diff options
Diffstat (limited to 'main.cpp')
| -rw-r--r-- | main.cpp | 253 |
1 files changed, 253 insertions, 0 deletions
diff --git a/main.cpp b/main.cpp new file mode 100644 index 0000000..303e656 --- /dev/null +++ b/main.cpp @@ -0,0 +1,253 @@ +#include <SDL.h> + +#include "World.h" + +using SDLInitType=std::pair<int,std::pair<SDL_Window*,SDL_Renderer*>>; + +SDLInitType sdl_start(int win_width, int win_height) +{ + //First we need to start up SDL, and make sure it went ok + if (SDL_Init(SDL_INIT_VIDEO) != 0){ + std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl; + return {1,{nullptr,nullptr}}; + } + std::cout << "SDL_Init OK" << std::endl; + + atexit(SDL_Quit); + + //Now create a window with title "Hello World" at 100, 100 on the screen with w:640 h:480 and show it + SDL_Window *win = SDL_CreateWindow("Hello World!", 200, 100, win_width, win_height, SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE); + //Make sure creating our window went ok + if (win == nullptr){ + std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl; + return {1,{nullptr,nullptr}}; + } + std::cout << "SDL_CreateWindow OK" << std::endl; + + //Create a renderer that will draw to the window, -1 specifies that we want to load whichever + //video driver supports the flags we're passing + //Flags: SDL_RENDERER_ACCELERATED: We want to use hardware accelerated rendering + //SDL_RENDERER_PRESENTVSYNC: We want the renderer's present function (update screen) to be + //synchronized with the monitor's refresh rate + SDL_Renderer *ren = SDL_CreateRenderer(win, -1,0);//, SDL_RENDERER_SOFTWARE);// | SDL_RENDERER_PRESENTVSYNC|SDL_HINT_RENDER_VSYNC); + if (ren == nullptr){ + SDL_DestroyWindow(win); + std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl; + return {1,{win,nullptr}}; + } + std::cout << "SDL_CreateRenderer OK" << std::endl; + + return {0,{win,ren}}; +} + +void sdl_stop(SDLInitType sdl_init) +{ + if(sdl_init.second.second!=nullptr)SDL_DestroyRenderer(sdl_init.second.second); + if(sdl_init.second.first!=nullptr)SDL_DestroyWindow(sdl_init.second.first); +} + +SDL_Texture* sdl_load_texture(std::string imagePath,int key_r, int key_g, int key_b,SDL_Renderer *ren) +{ + //SDL 2.0 now uses textures to draw things but SDL_LoadBMP returns a surface + //this lets us choose when to upload or remove textures from the GPU + SDL_Surface *bmp = SDL_LoadBMP(imagePath.c_str()); + SDL_SetColorKey(bmp, SDL_TRUE, SDL_MapRGB(bmp->format, key_r, key_g, key_b)); + + if (bmp == nullptr){ + std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl; + return nullptr; + } + std::cout << "SDL_LoadBMP ("<<imagePath<<") OK"<<std::endl; + + SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp); + + //We no longer need the surface + SDL_FreeSurface(bmp); + + if (tex == nullptr){ + std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl; + return nullptr; + } + std::cout << "SDL_CreateTextureFromSurface ("<<imagePath<<") OK"<<std::endl; +// SDL_LockSurface(bmp4); +// SDL_memset(bmp4->pixels,SDL_MapRGBA(bmp4->format, 255, 0, 255,220), bmp4->h * bmp4->pitch); +// SDL_UnlockSurface(bmp4); + + //To use a hardware accelerated texture for rendering we can create one from + //the surface we loaded + + return tex; +} + +// + +int main(int, char**){ + + // initial values + int win_width=640; + int win_height=480; + + SDLInitType sdl_init=sdl_start(win_width,win_height); + if(sdl_init.first!