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game.cpp
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// Standard headers
#include <ctime>
#include <cstdlib>
#include <cmath>
#include <iostream>
#include <cstring>
#include <cstdint>
#include <vector>
#include <list>
#include <string>
// Game Library headers
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_mixer.h>
// Custom Headers
#include "include/general.h"
#include "include/gamefunction.h"
#include "include/SDLEngine.h"
using namespace std;
bool windowInit();
void Windowfree();
void ghandleEvent( SDL_Event& e );
void lhandleEvent( SDL_Event& e );
SDL_Window* lWindow = NULL;
SDL_Surface* lScreenSurface = NULL;
SDL_Renderer* lRenderer = NULL;
SDL_Texture* lTexture = NULL;
int gWindowID;
int lWindowID;
//Main loop flag
bool gameLoop = true;
bool gWindowFlag = false;
bool lWindowFlag = false;
//Main code
int main (int argc, char* args[] )
{
SCREEN_WIDTH = 640;
SCREEN_HEIGHT = 480;
SCREEN_TITLE = "Game Project";
PROGRAM_TIMER = 2000;
VERSION = "V2.02.00";
NAME_PROGRAM = "Game Project";
MEDIAFILE = "files/texture.png";
Print(" -- " + string(NAME_PROGRAM) + " " + string(VERSION) + " (Test) -- ");
Print(" --- Starting ---");
if (GameInitialise() == false)
{
Print("Game failed to initialise !");
}
else
{
windowInit();
gWindowID = SDL_GetWindowID( gWindow );
lWindowID = SDL_GetWindowID( lWindow );
if (!LoadMedia(MEDIAFILE))
{
Print("Game failed to load media ! - " + string(MEDIAFILE ));
}
else
{
//Event handler
SDL_Event gameEvent;
//While application is running
while ( gameLoop )
{
//Handle events on queue
while ( SDL_PollEvent(&gameEvent ) != 0 )
{
//User requests quit
if ( gameEvent.type == SDL_QUIT)
{
gameLoop = false;
}
ghandleEvent(gameEvent);
lhandleEvent(gameEvent);
if (lWindowFlag && gWindowFlag )
{
gameLoop = false;
}
}
//Clear screen
SDL_RenderClear( gRenderer );
//Render texture to screen
SDL_RenderCopy( gRenderer, gTexture, NULL, NULL );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
Windowfree();
GameTerminate();
Print(" --- Ending ---");
return 0;
}
bool windowInit()
{
//Create window
lWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE );
if( lWindow != NULL )
{
//Create renderer for window
lRenderer = SDL_CreateRenderer( lWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
if( lRenderer == NULL )
{
printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() );
SDL_DestroyWindow( lWindow );
lWindow = NULL;
}
else
{
//Initialize renderer color
SDL_SetRenderDrawColor( lRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
}
}
else
{
printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
}
return lWindow != NULL && lRenderer != NULL;
}
void Windowfree()
{
if( lWindow != NULL )
{
SDL_DestroyWindow( lWindow );
}
}
void ghandleEvent( SDL_Event& e )
{
//User requests quit
if ( e.type == SDL_QUIT && e.window.windowID == gWindowID )
{
cout << "quit " << endl;
gameLoop = false;
}
//If an event was detected for this window
if( e.type == SDL_WINDOWEVENT && e.window.windowID == gWindowID )
{
switch( e.window.event )
{
//Get new dimensions and repaint
case SDL_WINDOWEVENT_SIZE_CHANGED:
SDL_RenderPresent( gRenderer );
break;
//Repaint on expose
case SDL_WINDOWEVENT_EXPOSED:
SDL_RenderPresent( gRenderer );
break;
//Hide on close
case SDL_WINDOWEVENT_CLOSE:
SDL_HideWindow( gWindow );
gWindowFlag = true;
break;
}
}
if( e.type == SDL_KEYDOWN )
{
switch( e.key.keysym.sym )
{
case SDLK_1:
SDL_ShowWindow( gWindow );
//Move window forward
SDL_RaiseWindow( gWindow );
break;
case SDLK_2:
SDL_ShowWindow( gWindow );
//Move window forward
SDL_RaiseWindow( gWindow );
break;
case SDLK_3:
SDL_ShowWindow( gWindow );
//Move window forward
SDL_RaiseWindow( gWindow );
break;
}
}
}
void lhandleEvent( SDL_Event& e )
{
//If an event was detected for this window
if( e.type == SDL_WINDOWEVENT && e.window.windowID == lWindowID )
{
switch( e.window.event )
{
//Get new dimensions and repaint
case SDL_WINDOWEVENT_SIZE_CHANGED:
SDL_RenderPresent( lRenderer );
break;
//Repaint on expose
case SDL_WINDOWEVENT_EXPOSED:
SDL_RenderPresent( lRenderer );
break;
//Hide on close
case SDL_WINDOWEVENT_CLOSE:
SDL_HideWindow( lWindow );
lWindowFlag = true;
break;
}
}
if( e.type == SDL_KEYDOWN )
{
switch( e.key.keysym.sym )
{
case SDLK_1:
SDL_ShowWindow( gWindow );
//Move window forward
SDL_RaiseWindow( gWindow );
break;
case SDLK_2:
SDL_ShowWindow( gWindow );
//Move window forward
SDL_RaiseWindow( gWindow );
break;
case SDLK_3:
SDL_ShowWindow( gWindow );
//Move window forward
SDL_RaiseWindow( gWindow );
break;
}
}
}