#include #include #include #include #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) { 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 } clock_t clock_end = clock(); // provide a delay if needed, otherwise log a warning clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took 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 = NULL; //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 // initialize { int code = init(window, renderer, level); if (code != SUCCESS) exit(code); } bool quit = false; // 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)); // frees media and shuts down SDL close(window, renderer); return 0; }