Files
breakout_clone/main.c
2024-06-10 14:07:54 +02:00

95 lines
2.7 KiB
C

#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) {
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;
}