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#include <time.h>
#include <SDL/SDL.h>
#include "Config.h"
#include "Simulation.h"
#include "Renderer.h"
#include "Graphics.h"
#include "Air.h"
#include "interface/Window.h"
#include "interface/Button.h"
#include "interface/Sandbox.h"
SDL_Surface * SDLOpen()
{
if (SDL_Init(SDL_INIT_VIDEO)<0)
{
fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
return 0;
}
atexit(SDL_Quit);
return SDL_SetVideoMode(XRES + BARSIZE, YRES + MENUSIZE, 32, SDL_SWSURFACE);
}
int SDLPoll(SDL_Event * event)
{
while (SDL_PollEvent(event))
{
switch (event->type)
{
case SDL_QUIT:
return 1;
}
}
return 0;
}
int main(int argc, char * argv[])
{
int mouseX, mouseY, mouseButton, lastMouseButton;
//Renderer * ren;
Graphics * g = new Graphics();
g->AttachSDLSurface(SDLOpen());
//Simulation * sim = new Simulation();
//ren = new Renderer(g, sim);
ui::Window * window = new ui::Window();
ui::Sandbox * sandbox = new ui::Sandbox();
ui::Button * button = new ui::Button(100, 100, 100, 100, "poP");
window->Add(sandbox);
window->Add(button);
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:
window->OnMouseMove(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
window->OnMouseDown(event.motion.x, event.motion.y, event.button.button);
break;
case SDL_MOUSEBUTTONUP:
window->OnMouseUp(event.motion.x, event.motion.y, event.button.button);
break;
}
window->Tick(1.0f);
window->Draw(g);
/*sim->update_particles();
sim->air->update_air();
mouseButton = SDL_GetMouseState(&mouseX, &mouseY);
if(mouseButton)
{
sim->create_parts(mouseX, mouseY, 4, 4, (rand()%4)+1, 0);
}
if(mouseButton==4 && !lastMouseButton)
{
sim->sys_pause = !sim->sys_pause;
}
//ren->render_parts();
//ren->render_fire();
ren->g->clearrect(0, 0, XRES+BARSIZE, YRES+MENUSIZE);*/
g->Blit();
g->Clear();
}
}
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