL) SDL_DestroyWindow(window);
SDL_Quit();
return ret;
}
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