moved everything to src/

This commit is contained in:
Quinn
2024-06-10 20:34:28 +02:00
parent ea38499178
commit d28ebc81dd
8 changed files with 0 additions and 0 deletions

93
src/main.c Normal file
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#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdio.h>
#include <time.h>
#include "error_codes.h"
#include "renderer.h"
#include "level.h"
#define UPDATES_PER_SEC 50
#define CLOCKS_PER_UPDATE (CLOCKS_PER_SEC / UPDATES_PER_SEC)
#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
// initializes the game
static int init(SDL_Window** window, SDL_Renderer** renderer, Level* level) {
level_init(level);
return renderer_init(window, renderer);
}
// called on each game update
static bool update(Level* level, bool* keys, RenderData* render_data) {
const clock_t clock_start = clock();
//update the event keys
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
return false;
break;
case SDL_KEYDOWN:
keys[e.key.keysym.sym] = true;
break;
case SDL_KEYUP:
keys[e.key.keysym.sym] = false;
break;
}
}
}
// preform updates
{
level_update(level, keys); //update the level
renderer_update(render_data); //update the render
}
const clock_t clock_end = clock();
// provide a delay if needed, otherwise log a warning
const clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
const int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
if (remaining_ms < 0) {
(void)printf("delay between updates was %dms too long.", -remaining_ms);
}
else {
SDL_Delay(remaining_ms); // wait the time in ms
}
return true;
}
// cleans up resources
static void close(SDL_Window* window, SDL_Renderer* renderer) {
renderer_destroy(window, renderer);
}
// entry-point of the application
int main(void) {
Level level = { 0 }; //stores the game's state
SDL_Window* window = NULL; //the window that is given to the OS
SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
bool keys[322] = { 0 }; //stores the key states TODO: find a better method than to use 322 bytes
// initialize
{
const int code = init(&window, &renderer, &level);
if (code != SUCCESS)
exit(code);
}
// TEMP: tell me that the program has been initialized
(void)printf("initialized!\n");
// game-loop
RenderData render_data = { window, renderer, &level }; //contains the data which is used to render the game
while (update(&level, keys, &render_data) && (level.stop == false));
// frees media and shuts down SDL
close(window, renderer);
return 0;
}