Witch-Game/main.cpp

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. */
}