183 lines
4.6 KiB
C++
183 lines
4.6 KiB
C++
#include <string>
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#include <SDL_video.h>
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#include "Main.hpp"
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void logSDLError(std::ostream &os, const std::string &msg)
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{
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os << msg << " error:" << SDL_GetError() << std::endl;
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}
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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, 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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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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return window;
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}
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SDL_Renderer *init_renderer(SDL_Window *window)
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{
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == NULL)
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{
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logSDLError(std::cout, "SDL_CreateRenderer");
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}
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return renderer;
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}
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void Timer::start_timer()
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{
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this->timer_started = SDL_GetTicks();
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}
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Uint32 Timer::get_timer()
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{
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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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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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}
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int Game::game_loop()
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{
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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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{
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fps = frame_counter / (frame_timer->reset_timer() / 1000.0);
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frame_counter = 0;
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std::cout << fps << std::endl;
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}
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)
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{
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this->handle_event(&event);
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}
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if (event.type == SDL_QUIT)
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{
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quit = true;
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break;
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}
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if (event.type == SDL_MOUSEMOTION || event.type == SDL_MOUSEWHEEL)
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{
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grid->handle_event(&event);
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}
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}
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SDL_Point move_by = {(this->move[1] - this->move[3]) * 10, (this->move[0] - this->move[2]) * 10};
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this->grid->move(move_by);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
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this->grid->render(renderer);
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SDL_RenderPresent(renderer);
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frame_counter++;
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}
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delete frame_timer;
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return 0;
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}
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int main(int, char **)
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{
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if (SDL_Init(SDL_INIT_VIDEO) != 0)
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{
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logSDLError(std::cout, "SDL_init");
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return -1;
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}
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SDL_Window *window = init_window();
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if (!window)
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{
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SDL_DestroyWindow(window);
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SDL_Quit();
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return -1;
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}
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SDL_Renderer *renderer = init_renderer(window);
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if (!renderer)
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{
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return -1;
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}
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Game *game = new Game(window, renderer);
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int exit_status = game->game_loop();
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delete game;
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return exit_status;
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}
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