]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - src/main.c
Removes old stuff, adds mac proj
[rbdr/super-polarity] / src / main.c
diff --git a/src/main.c b/src/main.c
deleted file mode 100644 (file)
index ae73a22..0000000
+++ /dev/null
@@ -1,150 +0,0 @@
-//
-//  main.c
-//  Super Polarity
-//
-//  Created by Ruben Beltran del Rio on 8/13/13.
-//  Copyright (c) 2013 Abuguet. All rights reserved.
-//
-
-#include <stdio.h>
-#include <time.h>
-#include <math.h>
-
-#include "SDL2/SDL.h"
-#include "SDL2_image/SDL_image.h"
-
-#include "actor.h"
-#include "actor_manager.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;
-bool focus;
-
-ActorManager *actorManager;
-
-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 initActorManager () {
-    Actor *actor;
-    Actor *otherActor;
-    
-    //test the Actor Manager.
-    actorManager = createActorManager();
-    
-    actor = createActor();
-    actor->pos.x = 55;
-    actor->pos.y = 24;
-    actorManager->addActor(actorManager, actor);
-    
-    otherActor = createActor();
-    otherActor->pos.x=100;
-    otherActor->pos.y=100;
-    actorManager->addActor(actorManager, otherActor);
-    
-}
-
-void loadAssets() {
-    initActorManager();
-}
-
-void draw (SDL_Renderer *renderer) {
-    SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
-    SDL_RenderClear(renderer);
-    
-    actorManager->draw(actorManager);
-    
-    SDL_RenderPresent(renderer);
-}
-
-void update (Uint32 dt) {
-    actorManager->update(actorManager, dt);
-}
-
-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;
-    focus = true;
-    
-    // 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;
-            }
-            if (event.type == SDL_WINDOWEVENT) {
-                if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
-                    focus = false;
-                }
-                if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) {
-                    focus = true;
-                }
-            }
-        }
-        
-        if (focus) {
-            update(dt);
-            draw(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;
-}
-