Created
February 2, 2020 01:53
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int init() | |
{ | |
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) { | |
app.window = SDL_CreateWindow(GAME_TITLE, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, (int)SCREEN_WIDTH, (int)SCREEN_HEIGHT, 0); | |
if (app.window != NULL) { | |
app.renderer = SDL_CreateRenderer(app.window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); | |
// app.renderer = SDL_CreateRenderer(app.window, -1, SDL_RENDERER_ACCELERATED); | |
if (app.renderer != NULL) { | |
// @TODO: | |
// It'd be nice to get the screen width dynamically, in case it changes. | |
// This will also help us handle full screen better. | |
// It's not high priority yet though. | |
// SDL_GetWindowSize(app.window, app.screen_width, app.screen_height); | |
// SDL_Log("Screen width: %i\n", app.screen_width); | |
// SDL_Log("Screen height: %i\n", app.screen_height); | |
// SDL_SetWindowFullscreen(app.window, SDL_WINDOW_FULLSCREEN); | |
// SDL_SetWindowFullscreen(app.window, SDL_WINDOW_FULLSCREEN_DESKTOP); | |
// SDL_SetWindowFullscreen(app.window, 0); | |
SDL_RenderSetScale( | |
app.renderer, | |
SCALING, | |
SCALING); | |
SDL_Log("Basque started with %ix scaling.", SCALING); | |
// Set initial draw color: | |
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 0); | |
int flags = IMG_INIT_JPG | IMG_INIT_PNG; | |
int img_initted = IMG_Init(flags); | |
if ((img_initted & flags) != flags) { | |
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "IMG_Init: %s\n", IMG_GetError()); | |
} | |
if (DEBUG_MODE) { | |
if (TTF_Init() == 0) { | |
game.font = TTF_OpenFont(EDITOR_FONT, EDITOR_FONT_SIZE); | |
game.font_outline = TTF_OpenFont(EDITOR_FONT, EDITOR_FONT_SIZE); | |
TTF_SetFontOutline(game.font_outline, EDITOR_FONT_OUTLINE); | |
SDL_Color font_color = { 255, 255, 255, 255 }; | |
SDL_Color font_outline_color = { 10, 10, 10, 200 }; | |
SDL_Surface* font_outline_surface; | |
SDL_Surface* font_surface; | |
SDL_Rect font_rect; | |
char map_tile_str[TILE_CHAR_LIMIT]; | |
for (int tile_index = 0; tile_index < NUMBER_OF_TILES; tile_index++) { | |
snprintf(map_tile_str, sizeof(char[TILE_CHAR_LIMIT]), "%-3i", tile_index); | |
create_outlined_font(game, map_tile_str, font_outline_surface, font_surface, font_outline_color, font_color, font_rect); | |
game.editor.text_surfaces[tile_index] = font_outline_surface; | |
game.editor.text_textures[tile_index] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[tile_index]); | |
} | |
// Set empty column label: | |
snprintf(map_tile_str, sizeof(char[TILE_CHAR_LIMIT]), "%-3i", EMPTY_COLUMN); | |
create_outlined_font(game, map_tile_str, font_outline_surface, font_surface, font_outline_color, font_color, font_rect); | |
// game.editor.text_surfaces[EMPTY_COLUMN] = font_outline_surface; | |
// game.editor.text_textures[EMPTY_COLUMN] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[EMPTY_COLUMN]); | |
game.editor.text_surfaces[NUMBER_OF_TILES + EMPTY_COLUMN] = font_outline_surface; | |
game.editor.text_textures[NUMBER_OF_TILES + EMPTY_COLUMN] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[NUMBER_OF_TILES + EMPTY_COLUMN]); | |
// Set end of row label: | |
snprintf(map_tile_str, sizeof(char[TILE_CHAR_LIMIT]), "%-3i", END_OF_ROW); | |
