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Old-main.cpp
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Old-main.cpp
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// Includes
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <string>
// Global Constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
// Gloabal variables
// The window we will be rendering to
SDL_Window* gWindow = NULL;
//The window renderer
SDL_Renderer* gRenderer = NULL;
//Globally used font
TTF_Font* gFont = NULL;
//Button constants
const int BUTTON_WIDTH = 300;
const int BUTTON_HEIGHT = 200;
const int TOTAL_BUTTONS = 4;
enum LButtonSprite
{
BUTTON_SPRITE_MOUSE_OUT = 0,
BUTTON_SPRITE_MOUSE_OVER_MOTION = 1,
BUTTON_SPRITE_MOUSE_DOWN = 2,
BUTTON_SPRITE_MOUSE_UP = 3,
BUTTON_SPRITE_TOTAL = 4
};
// Forward Declarations
// Starts up SDL and creates a window
bool init();
// Loads media
bool loadMedia();
//Frees media and shuts down SDL
void close();
//Classes
//Texture wrapper class
class LTexture
{
public:
//Initializes variables
LTexture();
//Deallocates memory
~LTexture();
//Loads image at specified path
bool loadFromFile( std::string path );
#ifdef _SDL_TTF_H
//Creates image from font string
bool loadFromRenderedText( std::string textureText, SDL_Color textColor );
#endif
//Deallocates texture
void free();
//Set color modulation
void setColor( Uint8 red, Uint8 green, Uint8 blue );
//Set blending mode
void setBlendMode( SDL_BlendMode blending );
//Set alpha modulation
void setAlpha( Uint8 alpha );
//Renders texture at given point
void render( int x, int y, SDL_Rect* clip = NULL, double angle = 0.0, SDL_Point* center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE );
//Gets image dimensions
int getWidth();
int getHeight();
private:
//The actual hardware texture
SDL_Texture* mTexture;
//Image dimensions
int mWidth;
int mHeight;
};
//The mouse button
class LButton
{
public:
//Initializes internal variables
LButton();
//Sets top left position
void setPosition( int x, int y );
//Handles mouse event
void handleEvent(SDL_Event* e );
//Shows button sprite
void render();
private:
//Top left position
SDL_Point mPosition;
//Currently used global sprite
LButtonSprite mCurrentSprite;
};
//textures
LTexture gButtonSpriteSheetTexture;
SDL_Rect gSpriteClips[ BUTTON_SPRITE_TOTAL ];
//Buttons objects
LButton gButtons[ TOTAL_BUTTONS ];
int main(int argc, char* args[] )
{
//Start SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//load media
loadMedia();
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) !=0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle button events
for( int i = 0; i < TOTAL_BUTTONS; i++ )
{
gButtons[ i ].handleEvent( &e );
}
}
//Clear the screen
SDL_SetRenderDrawColor( gRenderer, 0xff, 0xff, 0xff, 0xff );
SDL_RenderClear( gRenderer );
//Render buttons
for(int i = 0; i < TOTAL_BUTTONS; i++ )
{
gButtons[ i ].render();
}
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
bool init()
{
//Initiaslization flag
bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not intialize! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create Window
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( gWindow == NULL)
{
printf( "Window could not be created!! SDL_Error:%s\n", SDL_GetError() );
success = false;
}
else
{
//Create renderer for window
gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
if( gRenderer == NULL)
{
printf( "Renderer could not be created! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Initialize renderer colour
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
//Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if ( !( IMG_Init( imgFlags ) & imgFlags ) )
{
printf( "SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError() );
success = false;
}
//Initialize SDL_TTF
if( TTF_Init() == -1 )
{
printf( "SDL_ttf could not initialize! SDL_ttf Error:%s\n", TTF_GetError() );
success = false;
}
}
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load sprites
if( !gButtonSpriteSheetTexture.loadFromFile( "images/button.png" ))
{
printf( "Unable to load button sprite sheet texture!\n");
success = false;
}
else
{
//Set sprites
for( int i = 0; i < BUTTON_SPRITE_TOTAL; ++i )
{
gSpriteClips[i].x = 0;
gSpriteClips[i].y = i * 200;
gSpriteClips[i].w = BUTTON_WIDTH;
gSpriteClips[i].h = BUTTON_HEIGHT;
}
//Set buttons in corners
gButtons[0].setPosition( 0, 0 );
gButtons[1].setPosition( SCREEN_WIDTH - BUTTON_WIDTH, 0 );
