Format project
This commit is contained in:
@@ -21,60 +21,56 @@ static constexpr uint8_t BACKGROUND_MUSIC_DATA[] = {
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#embed "../assets/sounds/JamaicanSunrise.wav"
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};
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SDL_Texture *load_texture(uint8_t const *data, size_t size,
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SDL_Renderer *renderer) {
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auto *iostream = SDL_IOFromConstMem(data, size);
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SDL_Surface *surface = SDL_LoadBMP_IO(iostream, false);
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if (surface == nullptr) {
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SDL_Texture* load_texture(uint8_t const* data, size_t size, SDL_Renderer* renderer)
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{
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auto* iostream = SDL_IOFromConstMem(data, size);
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SDL_Surface* surface = SDL_LoadBMP_IO(iostream, false);
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if (surface == nullptr)
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{
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spdlog::error("Failed to load SDL surface!\nCause: {}", SDL_GetError());
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}
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (texture == nullptr) {
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spdlog::error("Failed to create texture from surface!\nCause: {}",
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SDL_GetError());
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SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (texture == nullptr)
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{
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spdlog::error("Failed to create texture from surface!\nCause: {}", SDL_GetError());
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}
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return texture;
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}
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AudioAsset load_audio(uint8_t const *data, size_t size) {
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AudioAsset load_audio(uint8_t const* data, size_t size)
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{
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AudioAsset audio_asset;
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auto *iostream = SDL_IOFromConstMem(data, size);
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bool res = SDL_LoadWAV_IO(iostream, false, &audio_asset.spec,
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&audio_asset.buffer, &audio_asset.buffer_length);
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if (!res) {
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auto* iostream = SDL_IOFromConstMem(data, size);
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bool res = SDL_LoadWAV_IO(
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iostream, false, &audio_asset.spec, &audio_asset.buffer, &audio_asset.buffer_length);
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if (!res)
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{
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spdlog::error("Failed to load audio file!\nCause: {}", SDL_GetError());
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}
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return audio_asset;
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}
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void init_assets(flecs::world &world) {
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auto *renderer = world.get<SdlHandles>()->renderer;
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void init_assets(flecs::world& world)
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{
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auto* renderer = world.get<SdlHandles>()->renderer;
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auto *background =
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load_texture(BACKGROUND_DATA, sizeof(BACKGROUND_DATA), renderer);
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TextureAtlasLayout background_layout = {
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.width = 866, .height = 510, .rows = 1, .columns = 1};
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auto* background = load_texture(BACKGROUND_DATA, sizeof(BACKGROUND_DATA), renderer);
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TextureAtlasLayout background_layout = {.width = 866, .height = 510, .rows = 1, .columns = 1};
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auto *fruits = load_texture(FRUITS_DATA, sizeof(FRUITS_DATA), renderer);
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TextureAtlasLayout fruits_layout = {
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.width = 16, .height = 16, .rows = 6, .columns = 38};
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auto* fruits = load_texture(FRUITS_DATA, sizeof(FRUITS_DATA), renderer);
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TextureAtlasLayout fruits_layout = {.width = 16, .height = 16, .rows = 6, .columns = 38};
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auto *basket = load_texture(BASKET_DATA, sizeof(BASKET_DATA), renderer);
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TextureAtlasLayout basket_layout = {
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.width = 16, .height = 16, .rows = 1, .columns = 1};
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auto* basket = load_texture(BASKET_DATA, sizeof(BASKET_DATA), renderer);
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TextureAtlasLayout basket_layout = {.width = 16, .height = 16, .rows = 1, .columns = 1};
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world.set<TextureAssets>(TextureAssets{
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.background = Texture{.sdl_texture = background,
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.texture_atlas_layout = background_layout},
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.fruits =
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Texture{.sdl_texture = fruits, .texture_atlas_layout = fruits_layout},
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.basket = Texture{.sdl_texture = basket,
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.texture_atlas_layout = basket_layout}});
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.background = Texture{.sdl_texture = background, .texture_atlas_layout = background_layout},
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.fruits = Texture{.sdl_texture = fruits, .texture_atlas_layout = fruits_layout},
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.basket = Texture{.sdl_texture = basket, .texture_atlas_layout = basket_layout}});