=0) + { + sdl_stop(sdl_init); + return sdl_init.first; + } + + SDL_Renderer *ren=sdl_init.second.second; + + std::vector<SDL_Texture*> textures; + textures.push_back(sdl_load_texture("guy01.bmp",0,0,255,ren)); + textures.push_back(sdl_load_texture("guy02.bmp",0,0,255,ren)); + textures.push_back(sdl_load_texture("hello.bmp",0,0,255,ren)); + textures.push_back(sdl_load_texture("fonts.bmp",0,0,0,ren)); + textures.push_back(sdl_load_texture("earth01.bmp",0,0,0,ren)); + textures.push_back(sdl_load_texture("gridder01.bmp",255,255,255,ren)); + textures.push_back(sdl_load_texture("gridder02.bmp",255,255,255,ren)); + + // SDL_SetTextureColorMod(tex4,255,0,0); + + bool quit = false; + SDL_Event event; + + Uint32 frameTime; + Uint32 lastFrameTime = 0; + Uint32 deltaTime = 0; + Uint32 fpsTime = 0; + Uint32 fpsCount = 0; + + Uint32 mouse_x=0; + Uint32 mouse_y=0; + + + // init world LEVEL 1 + World world(1); + + while (!quit) + { + // calc delta and FPS + frameTime = SDL_GetTicks(); + deltaTime = frameTime - lastFrameTime; + lastFrameTime = frameTime; + fpsTime+=deltaTime; + fpsCount++; + + if(fpsTime>3000) + { + std::cout << "FPS : " << fpsCount*1000/fpsTime << std::endl; + fpsTime=0; + fpsCount=0; + } + + + // handle events (mouse & kb & win resize) + while(!quit && SDL_PollEvent(&event)) + { + if (event.type == SDL_WINDOWEVENT && (event.window.event==SDL_WINDOWEVENT_RESIZED || event.window.event==SDL_WINDOWEVENT_SIZE_CHANGED)) + { + SDL_Log("Window %d size changed to %dx%d", + event.window.windowID, event.window.data1, + event.window.data2); + win_width=event.window.data1; + win_height=event.window.data2; + + } + + if (event.type==SDL_MOUSEBUTTONDOWN) + { + mouse_x=event.button.x; + mouse_y=event.button.y; + + world.bricks[(mouse_x+50-world.player.x2)/100+world.player.x-5][0].altitude=10-mouse_y/100; + } + + + switch (event.type) { + case SDL_QUIT: + quit = true; + break; + + case SDL_KEYDOWN: + if (event.key.keysym.sym == SDLK_ESCAPE) + quit = true; + break; + default: + break; + } + } + + // rendering & run world simu + SDL_SetRenderDrawColor(ren, 0, 0, 0, 255); + SDL_RenderClear(ren); + + int br=-1; + + for(int i=world.player.x-5;i<world.player.x+30;i++) + { + br++; + if(i<0||i>=world.bricks.size())continue; + + for(int j=0;j<world.bricks[i].size();j++) + { + SDL_Rect rect={br*100-100*world.player.x2,(10-world.bricks[i][j].altitude)*100,100,100}; + + switch(world.bricks[i][j].type) + { + case 1: + SDL_RenderCopy(ren,textures[4],NULL,&rect); + break; + case 0: + SDL_RenderCopy(ren,textures[4],NULL,&rect); + SDL_SetRenderDrawColor(ren, 150+19*(i%2),115,70, 255); + rect.h=800; + rect.y+=100; + SDL_RenderFillRect(ren,&rect); + break; + } + + + + } + + SDL_SetRenderDrawColor(ren, 100*(i%2),100*(i%2),255, 255); + SDL_Rect rect2={br*100-100*world.player.x2,(15)*100+std::sin(frameTime/1000.0+i)*30,100,800}; + SDL_RenderFillRect(ren,&rect2); + } + + SDL_Rect rect={450,(9-world.bricks[0][0].altitude)*100,100,100}; + if(world.player.anim==0)SDL_RenderCopy(ren,textures[0],NULL,&rect); + else SDL_RenderCopy(ren,textures[1],NULL,&rect); + + SDL_Rect rect2={300,50,640+std::sin(frameTime/1000.0)*100,200}; + SDL_RenderCopyEx(ren,textures[2],NULL,&rect2,std::sin(frameTime/1000.0)*10,NULL,SDL_FLIP_NONE); + +// SDL_SetRenderDrawColor(ren, 255, 255, 255, 255); +// SDL_Rect rect={mouse_x-10,mouse_y-10,20,20}; + + + // test text: + + std::string testString="Hello World\nMotherfuckas"; +//. SDL_RenderCopyEx(ren,tex4,NULL,NULL,0,NULL,SDL_FLIP_NONE); + + + + SDL_RenderPresent(ren); + + // run world simu + world.sim(deltaTime); + + } + + + //Clean up our objects and quit + for(SDL_Texture *tex:textures) + { + SDL_DestroyTexture(tex); + } + + sdl_stop(sdl_init); + + return 0; +} + |