gButtons[2].setPosition( 0, SCREEN_HEIGHT - BUTTON_HEIGHT );
gButtons[3].setPosition( SCREEN_WIDTH - BUTTON_WIDTH, SCREEN_HEIGHT - BUTTON_HEIGHT );
}
return success;
}
void close()
{
//Free global font
TTF_CloseFont( gFont );
gFont = NULL;
//destroy window
SDL_DestroyRenderer( gRenderer );
SDL_DestroyWindow( gWindow );
gWindow = NULL;
gRenderer = NULL;
//quit SDL subsystems
TTF_Quit();
IMG_Quit();
SDL_Quit();
}
LTexture::LTexture()
{
//Initialize
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
LTexture::~LTexture()
{
//Deallocate
free();
}
bool LTexture::loadFromFile( std::string path )
{
//Get rid of preexisting texture
free();
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
if( loadedSurface == NULL )
{
printf( "Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError() );
}
else
{
//Color key image
SDL_SetColorKey( loadedSurface, SDL_TRUE, SDL_MapRGB( loadedSurface->format, 0, 0xff, 0xff ) );
//Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface( gRenderer, loadedSurface );
if( newTexture == NULL )
{
printf( "Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
}
else
{
//Get image dimensions
mWidth = loadedSurface->w;
mHeight = loadedSurface->h;
}
//Get rid of old loaded surface
SDL_FreeSurface( loadedSurface );
}
//Return success
mTexture = newTexture;
return mTexture != NULL;
}
#ifdef _SDL_TTF_H
bool LTexture::loadFromRenderedText( std::string textureText, SDL_Color textColor )
{
//Get rid of preexisting texture
free();
//Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
if( textSurface == NULL )
{
printf( "unable to render text surface! SDL_ttf Error:%s\n", SDL_GetError() );
}
else
{
//Create texture from surface pixels
mTexture = SDL_CreateTextureFromSurface( gRenderer, textSurface );
if( mTexture == NULL )
{
printf( "Unable to create texture from rendered text! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Get image dimensions
mWidth = textSurface->w;
mHeight = textSurface->h;
}
//Get rid of old surface
SDL_FreeSurface( textSurface );
}
//Return success
return mTexture != NULL;
}
#endif // _SDL_TTF_H
void LTexture::free()
{
//Free Texture if it exists
if( mTexture != NULL )
{
SDL_DestroyTexture( mTexture );
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
}
void LTexture::setColor( Uint8 red, Uint8 green, Uint8 blue )
{
//Modulate texture
SDL_SetTextureColorMod( mTexture, red, green, blue );
}
void LTexture::setBlendMode( SDL_BlendMode blending )
{
SDL_SetTextureBlendMode( mTexture, blending );
}
void LTexture::setAlpha( Uint8 alpha )
{
//Modulate texture alpha
SDL_SetTextureAlphaMod( mTexture, alpha );
}
void LTexture::render( int x, int y, SDL_Rect* clip, double angle, SDL_Point* center, SDL_RendererFlip flip )
{
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, mWidth, mHeight };
//Set clip rendering dimensions
if( clip != NULL )
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopyEx( gRenderer, mTexture, clip, &renderQuad, angle, center, flip );
}
int LTexture::getWidth()
{
return mWidth;
}
int LTexture::getHeight()
{
return mHeight;
}
LButton::LButton()
{
mPosition.x = 0;
mPosition.y = 0;
mCurrentSprite = BUTTON_SPRITE_MOUSE_OUT;
}
void LButton::setPosition( int x, int y )
{
mPosition.x = x;
mPosition.y = y;
}
void LButton::handleEvent( SDL_Event* e )
{
//If mouse event happened
if( e->type == SDL_MOUSEMOTION || e->type == SDL_MOUSEBUTTONDOWN || e->type == SDL_MOUSEBUTTONUP )
{
//Get mouse position
int x, y;
SDL_GetMouseState( &x, &y );
//Check if mouse is in a button
bool inside = true;
//Mouse is left of the button
if( x < mPosition.x )
{
inside = false;
}
//Mouse is right of the button
else if( x > mPosition.x + BUTTON_WIDTH )
{
inside = false;
}
//Mouse is above the button
else if( y < mPosition.y )
{
inside = false;
}
//Mouse is below the button
else if( y > mPosition.y + BUTTON_HEIGHT )
{
inside = false;
}
//Mouse is outside a button
if( !inside )
{
mCurrentSprite = BUTTON_SPRITE_MOUSE_OUT;
}
//mouse is inside a button
else
{
//Set mouse over sprite
switch( e->type )
{
case SDL_MOUSEMOTION:
mCurrentSprite = BUTTON_SPRITE_MOUSE_OVER_MOTION;
break;
case SDL_MOUSEBUTTONDOWN:
mCurrentSprite = BUTTON_SPRITE_MOUSE_DOWN;
break;
case SDL_MOUSEBUTTONUP:
mCurrentSprite = BUTTON_SPRITE_MOUSE_UP;
break;
}
}
}
}
void LButton::render()
{
//Show current button sprite
gButtonSpriteSheetTexture.render( mPosition.x, mPosition.y, &gSpriteClips[ mCurrentSprite ] );
}