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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <string.h>
#include <time.h>
#include <stdbool.h>
#include "logger.h"
#include "game.h"
#include "draw.h"
#include "garbo.h"
const int screen_width = 800;
const int screen_height = 600;
struct SDL_Window* make_window(void) {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
printf("error initializing SDL: %s\n", SDL_GetError());
}
return SDL_CreateWindow("sdl_tester",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
0, 0,
SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void redraw(struct SDL_Renderer * ren) {
// check time
// redraw if 1/60th of second passed
SDL_RenderClear(ren);
redraw_buffer(ren);
SDL_RenderPresent(ren);
}
int physics_loop(void *ptr) {
while (true) {
SDL_Delay(10);
step(10);
}
}
int game(void) {
LOGLEVEL = DEBUG;
STDOUTLEVEL = DEBUG;
SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "2" );
logwrite(INFO, "Starting\n");
SDL_Window * win = make_window();
SDL_Renderer * ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
// | SDL_RENDERER_PRESENTVSYNC);
queue_for_cleanup(win, WINDOW);
queue_for_cleanup(ren, RENDERER);
// IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG);
if (ren == NULL) {
SDL_DestroyWindow(win);
SDL_Quit();
}
int close = 0;
//draw_pictures(ren);
SDL_Thread *physics_thread;
int ignore;
// physics_thread = SDL_CreateThread(physics_loop, "Physics", (void *)NULL);
bool once = true;
startgame(ren);
while (!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
close = 1;
return 0;
case SDL_KEYDOWN:
case SDL_KEYUP:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
handle_input_event (event);
}
}
/* Redraw Screen */
step(10);
redraw(ren);
}
}
int main (int argc, char** argv) {
game();
SDL_Quit();
//empty_cleanup_queue();
return 0;
}