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auto background_music =
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load_audio(BACKGROUND_MUSIC_DATA, sizeof(BACKGROUND_MUSIC_DATA));
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auto background_music = load_audio(BACKGROUND_MUSIC_DATA, sizeof(BACKGROUND_MUSIC_DATA));
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world.set<AudioAssets>(AudioAssets{.background_music = background_music});
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}
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@@ -5,26 +5,30 @@
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#include <SDL3/SDL.h>
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#include <flecs.h>
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struct TextureAtlasLayout {
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struct TextureAtlasLayout
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{
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uint16_t width;
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uint16_t height;
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uint8_t rows;
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uint8_t columns;
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};
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struct Texture {
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SDL_Texture *sdl_texture;
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struct Texture
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{
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SDL_Texture* sdl_texture;
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TextureAtlasLayout texture_atlas_layout;
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};
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struct TextureAssets {
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struct TextureAssets
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{
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Texture background;
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Texture fruits;
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Texture basket;
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};
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struct AudioAssets {
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struct AudioAssets
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{
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AudioAsset background_music;
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};
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void init_assets(flecs::world &world);
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void init_assets(flecs::world& world);
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@@ -3,8 +3,9 @@
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#include <SDL3/SDL.h>
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#include <cstdint>
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struct AudioAsset {
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struct AudioAsset
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{
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SDL_AudioSpec spec;
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uint8_t *buffer;
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uint8_t* buffer;
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uint32_t buffer_length;
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};
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@@ -1,11 +1,11 @@
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#pragma once
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#include <set>
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#include <SDL3/SDL.h>
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#include <set>
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struct ButtonInput {
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struct ButtonInput
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{
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std::set<SDL_Keycode> pressed;
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std::set<SDL_Keycode> just_pressed;
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std::set<SDL_Keycode> just_released;
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};
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200
src/main.cpp
200
src/main.cpp
@@ -15,50 +15,57 @@
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static constexpr int WINDOW_WIDTH = 400;
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static constexpr int WINDOW_HEIGHT = 240;
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struct WorldPosition {
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struct WorldPosition
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{
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int x;
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int y;
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};
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struct Position {
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struct Position
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{
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int x;
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int y;
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};
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struct Velocity {
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struct Velocity
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{
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int x;
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int y;
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};
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struct Size {
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struct Size
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{
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int w;
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int h;
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};
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struct Game {
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struct Game
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{
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uint32_t ticks;
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};
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int main() {
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int main()
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{
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spdlog::info("Initialize SDL...");
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
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{
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spdlog::critical("Failed to initialize SDL!\nCause: {}", SDL_GetError());
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std::terminate();
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}