create_outlined_font(game, map_tile_str, font_outline_surface, font_surface, font_outline_color, font_color, font_rect); | |
// game.editor.text_surfaces[END_OF_ROW] = font_outline_surface; | |
// game.editor.text_textures[END_OF_ROW] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[END_OF_ROW]); | |
game.editor.text_surfaces[NUMBER_OF_TILES + END_OF_ROW] = font_outline_surface; | |
game.editor.text_textures[NUMBER_OF_TILES + END_OF_ROW] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[NUMBER_OF_TILES + END_OF_ROW]); | |
SDL_FreeSurface(font_surface); | |
SDL_FreeSurface(font_outline_surface); | |
game.editor.layout_file_suffix = 0; | |
game.editor.selected_tile = EMPTY_COLUMN; | |
} else { | |
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "TTF_Init: %s\n", TTF_GetError()); | |
exit(2); | |
} | |
} | |
game.map.layout_file_base = MAP_LAYOUT_FILE_BASE; | |
game.map.layout_file = MAP_LAYOUT_FILE; | |
game.map.layout_modified_time = read_file_time(game.map.layout_file); | |
game.map.layout_modified_time = 0; | |
game.map.attributes_file = MAP_ATTRIBUTES_FILE; | |
game.map.attributes_modified_time = read_file_time(game.map.attributes_file); | |
game.map.attributes_modified_time = 0; | |
read_map_layout(&game); | |
read_map_attributes(&game); | |
prepare_scene(&app, &game); | |
generate_map(&app, &game); | |
handle_input(&app, &game); | |
} | |
} | |
} else { | |
printf("Unable to initialize SDL.\n"); | |
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Unable to initialize SDL: %s", SDL_GetError()); | |
return 1; | |
} | |
return 0; | |
} | |
///////////////////////////////////////////////////////////////////////////////////////// | |
int init_refactored() | |
{ | |
if (!(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0)) { | |
printf("Unable to initialize SDL.\n"); | |
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Unable to initialize SDL: %s", SDL_GetError()); | |
return 1; | |
} | |
app.window = SDL_CreateWindow(GAME_TITLE, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, (int) SCREEN_WIDTH, | |
(int) SCREEN_HEIGHT, 0); | |
if (!(app.window != NULL)) { | |
return 0; | |
} | |
app.renderer = SDL_CreateRenderer(app.window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); | |
// app.renderer = SDL_CreateRenderer(app.window, -1, SDL_RENDERER_ACCELERATED); | |
if (!(app.renderer != NULL)) { | |
return 0; | |
} | |
// @TODO: | |
// It'd be nice to get the screen width dynamically, in case it changes. | |
// This will also help us handle full screen better. | |
// It's not high priority yet though. | |
// SDL_GetWindowSize(app.window, app.screen_width, app.screen_height); | |
// SDL_Log("Screen width: %i\n", app.screen_width); | |
// SDL_Log("Screen height: %i\n", app.screen_height); | |
// SDL_SetWindowFullscreen(app.window, SDL_WINDOW_FULLSCREEN); | |
// SDL_SetWindowFullscreen(app.window, SDL_WINDOW_FULLSCREEN_DESKTOP); | |
// SDL_SetWindowFullscreen(app.window, 0); | |
SDL_RenderSetScale( | |
app.renderer, | |
SCALING, | |
SCALING); | |
SDL_Log("Basque started with %ix scaling.", SCALING); | |
// Set initial draw color: | |
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 0); | |
int flags = IMG_INIT_JPG | IMG_INIT_PNG; | |
int img_initted = IMG_Init(flags); | |
if ((img_initted & flags) != flags) { | |
