Started project, implemented keyboard and controller movement
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33 changed files with 931 additions and 73 deletions
79
main.cpp
79
main.cpp
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#include <iostream>
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL.h>
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#include <memory>
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#include "src/Game.h"
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int main(int argc, char **argv) {
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std::cout << "Hello, world!" << std::endl;
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Game * game = new Game();
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delete game;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("Witch-Game", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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*appstate = new Game(window, renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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Game* game = (Game*) appstate;
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switch(event->type)
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{
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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case SDL_EVENT_KEY_DOWN:
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game->HandleKeyboardInput(*event);
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break;
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case SDL_EVENT_KEY_UP:
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game->HandleKeyboardInput(*event);
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break;
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case SDL_EVENT_GAMEPAD_ADDED:
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game->AddGamepad(event->gdevice.which);
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break;
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case SDL_EVENT_GAMEPAD_REMOVED:
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game->RemoveGamepad(event->gdevice.which);
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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game->HandleGamepadButton(*event);
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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game->HandleGamepadButton(*event);
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break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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game->HandleGamepadAxis(*event);
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break;
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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Game* game = (Game*) appstate;
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game ->Run();
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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delete appstate;
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/* SDL will clean up the window/renderer for us. */
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}
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