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auto *window =
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SDL_CreateWindow("HansTheGatherer", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
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if (window == nullptr) {
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auto* window = SDL_CreateWindow("HansTheGatherer", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
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if (window == nullptr)
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{
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spdlog::critical("Failed to create SDL window!\nCause: {}", SDL_GetError());
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}
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auto *renderer = SDL_CreateRenderer(window, nullptr);
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if (renderer == nullptr) {
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spdlog::critical("Failed to create SDL renderer!\nCause: {}",
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SDL_GetError());
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auto* renderer = SDL_CreateRenderer(window, nullptr);
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if (renderer == nullptr)
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{
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spdlog::critical("Failed to create SDL renderer!\nCause: {}", SDL_GetError());
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}
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flecs::world world;
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@@ -66,29 +73,33 @@ int main() {
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world.set<ButtonInput>(ButtonInput{});
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world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
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init_assets(world);
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auto *texture_assets = world.get<TextureAssets>();
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auto* texture_assets = world.get<TextureAssets>();
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world.entity("Background")
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Sprite>(Sprite{.texture = &texture_assets->background,
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.texture_atlas_index = 0})
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.set<Sprite>(Sprite{.texture = &texture_assets->background, .texture_atlas_index = 0})
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.set<Size>(Size{.w = WINDOW_WIDTH, .h = WINDOW_HEIGHT});
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struct Fruit {};
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struct Basket {};
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struct CollisionBox {};
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struct Fruit
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{
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};
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struct Basket
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{
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};
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struct CollisionBox
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{
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};
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world.system<Game>("IncrementTicks")
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.term_at(0)
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.singleton()
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.each([](Game &game_ticks) { game_ticks.ticks += 1; });
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.each([](Game& game_ticks) { game_ticks.ticks += 1; });
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auto basket = world.entity("Basket")
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auto basket =
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world.entity("Basket")
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.add<WorldPosition>()
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.set<Position>(Position{.x = WINDOW_WIDTH / 2 - 32,
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.y = WINDOW_HEIGHT - 32})
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.set<Sprite>(Sprite{.texture = &texture_assets->basket,
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.texture_atlas_index = 0})
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.set<Position>(Position{.x = WINDOW_WIDTH / 2 - 32, .y = WINDOW_HEIGHT - 32})
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.set<Sprite>(Sprite{.texture = &texture_assets->basket, .texture_atlas_index = 0})
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.set<Size>(Size{.w = 64, .h = 32})
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.add<Basket>();
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@@ -99,15 +110,19 @@ int main() {
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.set<Size>(Size{.w = 64, .h = 32})
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.add<CollisionBox>();
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world
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.system<SdlHandles const, WorldPosition const, Size const, CollisionBox>(
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"DrawBoxes")
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world.system<SdlHandles const, WorldPosition const, Size const, CollisionBox>("DrawBoxes")
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.term_at(0)
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.singleton()
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.each([](SdlHandles const &sdl_handles, WorldPosition const &pos,
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Size const &size, CollisionBox) {
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SDL_FRect rect{static_cast<float>(pos.x), static_cast<float>(pos.y),
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static_cast<float>(size.w), static_cast<float>(size.h)};
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.each(
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[](SdlHandles const& sdl_handles,
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WorldPosition const& pos,
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Size const& size,
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CollisionBox)
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{
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SDL_FRect rect{static_cast<float>(pos.x),
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static_cast<float>(pos.y),
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static_cast<float>(size.w),
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static_cast<float>(size.h)};
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SDL_SetRenderDrawColor(sdl_handles.renderer, 0, 0, 255, 255);