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "IMG_Init: %s\n", IMG_GetError()); | |
} | |
if (DEBUG_MODE) { | |
if (!(TTF_Init() == 0)) { | |
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "TTF_Init: %s\n", TTF_GetError()); | |
exit(2); | |
} | |
game.font = TTF_OpenFont(EDITOR_FONT, EDITOR_FONT_SIZE); | |
game.font_outline = TTF_OpenFont(EDITOR_FONT, EDITOR_FONT_SIZE); | |
TTF_SetFontOutline(game.font_outline, EDITOR_FONT_OUTLINE); | |
SDL_Color font_color = {255, 255, 255, 255}; | |
SDL_Color font_outline_color = {10, 10, 10, 200}; | |
SDL_Surface *font_outline_surface; | |
SDL_Surface *font_surface; | |
SDL_Rect font_rect; | |
char map_tile_str[TILE_CHAR_LIMIT]; | |
for (int tile_index = 0; tile_index < NUMBER_OF_TILES; tile_index++) { | |
snprintf(map_tile_str, sizeof(char[TILE_CHAR_LIMIT]), "%-3i", tile_index); | |
create_outlined_font(game, map_tile_str, font_outline_surface, font_surface, | |
font_outline_color, font_color, font_rect); | |
game.editor.text_surfaces[tile_index] = font_outline_surface; | |
game.editor.text_textures[tile_index] = SDL_CreateTextureFromSurface(app.renderer, | |
game.editor.text_surfaces[tile_index]); | |
} | |
// Set empty column label: | |
snprintf(map_tile_str, sizeof(char[TILE_CHAR_LIMIT]), "%-3i", EMPTY_COLUMN); | |
create_outlined_font(game, map_tile_str, font_outline_surface, font_surface, font_outline_color, | |
font_color, font_rect); | |
// game.editor.text_surfaces[EMPTY_COLUMN] = font_outline_surface; | |
// game.editor.text_textures[EMPTY_COLUMN] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[EMPTY_COLUMN]); | |
game.editor.text_surfaces[NUMBER_OF_TILES + EMPTY_COLUMN] = font_outline_surface; | |
game.editor.text_textures[NUMBER_OF_TILES + EMPTY_COLUMN] = SDL_CreateTextureFromSurface( | |
app.renderer, game.editor.text_surfaces[NUMBER_OF_TILES + EMPTY_COLUMN]); | |
// Set end of row label: | |
snprintf(map_tile_str, sizeof(char[TILE_CHAR_LIMIT]), "%-3i", END_OF_ROW); | |
create_outlined_font(game, map_tile_str, font_outline_surface, font_surface, font_outline_color, | |
font_color, font_rect); | |
// game.editor.text_surfaces[END_OF_ROW] = font_outline_surface; | |
// game.editor.text_textures[END_OF_ROW] = SDL_CreateTextureFromSurface(app.renderer, game.editor.text_surfaces[END_OF_ROW]); | |
game.editor.text_surfaces[NUMBER_OF_TILES + END_OF_ROW] = font_outline_surface; | |
game.editor.text_textures[NUMBER_OF_TILES + END_OF_ROW] = SDL_CreateTextureFromSurface( | |
app.renderer, game.editor.text_surfaces[NUMBER_OF_TILES + END_OF_ROW]); | |
SDL_FreeSurface(font_surface); | |
SDL_FreeSurface(font_outline_surface); | |
game.editor.layout_file_suffix = 0; | |
game.editor.selected_tile = EMPTY_COLUMN; | |
} | |
game.map.layout_file_base = MAP_LAYOUT_FILE_BASE; | |
game.map.layout_file = MAP_LAYOUT_FILE; | |
game.map.layout_modified_time = read_file_time(game.map.layout_file); | |
game.map.layout_modified_time = 0; | |
game.map.attributes_file = MAP_ATTRIBUTES_FILE; | |
game.map.attributes_modified_time = read_file_time(game.map.attributes_file); | |
game.map.attributes_modified_time = 0; | |
read_map_layout(&game); | |
read_map_attributes(&game); | |
prepare_scene(&app, &game); | |
generate_map(&app, &game); | |
handle_input(&app, &game); | |
return 0; | |
} |
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