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//
// 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;
}
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