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SDL_RenderRect(sdl_handles.renderer, &rect);
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});
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@@ -117,19 +132,19 @@ int main() {
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.singleton()
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.term_at(1)
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.singleton()
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.each([](flecs::iter &it, size_t index, Game const &game,
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TextureAssets const &texture_assets) {
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if ((game.ticks % 100) == 0) {
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.each(
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[](flecs::iter& it, size_t index, Game const& game, TextureAssets const& texture_assets)
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{
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if ((game.ticks % 100) == 0)
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{
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auto fruit =
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it.world()
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.entity()
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.add<WorldPosition>()
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.set<Position>(
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Position{.x = static_cast<int>(game.ticks % WINDOW_WIDTH),
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.y = -16})
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.set<Position>(Position{
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.x = static_cast<int>(game.ticks % WINDOW_WIDTH), .y = -16})
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.set<Velocity>(Velocity{.x = 0, .y = 1})
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.set<Sprite>(
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Sprite{.texture = &texture_assets.fruits,
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.set<Sprite>(Sprite{.texture = &texture_assets.fruits,
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.texture_atlas_index =
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static_cast<uint16_t>(game.ticks % 228)})
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.set<Size>(Size{.w = 32, .h = 32});
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@@ -146,12 +161,16 @@ int main() {
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world.system<WorldPosition, Position const>("PropagatePosition")
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.kind(flecs::PostUpdate)
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.each([](flecs::entity e, WorldPosition &world_pos,
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Position const &local_pos) {
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if (e.parent() == flecs::entity::null()) {
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.each(
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[](flecs::entity e, WorldPosition& world_pos, Position const& local_pos)
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{
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if (e.parent() == flecs::entity::null())
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{
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world_pos.x = local_pos.x;
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world_pos.y = local_pos.y;
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} else {
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}
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else
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{
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auto parent_world_pos = e.parent().get<WorldPosition>();
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world_pos.x = parent_world_pos->x + local_pos.x;
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world_pos.y = parent_world_pos->y + local_pos.y;
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@@ -159,8 +178,13 @@ int main() {
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});
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world.system<WorldPosition const, Size const, CollisionBox>("CollisionCheck")
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.each([](flecs::iter &it, size_t index, WorldPosition const &world_pos,
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Size const &size, CollisionBox) {
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.each(
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[](flecs::iter& it,
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size_t index,
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WorldPosition const& world_pos,
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Size const& size,
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CollisionBox)
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{
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auto basket_box = it.world().lookup("Basket::CollisionBox");
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if (it.entity(index) == basket_box)
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return;
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@@ -171,18 +195,21 @@ int main() {
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if (basket_box_pos->x + basket_box_size->w >= world_pos.x &&
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basket_box_pos->x <= world_pos.x + size.w &&
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basket_box_pos->y + basket_box_size->h >= world_pos.y &&
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basket_box_pos->y <= world_pos.y + size.h) {
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basket_box_pos->y <= world_pos.y + size.h)
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{
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spdlog::info("collision");
|
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}
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});
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world
|
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.system<SdlHandles const, Position const, Size const, Sprite const>(
|
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"RenderSprites")
|
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world.system<SdlHandles const, Position const, Size const, Sprite const>("RenderSprites")
|
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.kind(flecs::PreUpdate)
|
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.term_at(0)
|
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.singleton()
|
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.each([](SdlHandles const &sdl_handles, Position const &pos,
|
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Size const &size, Sprite const &sprite) {
|
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.each(
|
