more component stuff
This commit is contained in:
60
src/main.cpp
60
src/main.cpp
@@ -9,6 +9,8 @@
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include "GameState.h"
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_render.h>
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#include <string>
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@@ -20,66 +22,54 @@
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#include <memory>
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#include "components/PlayerGraphics.h"
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#include "components/PlayerInput.h"
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#include "Graphics.h"
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#include "GameObject.h"
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static SDL_Window *window = nullptr;
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static SDL_Renderer *renderer = nullptr;
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GameObject player(std::make_unique<PlayerGraphics>());
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Graphics graphics;
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GameObject player(
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std::make_unique<PlayerGraphics>(),
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std::make_unique<PlayerInput>()
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);
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struct state {
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Graphics graphics;
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/* Physics physics */
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};
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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static struct state state {
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Graphics("My Game")
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};
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*appstate = &state;
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/* Create the window */
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if (!SDL_CreateWindowAndRenderer("Hello World", 800, 600, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
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SDL_Log("Couldn't create window and renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_KEY_DOWN ||
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event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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auto state = player.processInput(event);
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if (GameState::STOPPING == state) {
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return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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std::string message("Hello World!");
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int w = 0, h = 0;
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float x, y;
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const float scale = 4.0f;
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auto game = static_cast<state*>(appstate);
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/* Center the message and scale it up */
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SDL_GetRenderOutputSize(renderer, &w, &h);
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SDL_SetRenderScale(renderer, scale, scale);
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x = ((w / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * message.length()) / 2;
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y = ((h / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2;
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SDL_FRect rect {
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.x = 30,
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.y = 30,
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.w = 100,
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.h = 100
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};
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/* Draw the message */
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SDL_SetRenderDrawColor(renderer, 0, 0, 200, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderDebugText(renderer, x, y, message.c_str());
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SDL_RenderPresent(renderer);
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player.update(game->graphics);
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game->graphics.show();
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return SDL_APP_CONTINUE;
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}
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