Minor performance improvements.
This commit is contained in:
parent
647ca6084c
commit
189e840f25
5 changed files with 388 additions and 50 deletions
184
src/GameMap.cpp
184
src/GameMap.cpp
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@ -1,5 +1,91 @@
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#include "GameMap.hpp"
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SDL_Point operator+(SDL_Point left, SDL_Point right)
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{
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return {left.x + right.x, left.y + right.y};
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}
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SDL_Point operator-(SDL_Point left, SDL_Point right)
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{
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return {left.x - right.x, left.y - right.y};
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}
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SDL_Point operator*(SDL_Point left, SDL_Point right)
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{
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return {left.x * right.x, left.y * right.y};
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}
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SDL_Point operator/(SDL_Point left, SDL_Point right)
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{
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return {(left.x / right.x), (left.x / right.y)};
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}
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SDL_Point operator*(int left, SDL_Point right)
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{
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return {left * right.x, left * right.y};
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}
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SDL_Point operator*(SDL_Point left, int right)
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{
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return right * left;
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}
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SDL_Point operator/(SDL_Point left, int right)
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{
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return {left.x / right, left.y / right};
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}
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int operator!(SDL_Point left)
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{
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int length = (int) std::sqrt(left.x * left.x + left.y * left.y);
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return length;
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}
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Point operator+(Point left, Point right)
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{
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return Point(left.x + right.x, left.y + right.y);
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}
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Point operator-(Point left, Point right)
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{
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return Point(left.x - right.x, left.y - right.y);
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}
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Point operator*(Point left, Point right)
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{
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return Point(left.x * right.x, left.y * right.y);
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}
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Point operator/(Point left, Point right)
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{
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return Point(left.x / right.x, left.y / right.y);
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}
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Point operator*(double left, Point right)
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{
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return Point(left * right.x, left * right.y);
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}
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Point operator*(Point left, double right)
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{
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return Point(left.x * right, left.y * right);
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}
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Point operator/(double left, Point right)
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{
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return Point(left * right.x, left * right.y);
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}
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Point operator/(Point left, double right)
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{
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return Point(left.x * right, left.y * right);
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}
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double operator!(Point left)
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{
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return std::sqrt(left.x * left.x + left.y * left.y);
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}
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bool operator==(Field left, Field right)
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{
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return left.x == right.x && left.y == right.y;
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@ -32,9 +118,9 @@ Field operator/(Field left, Field right)
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Field cubic_round(double x, double y, double z)
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{
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int8_t round_x = (int8_t) std::round(x);
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int8_t round_y = (int8_t) std::round(y);
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int8_t round_z = (int8_t) std::round(z);
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Sint8 round_x = (Sint8) std::round(x);
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Sint8 round_y = (Sint8) std::round(y);
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Sint8 round_z = (Sint8) std::round(z);
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double x_err = std::abs(round_x - x);
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double y_err = std::abs(round_y - y);
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double z_err = std::abs(round_z - z);
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@ -103,8 +189,8 @@ std::vector<Point> field_to_polygon(const Field field, const Layout layout)
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return corners;
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}
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HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout, SDL_Color color)
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: Grid(layout, color)
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HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout)
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: Grid(layout)
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{
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// first lower half, then upper half
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for (Sint16 x = -grid_radius; x <= grid_radius; x++)
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@ -114,27 +200,95 @@ HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout, SDL_Color color)
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for (Sint16 y = y_l; y <= y_u; y++)
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{
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Sint16 z = -x - y;
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this->fields.insert({x, y, z});
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Field new_field = {x, y, z};
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FieldMeta *meta = new FieldMeta(nullptr);
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this->fields.insert(new_field);
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std::pair<Field, FieldMeta *> field_pair(new_field, meta);
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this->fields_meta.insert(field_pair);
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}
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}
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}
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bool HexagonGrid::render(SDL_Renderer *renderer)
