// // main.c // Super Polarity // // Created by Ruben Beltran del Rio on 8/13/13. // Copyright (c) 2013 Abuguet. All rights reserved. // #include #include #include #include "SDL2/SDL.h" #include "SDL2_image/SDL_image.h" // TODO: Move these guys to a config header file #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 #define FPS 30 SDL_Window *window; SDL_Renderer *renderer; SDL_Texture *benHead; SDL_Rect benRect; double angle = 0; void init () { if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Could not initialize SDL"); exit(1); } // Load the window and renderer window = SDL_CreateWindow("Super Polarity", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 0, 0, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN_DESKTOP); renderer = SDL_CreateRenderer(window, -1, 0); // Set linear quality for scaling, and the "logical" window size. SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT); } void close () { SDL_DestroyTexture(benHead); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); } void loadAssets() { // Load the surface. SDL_Surface *benSurface; benSurface = IMG_Load("data/img/static/ben.png"); benHead = SDL_CreateTextureFromSurface(renderer, benSurface); benRect.x = 230; benRect.y = 150; benRect.w = 180; benRect.h = 180; SDL_FreeSurface(benSurface); } void render (SDL_Renderer *renderer) { SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); SDL_RenderClear(renderer); SDL_RenderCopyEx(renderer, benHead, NULL, &benRect, angle, NULL, SDL_FLIP_NONE); SDL_RenderPresent(renderer); } void update (dt) { angle = (Uint32)(angle + dt / 5) % 360; } int main(int argc, const char * argv[]) { // SDL Initialization. TODO: Should have an initializer. Uint32 startFrame = 0; Uint32 endFrame = 0; Uint32 lastTime = 0; Uint32 dt; Uint32 delay; int done; init(); loadAssets(); done = 0; // Event Loop. while (!done) { startFrame = SDL_GetTicks(); dt = startFrame - lastTime; lastTime = startFrame; SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; } } update(dt); render(renderer); endFrame = SDL_GetTicks(); /* see if we have time to sleep */ delay = 1000 / FPS - (endFrame - startFrame); if (delay > 1000 / FPS) { delay = 1000 / FPS; } SDL_Delay(delay); } close(); return 0; }