Files
breakout_clone/src/main.c
2025-01-25 16:21:23 +01:00

104 lines
2.2 KiB
C

#include "main.h"
#include <SDL.h>
#include <SDL_audio.h>
#include <SDL_error.h>
#include <SDL_events.h>
#include <SDL_keyboard.h>
#include <SDL_render.h>
#include <SDL_video.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "errors.h"
#include "game/level.h"
#include "window/audio.h"
#include "window/renderer.h"
#ifdef __EMSCRIPTEN__ // for web builds
#include <emscripten.h>
#endif
bool playing = true;
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
Level* level = NULL;
// handles game application initialisation
static void init(void) {
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
error(FAILURE_SDL_INIT, "SDL could not initialize! SDL Error: %s", SDL_GetError());
return;
}
// initialize the renderer
if (renderer_init(&window, &renderer) < 0) {
error(FAILURE_SDL_RENDERER, SDL_GetError());
return;
}
// initialize level
level = malloc(sizeof(Level));
level_init(level);
// initialize audio
level->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
level->bounce_sfx = audio_load_wav(level->audio_device, "./bounce.wav");
}
// handles game application updating
static void update(void) {
// update the input
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
exit(SUCCESS);
break;
}
}
}
// preform updates
level_update(level, SDL_GetKeyboardState(NULL));
renderer_update(&(RenderData){window, renderer, level});
}
// handles game application quitting
void stop(void) {
playing = false;
#if __EMSCRIPTEN__
emscripten_cancel_main_loop();
#endif
}
// entry point of the application
int main(int argc, char** argv) {
(void)argc;
(void)argv;
init();
#if __EMSCRIPTEN__
emscripten_set_main_loop(update, 0, 1);
#else
while (playing)
update();
#endif
// cleanup of resources
SDL_FreeWAV(level->bounce_sfx.buffer);
SDL_CloseAudioDevice(level->audio_device->id);
free(level);
SDL_Quit();
return 0;
}