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{
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Field some_field = {0, 0, 0};
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std::vector<Point> polygon = field_to_polygon(some_field, this->layout);
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Point center = field_to_point(some_field, this->layout);
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assert(polygon.size() > 5);
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Sint16 vx[6];
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Sint16 vy[6];
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for (uint8_t i = 0; i < 6; i++)
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{
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vx[i] = (Sint16) (polygon[i].x - center.x);
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vy[i] = (Sint16) (polygon[i].y - center.y);
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}
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for (const Field &elem : this->fields)
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{
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std::vector<Point> polygon = field_to_polygon(elem, this->layout);
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assert(polygon.size() > 5);
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Sint16 vx[6];
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Sint16 vy[6];
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center = field_to_point(elem, this->layout);
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Sint16 x[6];
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Sint16 y[6];
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for (uint8_t i = 0; i < 6; i++)
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{
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vx[i] = (Sint16) polygon[i].x;
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vy[i] = (Sint16) polygon[i].y;
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x[i] = vx[i] + (Sint16) center.x;
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y[i] = vy[i] + (Sint16) center.y;
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}
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polygonRGBA(renderer, x, y, 6, 0xff, 0xff, 0xff, 0xff);
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if (elem == this->marker)
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{
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filledPolygonRGBA(renderer, x, y, 6, 0xff, 0x0, 0x0, 0xff);
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}
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const Sint16 x[6] = {vx[0], vx[1], vx[2], vx[3], vx[4], vx[5]};
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const Sint16 y[6] = {vy[0], vy[1], vy[2], vy[3], vy[4], vy[5]};
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aapolygonRGBA(renderer, x, y, 6, this->color.r, this->color.g, this->color.b, this->color.a);
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}
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return true;
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}
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void Grid::move(SDL_Point move)
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{
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this->set_origin(this->layout.origin + move);
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}
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void Grid::handle_event(SDL_Event *event)
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{
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if (event->type == SDL_MOUSEWHEEL)
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{
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SDL_Point mouse = {0, 0};
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SDL_GetMouseState(&mouse.x, &mouse.y);
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int scroll = event->wheel.y;
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Uint16 old_size = this->layout.size;
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SDL_Point old_origin = this->layout.origin;
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if (old_size + scroll < 10)
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{
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this->layout.size = 10;
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}
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else if (old_size + scroll > 100)
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{
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this->layout.size = 100;
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}
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else
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{
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this->layout.size += scroll;
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this->set_origin(old_origin + (10 * scroll * (old_origin - mouse) / !(old_origin - mouse)));
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}
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}
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if (event->type == SDL_MOUSEMOTION)
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{
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this->update_marker();
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}
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}
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void Grid::set_origin(SDL_Point dm)
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{
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this->layout.origin = dm;
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this->update_marker();
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}
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void Grid::update_marker()
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{
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SDL_Point m;
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SDL_GetMouseState(&(m.x), &(m.y));
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Point p = {0.0, 0.0};
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p.x = m.x;
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p.y = m.y;
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this->marker = point_to_field(p, this->layout);
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}
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@ -1,11 +1,32 @@
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#include <iostream>
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#include <stdexcept>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL2_gfxPrimitives.h>
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#include <cmath>
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#include <vector>
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#include <assert.h>
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#include <unordered_set>
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#include <unordered_map>
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#include "Player.hpp"
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SDL_Point operator+(SDL_Point left, SDL_Point right);
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SDL_Point operator-(SDL_Point left, SDL_Point right);
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SDL_Point operator*(SDL_Point left, SDL_Point right);
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SDL_Point operator/(SDL_Point left, SDL_Point right);
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SDL_Point operator/(SDL_Point left, SDL_Point right);
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SDL_Point operator*(int left, SDL_Point right);
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SDL_Point operator*(SDL_Point left, int right);
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SDL_Point operator/(SDL_Point left, int right);
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int operator!(SDL_Point left);
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#ifndef Point
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struct Point
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{ }
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};
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Point operator+(Point left, Point right);
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Point operator-(Point left, Point right);
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Point operator*(Point left, Point right);
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Point operator/(Point left, Point right);
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Point operator*(double left, Point right);
