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main.cpp
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#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <string.h>
#include <SDL.h>
#include "game.h"
#include "sprite.h"
#include "font.h"
#include "main.h"
static void init(Game *game)
{
if (game)
{
if (!game->load_data(DATAFILE))
{
game->new_stage();
}
}
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void quit(int rc, Game *game)
{
if (game)
{
game->save_data(DATAFILE);
delete game;
}
exit(rc);
}
void drawLine(SDL_Renderer* renderer, const Game &game, const Picture& a, const Picture& b, SDL_Rect &canvasRect, SDL_Rect &viewRect)
{
float x_percent = (float)canvasRect.w / (float)viewRect.w;
float y_percent = (float)canvasRect.h / (float)viewRect.h;
int x1 = (int)(canvasRect.x + x_percent * (game.marginX + a.x * game.blockWidth + game.blockWidth / 2));
int y1 = (int)(canvasRect.y + y_percent * (game.marginY + a.y * game.blockHeight + game.blockHeight / 2));
int x2 = (int)(canvasRect.x + x_percent * (game.marginX + b.x * game.blockWidth + game.blockWidth / 2));
int y2 = (int)(canvasRect.y + y_percent * (game.marginY + b.y * game.blockHeight + game.blockHeight / 2));
SDL_SetRenderDrawColor(renderer, 0xff, 0x00, 0x00, 0xff);
SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
}
void fillRect(SDL_Renderer* renderer, SDL_Rect *rect)
{
SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
SDL_RenderFillRect(renderer, rect);
}
void drawButton(SDL_Renderer *renderer, Font &font, const char *text, int dx, int dy, int dw, int dh, SDL_Rect &canvasRect, SDL_Rect &viewRect)
{
float x_percent = (float)canvasRect.w / (float)viewRect.w;
float y_percent = (float)canvasRect.h / (float)viewRect.h;
int bx = (int)(canvasRect.x + x_percent * dx);
int by = (int)(canvasRect.y + y_percent * dy);
int bw = (int)(dw * x_percent);
int bh = (int)(dh * y_percent);
SDL_Rect destRect = {bx, by, bw, bh};
SDL_SetRenderDrawColor(renderer, 0xCC, 0xCC, 0xCC, 0xff);
SDL_RenderFillRect(renderer, &destRect);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xff);
SDL_RenderDrawRect(renderer, &destRect);
int textHeight = Font::GLYPH_SIZE_SCREEN;
int textWidth = SDL_strlen(text) * Font::GLYPH_SIZE_SCREEN;
int textX = dx + (dw - textWidth) / 2;
int textY = dy + (dh - textHeight) / 2;
font.drawString(renderer, text, textX, textY, false, canvasRect, viewRect);
}
void drawBox(SDL_Renderer *renderer, const Game &game, SDL_Rect &canvasRect, SDL_Rect &viewRect)
{
if (game.preClickX > 0 && game.preClickY > 0)
{
int px = (game.preClickX - Game::marginX) / game.blockWidth;
int py = (game.preClickY - Game::marginY) / game.blockHeight;
if (px > 0 && px < game.lenx && py >= 0 && py < game.leny)
{
int dx = game.marginX + px * game.blockWidth;
int dy = game.marginY + py * game.blockHeight;
int dw = game.blockWidth;
int dh = game.blockHeight;
float x_percent = (float)canvasRect.w / (float)viewRect.w;
float y_percent = (float)canvasRect.h / (float)viewRect.h;
int bx = (int)(canvasRect.x + x_percent * dx);
int by = (int)(canvasRect.y + y_percent * dy);
int bw = (int)(dw * x_percent);
int bh = (int)(dh * y_percent);
SDL_Rect destRect = {bx, by, bw, bh};
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xff, 0xff);
SDL_RenderDrawRect(renderer, &destRect);
}
}
}
