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#include <time.h>
#include <SDL/SDL.h>
#include <iostream>
#include <sstream>
#include <string>
#include "Config.h"
#include "Simulation.h"
#include "Renderer.h"
#include "Graphics.h"
#include "Air.h"
#include "interface/Engine.h"
#include "interface/Button.h"
#include "interface/Sandbox.h"
#include "interface/Panel.h"
#include "interface/ControlFactory.h"
#include "interface/Point.h"
#include "interface/Label.h"
#include "GameSession.h"
using namespace std;
SDL_Surface * SDLOpen()
{
#if defined(WIN32) && defined(WINCONSOLE)
FILE * console = fopen("CON", "w" );
#endif
if (SDL_Init(SDL_INIT_VIDEO)<0)
{
fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
return 0;
}
#if defined(WIN32) && defined(WINCONSOLE)
//On Windows, SDL redirects stdout to stdout.txt, which can be annoying when debugging, here we redirect back to the console
if (console)
{
freopen("CON", "w", stdout);
freopen("con", "w", stderr);
fclose(console);
}
#endif
atexit(SDL_Quit);
return SDL_SetVideoMode(XRES + BARSIZE, YRES + MENUSIZE, 32, SDL_SWSURFACE);
}
int SDLPoll(SDL_Event * event)
{
event->type = 0;
while (SDL_PollEvent(event))
{
switch (event->type)
{
case SDL_QUIT:
return 1;
}
}
return 0;
}
int main(int argc, char * argv[])
{
int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
float fps, fpsLimit, delta;
//Renderer * ren;
//Simulation * sim = new Simulation();
//ren = new Renderer(g, sim);
GameSession * gameSession = new GameSession();
ui::Engine * engine = &ui::Engine::Ref();//new ui::Engine();
ui::State * engineState = new ui::State();
ui::Sandbox * sandbox = new ui::Sandbox();
ui::Button * button = new ui::Button(ui::Point(100, 100), ui::Point(100, 100), std::string("poP"));
ui::Label * fpsLabel = new ui::Label(ui::Point(2, 2), ui::Point(200, 14), std::string("FPS: 0"));
engine->Begin(XRES, YRES, SDLOpen());
engine->SetState(engineState);
engineState->AddComponent(fpsLabel);
engineState->AddComponent(sandbox);
engineState->AddComponent(button);
//window->Add(ControlFactory::MainMenu(gameSession, 0, 0, 200, 200));
SDL_Event event;
while(!SDLPoll(&event))
{
//mouseButton = SDL_GetMouseState(&mouseX, &mouseY);
switch(event.type)
{
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
break;
case SDL_MOUSEMOTION:
engine->onMouseMove(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
engine->onMouseClick(event.motion.x, event.motion.y, event.button.button);
break;
case SDL_MOUSEBUTTONUP:
engine->onMouseUnclick(event.motion.x, event.motion.y, event.button.button);
break;
}
fpsLabel->LabelText = "";
stringstream fpsText;
fpsText << "FPS: " << fps;
fpsLabel->LabelText = fpsText.str();
engine->Tick(delta);
engine->Draw();
currentFrame++;
currentTime = SDL_GetTicks();
elapsedTime = currentTime - lastTime;
if(elapsedTime>=1000)
{
fps = (((float)currentFrame)/((float)elapsedTime))*1000.0f;
currentFrame = 0;
lastTime = currentTime;
delta = 60.0f/fps;
}
}
}
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