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Point operator*(Point left, double right);
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Point operator/(double left, Point right);
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Point operator/(Point left, double right);
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double operator!(Point left);
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#endif
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#ifndef Orientation
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@ -50,10 +89,10 @@ const Orientation flat_orientation = Orientation(3.0 / 2.0, 0.0, sqrt(3.0) / 2.0
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struct Layout
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{
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const Orientation orientation;
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const double size;
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const SDL_Point origin;
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Uint16 size;
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SDL_Point origin;
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Layout(Orientation orientation_, double size_, SDL_Point origin_)
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Layout(Orientation orientation_, Uint16 size_, SDL_Point origin_)
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: orientation(orientation_), size(size_), origin(origin_)
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{ }
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};
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struct Field
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{
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const Sint16 x, y, z;
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Sint16 x, y, z;
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Field(Sint16 x_, Sint16 y_, Sint16 z_) : x(x_), y(y_), z(z_)
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{
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Field point_to_field(Point point, const Layout layout);
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Point field_corner_offset(Uint8 corner, const Layout layout);
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Point field_corner_offset(int corner, const Layout layout);
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std::vector<Point> field_to_polygon(const Field field, const Layout layout);
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#ifndef FieldMeta
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class FieldMeta
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{
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private:
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Player *owner;
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public:
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FieldMeta(Player *owner_) : owner(owner_)
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{ }
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// Player *get_owner();
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// bool set_owner(Player *owner);
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};
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#endif
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#ifndef Grid
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class Grid
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{
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protected:
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std::unordered_set<Field> fields;
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SDL_Color color;
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std::unordered_map<Field, FieldMeta *> fields_meta;
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Layout layout;
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Field marker;
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public:
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Grid(Layout layout_, SDL_Color color_) : layout(layout_), color(color_)
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Grid(Layout layout_) : layout(layout_), marker(0, 0, 0)
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{
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this->fields = std::unordered_set<Field>();
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this->fields_meta = std::unordered_map<Field, FieldMeta *>();
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};
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~Grid()
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{
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for (const Field &elem : this->fields)
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{
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delete this->fields_meta.at(elem);
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}
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}
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void set_origin(SDL_Point origin);
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void move(SDL_Point move);
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void update_marker();
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virtual bool render(SDL_Renderer *renderer) = 0;
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void handle_event(SDL_Event *event);
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};
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#endif
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@ -143,8 +216,10 @@ public:
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class HexagonGrid : public Grid
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{
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private:
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Sint16 radius;
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public:
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HexagonGrid(Sint16 grid_radius, Layout layout, SDL_Color color);
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HexagonGrid(Sint16 grid_radius, Layout layout);
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bool render(SDL_Renderer *renderer);
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};
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114
src/Main.cpp
114
src/Main.cpp
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@ -1,4 +1,5 @@
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#include <string>
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#include <SDL_video.h>
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#include "Main.hpp"
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@ -9,9 +10,9 @@ void logSDLError(std::ostream &os, const std::string &msg)
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SDL_Window *init_window()
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{
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SDL_Window *window = SDL_CreateWindow("Hello World!", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH,
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SCREEN_HEIGHT, SDL_WINDOW_OPENGL);
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SCREEN_WIDTH, SCREEN_HEIGTH, SDL_WINDOW_OPENGL);
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if (window == NULL)
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{
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logSDLError(std::cout, "SDL_CreateWindow");
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@ -32,50 +33,120 @@ SDL_Renderer *init_renderer(SDL_Window *window)
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return renderer;
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}
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SDL_Surface *init_surface(int width, int height)
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void Timer::start_timer()
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{
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//SDL_Surface *surface = SDL_CreateRGBSurface(0, width, height, 32, rmask, gmask, bmask, amask);
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SDL_Surface *surface = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);
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if (surface == NULL)
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{
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logSDLError(std::cout, "SDL_CreateSurface");
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}
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return surface;
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this->timer_started = SDL_GetTicks();
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}
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SDL_Texture *init_texture(SDL_Renderer *renderer, SDL_Surface *surface)
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Uint32 Timer::get_timer()
