X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/7407ac7ff7e7b43ce35771f386e7b259a9c1ba58..8534e46e400268c5ceffb3b14f02cef39eedae8f:/src/main.c diff --git a/src/main.c b/src/main.c index 97d1e38..ae73a22 100644 --- a/src/main.c +++ b/src/main.c @@ -8,44 +8,129 @@ #include #include +#include #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 -int main(int argc, const char * argv[]) -{ - - // SDL Initialization. TODO: Should have an initializer. - SDL_Window *window; - SDL_Renderer *renderer; - Uint32 startFrame; - Uint32 endFrame; - Uint32 delay; - int done; - +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); } - window = SDL_CreateWindow("Super Polarity", 50, 50, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS); + // 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(); @@ -58,7 +143,7 @@ int main(int argc, const char * argv[]) SDL_Delay(delay); } - SDL_Quit(); + close(); return 0; }