77 lines
No EOL
2.3 KiB
C++
77 lines
No EOL
2.3 KiB
C++
#define SDL_MAIN_USE_CALLBACKS
|
|
#include <SDL3/SDL_main.h>
|
|
#include <SDL3/SDL.h>
|
|
#include <memory>
|
|
#include "src/Game.h"
|
|
|
|
/* This function runs once at startup. */
|
|
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|
{
|
|
SDL_Window *window = NULL;
|
|
SDL_Renderer *renderer = NULL;
|
|
SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling");
|
|
|
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
|
|
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
if (!SDL_CreateWindowAndRenderer("Witch-Game", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
|
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
*appstate = new Game(window, renderer);
|
|
|
|
|
|
return SDL_APP_CONTINUE; /* carry on with the program! */
|
|
}
|
|
|
|
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
|
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|
{
|
|
Game* game = (Game*) appstate;
|
|
switch(event->type)
|
|
{
|
|
case SDL_EVENT_QUIT:
|
|
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
|
case SDL_EVENT_KEY_DOWN:
|
|
game->HandleKeyboardInput(*event);
|
|
break;
|
|
case SDL_EVENT_KEY_UP:
|
|
game->HandleKeyboardInput(*event);
|
|
break;
|
|
case SDL_EVENT_GAMEPAD_ADDED:
|
|
game->AddGamepad(event->gdevice.which);
|
|
break;
|
|
case SDL_EVENT_GAMEPAD_REMOVED:
|
|
game->RemoveGamepad(event->gdevice.which);
|
|
break;
|
|
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
|
game->HandleGamepadButton(*event);
|
|
break;
|
|
case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
|
game->HandleGamepadButton(*event);
|
|
break;
|
|
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
|
|
game->HandleGamepadAxis(*event);
|
|
break;
|
|
}
|
|
return SDL_APP_CONTINUE; /* carry on with the program! */
|
|
}
|
|
|
|
/* This function runs once per frame, and is the heart of the program. */
|
|
SDL_AppResult SDL_AppIterate(void *appstate)
|
|
{
|
|
Game* game = (Game*) appstate;
|
|
game ->Run();
|
|
|
|
return SDL_APP_CONTINUE; /* carry on with the program! */
|
|
}
|
|
|
|
/* This function runs once at shutdown. */
|
|
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
|
{
|
|
delete (Game*)appstate;
|
|
/* SDL will clean up the window/renderer for us. */
|
|
} |