Uint32 _timerTestCallback(Uint32 interval, void *param)
{
SDL_Log("_timerTestCallback");
return interval;
}
void handleMouseButtonDown(int x, int y, Game *game)
{
//SDL_Log("mouse down : %d, %d", x, y);
if (!game->show_menu)
{
game->on_point_down(x, y);
}
else
{
if (x > game->buttonX && x < game->buttonX + game->buttonW)
{
if (y > game->buttonY - 2 * game->buttonH &&
y < game->buttonY - 2 * game->buttonH + game->buttonH)
{
SDL_Log("button1 down : return");
game->show_menu = false;
}
else if (y > game->buttonY &&
y < game->buttonY + game->buttonH)
{
SDL_Log("button2 down : new");
game->new_stage();
game->show_menu = false;
}
else if (y > game->buttonY + 2 * game->buttonH &&
y < game->buttonY + 2 * game->buttonH + game->buttonH)
{
SDL_Log("button3 down : exit");
quit(0, game);
}
}
}
}
void render(SDL_Renderer *renderer, SDL_Window *window, Game &game, Sprite** sprites, int sprites_size, Font &font, SDL_Rect &canvasRect, SDL_Rect &viewRect)
{
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
int w, h;
SDL_GetWindowSize(window, &w, &h);
//x = w/2 - sprite.w/2;
//y = h/2 - sprite.h/N /2;
if (w > 0 && h > 0)
{
float dx, dy, dw, dh;
float sw = VIEW_WIDTH;
float sh = VIEW_HEIGHT;
if (sw / w > sh / h) {
dh = sh / sw * w;
dw = w;
} else {
dw = sw / sh * h;
dh = h;
}
dx = 0 + w / 2 - dw / 2;
dy = 0 + h / 2 - dh / 2;
canvasRect.x = (int)dx;
canvasRect.y = (int)dy;
canvasRect.w = (int)dw;
canvasRect.h = (int)dh;
fillRect(renderer, &canvasRect);
int i, j;
for (i = 0; i < game.leny; ++i)
{
for (j = 0; j < game.lenx; ++j)
{
if (game.picArray[i][j].visible == true) {
sprites[game.stage % sprites_size]->draw(renderer, game.picArray[i][j].type, Game::N,
game.marginX + j * game.blockWidth,
game.marginY + i * game.blockHeight,
game.blockWidth, game.blockHeight,
canvasRect, viewRect);
}
}
}
//draw(window, renderer, sprite, 1, x, y);
//drawLine(renderer, game.picArray[0][0], game.picArray[0][1]);
for (i = 0; i < game.linesSize; i++)
{
int x1 = game.lines[i].x1;
int y1 = game.lines[i].y1;
int x2 = game.lines[i].x2;
int y2 = game.lines[i].y2;
drawLine(renderer, game,
game.picArray[y1][x1],
game.picArray[y2][x2],
canvasRect, viewRect);
}
char str[255] = "";
sprintf(str, "SCORE:%d STAGE:%d", game.score, game.stage);
font.drawString(renderer, str,
Game::marginX, VIEW_HEIGHT - Font::GLYPH_SIZE_SCREEN - 3,
false, canvasRect, viewRect);
drawBox(renderer, game, canvasRect, viewRect);
if (game.show_menu)
{
game.buttonX = VIEW_WIDTH / 4;
game.buttonY = (VIEW_HEIGHT - Font::GLYPH_SIZE_SCREEN) / 2;
game.buttonH = Font::GLYPH_SIZE_SCREEN * 2;
game.buttonW = VIEW_WIDTH / 2;
drawButton(renderer, font, "RETURN",
game.buttonX, game.buttonY - game.buttonH * 2,
game.buttonW, game.buttonH,
canvasRect, viewRect);
drawButton(renderer, font, "NEW",
game.buttonX, game.buttonY,
game.buttonW, game.buttonH,
canvasRect, viewRect);
drawButton(renderer, font, "EXIT",
game.buttonX, game.buttonY + game.buttonH * 2,
game.buttonW, game.buttonH,
canvasRect, viewRect);
}
}
/* Update the screen! */
SDL_RenderPresent(renderer);
}
int main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
Uint32 startFrame, endFrame, delay;
Game *game = new Game();
#ifdef __ANDROID__
//SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles");
#endif
#if USE_TIMER
if (SDL_Init(SDL_INIT_TIMER) != 0)
{
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
quit(2, game);
}
#endif
if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0)
{
quit(2, game);
}
init(game);
Font font(DATAPATH "kromasky_16x16.bmp", renderer);
//Sprite sprite(DATAPATH /*"image.bmp"*/ "click1.bmp", renderer);
Sprite spriteSport(DATAPATH "sport.bmp", renderer);
if (spriteSport.texture == NULL)
{
SDL_Log("load sport.bmp failed");
quit(2, game);
}
Sprite spriteFruit(DATAPATH "fruit.bmp", renderer);
if (spriteFruit.texture == NULL)
{
SDL_Log("load fruit.bmp failed");
quit(2, game);
}
Sprite spriteFood(DATAPATH "food.bmp", renderer);
if (spriteFood.texture == NULL)
{
SDL_Log("load food.bmp failed");
quit(2, game);
}
Sprite spriteAnimal(DATAPATH "animal.bmp", renderer);
if (spriteAnimal.texture == NULL)
{
SDL_Log("load animal.bmp failed");
quit(2, game);
}
const int sprites_size = 4;
Sprite *sprites[sprites_size] = {&spriteSport, &spriteFruit, &spriteFood, &spriteAnimal};
#if USE_TIMER
Uint32 interval = 500;
SDL_AddTimer(interval, _timerTestCallback, NULL);
#endif
/* Main render loop */
Uint8 done = 0;
SDL_Event event;
SDL_Rect canvasRect = {0, 0, VIEW_WIDTH, VIEW_HEIGHT};
SDL_Rect viewRect = {0, 0, VIEW_WIDTH, VIEW_HEIGHT};
//paint_black(picArray[0][0]);
while(!done)
{
int px, py;
float x_percent = (float)canvasRect.w / (float)viewRect.w;
float y_percent = (float)canvasRect.h / (float)viewRect.h;
startFrame = SDL_GetTicks();
/* Check for events */
while(SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_MOUSEBUTTONDOWN:
{
int x, y;
SDL_GetMouseState(&x, &y);
SDL_Log("Mouse: button %d pressed at %d,%d in window %d",
event.button.button, event.button.x, event.button.y,
event.button.windowID);
px = (int)((x - canvasRect.x) / x_percent);
py = (int)((y - canvasRect.y) / y_percent);
handleMouseButtonDown(px, py, game);
}
break;
case SDL_FINGERDOWN:
{
SDL_Log("Finger: %s touch=%ld, finger=%ld, x=%f, y=%f, dx=%f, dy=%f, pressure=%f",
(event.type == SDL_FINGERDOWN) ? "down" : "up",
(long) event.tfinger.touchId,
(long) event.tfinger.fingerId,
event.tfinger.x, event.tfinger.y,
event.tfinger.dx, event.tfinger.dy, event.tfinger.pressure);
px = (int)((event.tfinger.x - canvasRect.x) / x_percent);
py = (int)((event.tfinger.y - canvasRect.y) / y_percent);
handleMouseButtonDown(px, py, game);
}
break;
case SDL_KEYDOWN:
SDL_Log("Keyboard: key pressed in window %d: scancode 0x%08X = %s, keycode 0x%08X = %s",
event.key.windowID,
event.key.keysym.scancode,
SDL_GetScancodeName(event.key.keysym.scancode),
event.key.keysym.sym, SDL_GetKeyName(event.key.keysym.sym));
switch (event.key.keysym.sym)
{
case SDLK_AC_BACK:
case SDLK_ESCAPE:
//done = 1;
game->show_menu = !game->show_menu;
break;
}
break;
case SDL_QUIT:
SDL_Log("SDL_QUIT");
done = 1;
quit(0, game);
break;
case SDL_APP_WILLENTERBACKGROUND:
SDL_Log("SDL_APP_WILLENTERBACKGROUND");
done = 1;
quit(0, game);
break;
default:
//SDL_Log("default event : %d ", event.type);
break;
}
}
//SDL_Log("render", event.type);
render(renderer, window, *game, sprites, 4, font, canvasRect, viewRect);
endFrame = SDL_GetTicks();
delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
if (delay < 0) {
delay = 0;
SDL_Log("delay == 0");
} else if (delay > MILLESECONDS_PER_FRAME) {
delay = MILLESECONDS_PER_FRAME;
}
SDL_Delay(delay);
}
quit(0, game);
return 0;
}