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[](SdlHandles const& sdl_handles,
|
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Position const& pos,
|
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Size const& size,
|
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Sprite const& sprite)
|
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{
|
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TextureAtlasLayout layout = sprite.texture->texture_atlas_layout;
|
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uint8_t row = sprite.texture_atlas_index / layout.columns;
|
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uint8_t column = sprite.texture_atlas_index % layout.columns;
|
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@@ -191,25 +218,31 @@ int main() {
|
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static_cast<float>(layout.width),
|
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static_cast<float>(layout.height)};
|
||||
|
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SDL_FRect dstrect{static_cast<float>(pos.x), static_cast<float>(pos.y),
|
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SDL_FRect dstrect{static_cast<float>(pos.x),
|
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static_cast<float>(pos.y),
|
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static_cast<float>(size.w),
|
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static_cast<float>(size.h)};
|
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|
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SDL_RenderTexture(sdl_handles.renderer, sprite.texture->sdl_texture,
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&srcrect, &dstrect);
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SDL_RenderTexture(
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sdl_handles.renderer, sprite.texture->sdl_texture, &srcrect, &dstrect);
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});
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world
|
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.system<ButtonInput const, Position, Size const, Sprite const, Basket>(
|
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"MoveBasket")
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world.system<ButtonInput const, Position, Size const, Sprite const, Basket>("MoveBasket")
|
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.term_at(0)
|
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.singleton()
|
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.each([](ButtonInput const &input, Position &pos, Size const &size,
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Sprite const &sprite, Basket) {
|
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if (input.pressed.contains(SDLK_LEFT)) {
|
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.each(
|
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[](ButtonInput const& input,
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Position& pos,
|
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Size const& size,
|
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Sprite const& sprite,
|
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Basket)
|
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{
|
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if (input.pressed.contains(SDLK_LEFT))
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{
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pos.x -= 5;
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}
|
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if (input.pressed.contains(SDLK_RIGHT)) {
|
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if (input.pressed.contains(SDLK_RIGHT))
|
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{
|
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pos.x += 5;
|
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}
|
||||
|
||||
@@ -218,16 +251,18 @@ int main() {
|
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});
|
||||
|
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world.system<Position, Velocity const>("MoveSprites")
|
||||
.each([](Position &pos, Velocity const &vel) {
|
||||
.each(
|
||||
[](Position& pos, Velocity const& vel)
|
||||
{
|
||||
pos.x += vel.x;
|
||||
pos.y += vel.y;
|
||||
});
|
||||
|
||||
auto *audio_assets = world.get<AudioAssets>();
|
||||
auto *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK,
|
||||
&audio_assets->background_music.spec,
|
||||
NULL, NULL);
|
||||
if (!stream) {
|
||||
auto* audio_assets = world.get<AudioAssets>();
|
||||
auto* stream = SDL_OpenAudioDeviceStream(
|
||||
SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_assets->background_music.spec, NULL, NULL);
|
||||
if (!stream)
|
||||
{
|
||||
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
@@ -235,8 +270,9 @@ int main() {
|
||||
SDL_ResumeAudioStreamDevice(stream);
|
||||
|
||||
bool exit_gameloop = false;
|
||||
while (!exit_gameloop) {
|
||||
auto *input = world.get_mut<ButtonInput>();
|
||||
while (!exit_gameloop)
|
||||
{
|
||||
auto* input = world.get_mut<ButtonInput>();
|
||||
|
||||
// Clear just pressed/released
|
||||
input->just_pressed.clear();
|
||||
@@ -244,21 +280,26 @@ int main() {
|
||||
|
||||
// Input
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_EVENT_QUIT:
|
||||
exit_gameloop = true;
|
||||
break;
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
if (event.key.key == SDLK_ESCAPE) {
|
||||
if (event.key.key == SDLK_ESCAPE)
|
||||
{
|
||||
exit_gameloop = true;
|
||||
}
|
||||
if (input->pressed.insert(event.key.key).second) {
|
||||
if (input->pressed.insert(event.key.key).second)
|
||||
{
|
||||
input->just_pressed.insert(event.key.key);
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_KEY_UP:
|
||||
if (input->pressed.erase(event.key.key) != 0) {
|
||||
if (input->pressed.erase(event.key.key) != 0)
|
||||
{
|
||||
input->just_released.insert(event.key.key);
|
||||
}
|
||||
break;
|
||||
@@ -266,9 +307,10 @@ int main() {
|
||||
}
|
||||
|
||||
// Game Logic
|
||||
if (SDL_GetAudioStreamQueued(stream) <
|
||||
(int)audio_assets->background_music.buffer_length) {
|
||||
SDL_PutAudioStreamData(stream, audio_assets->background_music.buffer,
|
||||
if (SDL_GetAudioStreamQueued(stream) < (int)audio_assets->background_music.buffer_length)
|
||||
{
|
||||
SDL_PutAudioStreamData(stream,
|
||||
audio_assets->background_music.buffer,
|
||||
audio_assets->background_music.buffer_length);
|
||||
}
|
||||
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
struct SdlHandles {
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
struct SdlHandles
|
||||
{
|
||||
SDL_Window* window;
|
||||
SDL_Renderer* renderer;
|
||||
};
|
||||
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdint>
|
||||
|
||||
struct Sprite {
|
||||
Texture const *texture;
|
||||
struct Sprite
|
||||
{
|
||||
Texture const* texture;
|
||||
uint16_t texture_atlas_index;
|
||||
};
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
struct Vec2 {
|
||||
struct Vec2
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user