First test rendering / skelton Game Loop / utility Textureloader
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@@ -3,13 +3,162 @@
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#include <SDL2/SDL.h>
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#include "DarkRP2D.h"
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const int WIDTH = 800, HEIGHT = 600;
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#define GAME_NAME "DarkRP2D"
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const int SCREEN_WIDTH = 800, SCREEN_HEIGHT = 600;
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SDL_Window* gWindow = NULL; //The window we'll be rendering to
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SDL_Surface* gScreenSurface = NULL; //The surface contained by the window
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SDL_Renderer* gRenderer = NULL;
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DarkRP2D* darkRP2D = NULL;
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void PrintEvent(const SDL_Event *event) {
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if (event->type == SDL_WINDOWEVENT) {
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switch (event->window.event) {
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case SDL_WINDOWEVENT_SHOWN:
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SDL_Log("Window %d shown", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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SDL_Log("Window %d hidden", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_Log("Window %d exposed", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MOVED:
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SDL_Log("Window %d moved to %d,%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_RESIZED:
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SDL_Log("Window %d resized to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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SDL_Log("Window %d size changed to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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SDL_Log("Window %d minimized", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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SDL_Log("Window %d maximized", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_RESTORED:
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SDL_Log("Window %d restored", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_ENTER:
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SDL_Log("Mouse entered window %d",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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SDL_Log("Mouse left window %d", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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SDL_Log("Window %d gained keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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SDL_Log("Window %d lost keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_CLOSE:
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SDL_Log("Window %d closed", event->window.windowID);
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break;
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#if SDL_VERSION_ATLEAST(2, 0, 5)
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case SDL_WINDOWEVENT_TAKE_FOCUS:
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SDL_Log("Window %d is offered a focus", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_HIT_TEST:
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SDL_Log("Window %d has a special hit test", event->window.windowID);
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break;
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#endif
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default:
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SDL_Log("Window %d got unknown event %d",
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event->window.windowID, event->window.event);
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break;
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}
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}
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}
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bool init() {
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bool success = true;
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//Initialize SDL
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if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
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printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
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success = false;
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} else {
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//Create window
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gWindow = SDL_CreateWindow( GAME_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
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if( gWindow == NULL ) {
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printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
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success = false;
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} else {
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//Get window surface
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gScreenSurface = SDL_GetWindowSurface( gWindow );
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if( gScreenSurface == NULL )
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{
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printf( "ScreenSurface could not be fetched! SDL Error: %s\n", SDL_GetError() );
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success = false;
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}
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//Create renderer for window
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gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED );
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if( gRenderer == NULL )
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{
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printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() );
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success = false;
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}
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}
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}
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darkRP2D = new DarkRP2D();
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darkRP2D->create(gRenderer);
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return success;
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}
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void close() {
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darkRP2D->dispose();
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delete darkRP2D;
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SDL_DestroyRenderer( gRenderer );
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SDL_FreeSurface( gScreenSurface );
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SDL_DestroyWindow( gWindow );
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SDL_Quit();
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}
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int main(int argc, char *argv[]) {
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SDL_Init( SDL_INIT_EVERYTHING );
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//Initialization flag
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bool success = true;
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DarkRP2D* darkRP2D = new DarkRP2D();
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success = init();
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SDL_Quit( );
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return EXIT_SUCCESS;
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SDL_SetWindowResizable(gWindow, SDL_TRUE);
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//Main loop flag
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bool running = true;
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//Event handler
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SDL_Event e;
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//Main GameClass
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unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime;
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//While application is running
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while( running ) {
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currentTime = SDL_GetTicks();
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elapsedTime = currentTime - lastTime;
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//Handle events on queue
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while( SDL_PollEvent( &e ) != 0 ) {
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//User requests quit
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if( e.type == SDL_QUIT ) {
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running = false;
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}
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PrintEvent(&e);
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}
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darkRP2D->loop(elapsedTime);
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lastTime = currentTime;
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}
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close();
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return success;
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}
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