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{
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (texture == NULL)
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Uint32 ticks_passed = SDL_GetTicks() - this->timer_started;
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return ticks_passed;
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}
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Uint32 Timer::reset_timer()
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{
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Uint32 ticks_passed = this->get_timer();
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this->timer_started = SDL_GetTicks();
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return ticks_passed;
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}
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void Game::toggle_fullscreen()
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{
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SDL_DisplayMode dm;
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SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(this->window), &dm);
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if (!this->full_screen)
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{
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logSDLError(std::cout, "SDL_CreateTexture");
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this->full_screen = true;
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SDL_SetWindowSize(this->window, dm.w, dm.h);
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SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
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}
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else
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{
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this->full_screen = false;
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SDL_SetWindowFullscreen(this->window, 0);
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SDL_SetWindowSize(this->window, SCREEN_WIDTH, SCREEN_HEIGTH);
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SDL_SetWindowPosition(this->window, dm.w / 4, dm.h / 4);
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}
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}
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void Game::handle_event(SDL_Event *event)
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{
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if (event->type == SDL_KEYDOWN)
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{
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SDL_Keycode key = event->key.keysym.sym;
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if (key == SDLK_w)
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this->move[0] = true;
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if (key == SDLK_a)
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this->move[1] = true;
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if (key == SDLK_s)
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this->move[2] = true;
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if (key == SDLK_d)
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this->move[3] = true;
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if (key == SDLK_f)
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{
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toggle_fullscreen();
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}
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if (key == SDLK_ESCAPE)
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{
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this->quit = true;
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}
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}
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if (event->type == SDL_KEYUP)
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{
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SDL_Keycode key = event->key.keysym.sym;
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if (key == SDLK_w)
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this->move[0] = false;
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if (key == SDLK_a)
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this->move[1] = false;
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if (key == SDLK_s)
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this->move[2] = false;
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if (key == SDLK_d)
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this->move[3] = false;
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}
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return texture;
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}
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int Game::game_loop()
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{
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bool quit = false;
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while (!quit)
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Timer *frame_timer = new Timer();
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frame_timer->start_timer();
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double fps;
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Uint32 frame_counter = 0;
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while (!this->quit)
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{
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if (frame_timer->get_timer() > 1000.0)
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{
|
||||
fps = frame_counter / (frame_timer->reset_timer() / 1000.0);
|
||||
frame_counter = 0;
|
||||
std::cout << fps << std::endl;
|
||||
}
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)
|
||||
{
|
||||
this->handle_event(&event);
|
||||
}
|
||||
if (event.type == SDL_QUIT)
|
||||
{
|
||||
quit = true;
|
||||
} else if (event.type == SDL_MOUSEBUTTONDOWN)
|
||||
break;
|
||||
}
|
||||
if (event.type == SDL_MOUSEMOTION || event.type == SDL_MOUSEWHEEL)
|
||||
{
|
||||
quit = true;
|
||||
grid->handle_event(&event);
|
||||
}
|
||||
}
|
||||
SDL_Point move_by = {(this->move[1] - this->move[3]) * 10, (this->move[0] - this->move[2]) * 10};
|
||||
this->grid->move(move_by);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
|
||||
this->grid->render(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
frame_counter++;
|
||||
}
|
||||
delete frame_timer;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -104,6 +175,9 @@ int main(int, char **)
|
|||
Game *game = new Game(window, renderer);
|
||||
int exit_status = game->game_loop();
|
||||
delete game;
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return exit_status;
|
||||
}
|
||||
|
||||
|
|
40
src/Main.hpp
40
src/Main.hpp
|
@ -4,12 +4,9 @@
|
|||
#include "GameMap.hpp"
|
||||
|
||||
#ifndef DEFAULTS
|
||||
const Sint16 GRID_SIZE = 20;
|
||||
const int SCREEN_WIDTH = 800;
|
||||
const int SCREEN_HEIGHT = 800;
|
||||
const SDL_Point CENTER = {SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2};
|
||||
const Layout LAYOUT = Layout(pointy_orientation, 20.0, CENTER);
|
||||
const Sint16 GRID_SIZE = 6;
|
||||
const SDL_Color COLOR = {0, 255, 255, 255};
|
||||
const int SCREEN_HEIGTH = 600;
|
||||
#endif
|
||||
|
||||
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
|
@ -24,25 +21,54 @@ Uint32 bmask = 0x00ff0000;
|
|||
Uint32 amask = 0xff000000;
|
||||
#endif
|
||||
|
||||
#ifndef Timer
|
||||
|
||||
//template <class T>
|
||||
class Timer
|
||||
{
|
||||
private:
|
||||
Uint32 timer_started;
|
||||
public:
|
||||
void start_timer();
|
||||
|
||||
Uint32 get_timer();
|
||||
|
||||
Uint32 reset_timer();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#ifndef Game
|
||||
class Game
|
||||
{
|
||||
private:
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
HexagonGrid *grid;
|
||||
bool move[4];
|
||||
bool full_screen;
|
||||
bool quit;
|
||||
public:
|
||||
Game(SDL_Window *window_, SDL_Renderer *renderer_)
|
||||
: window(window_), renderer(renderer_)
|
||||
{
|
||||
this->grid = new HexagonGrid(GRID_SIZE, LAYOUT, COLOR);
|
||||
Layout layout = {pointy_orientation, GRID_SIZE, {SCREEN_WIDTH / 2, SCREEN_HEIGTH / 2}};
|
||||
this->grid = new HexagonGrid(GRID_SIZE, layout);
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
this->move[i] = false;
|
||||
}
|
||||
this->quit = false;
|
||||
}
|
||||
|
||||
void toggle_fullscreen();
|
||||
|
||||
~Game()
|
||||
{
|
||||
delete this->grid;
|
||||
}
|
||||
|
||||
void handle_event(SDL_Event *event);
|
||||
int game_loop();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
#ifndef Player
|
||||
|
||||
struct Player
|
||||
{
|
||||
const SDL_Color color;
|
||||
const std::string name;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue