159 lines
4.5 KiB
C++
159 lines
4.5 KiB
C++
#include "assets.hpp"
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#include "input.hpp"
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#include "sdl_types.hpp"
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#include "sprite.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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#include <flecs.h>
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#include <spdlog/spdlog.h>
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static constexpr int WINDOW_WIDTH = 400;
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static constexpr int WINDOW_HEIGHT = 280;
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struct Position {
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int x;
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int y;
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};
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int main() {
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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)) {
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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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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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}
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flecs::world world;
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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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world.entity("Background")
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->background,
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.texture_atlas_index = 0,
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.custom_size = Vec2{.x = WINDOW_WIDTH, .y = WINDOW_HEIGHT}});
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struct Fruit {};
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world.entity("Sprite1")
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->fruits, .texture_atlas_index = 0})
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.add<Fruit>();
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world.entity("Sprite2")
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.set<Position>(Position{.x = 32, .y = 32})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->fruits, .texture_atlas_index = 5});
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world.system<SdlHandles const, Position const, Sprite const>("RenderSprites")
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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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Sprite const &sprite) {
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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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SDL_FRect srcrect{static_cast<float>(column * layout.width),
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static_cast<float>(row * layout.height),
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static_cast<float>(layout.width),
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static_cast<float>(layout.height)};
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Vec2 size = sprite.custom_size.value_or(
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{.x = layout.width, .y = layout.height});
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SDL_FRect dstrect{static_cast<float>(pos.x), static_cast<float>(pos.y),
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static_cast<float>(size.x),
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static_cast<float>(size.y)};
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SDL_RenderTexture(sdl_handles.renderer, sprite.texture->sdl_texture,
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&srcrect, &dstrect);
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});
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world.system<ButtonInput const, Position, Sprite const, Fruit>("MoveSprites")
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.term_at(0)
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.singleton()
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.each([](ButtonInput const &input, Position &pos, Sprite const &sprite,
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Fruit) {
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if (input.pressed.contains(SDLK_LEFT)) {
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pos.x -= 1;
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}
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if (input.pressed.contains(SDLK_RIGHT)) {
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pos.x += 1;
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}
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if (input.pressed.contains(SDLK_UP)) {
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pos.y -= 1;
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}
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if (input.pressed.contains(SDLK_DOWN)) {
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pos.y += 1;
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}
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});
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bool exit_gameloop = false;
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while (!exit_gameloop) {
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auto *input = world.get_mut<ButtonInput>();
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// Clear just pressed/released
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input->just_pressed.clear();
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input->just_released.clear();
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// Input
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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exit_gameloop = true;
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break;
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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exit_gameloop = true;
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}
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if (input->pressed.insert(event.key.key).second) {
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input->just_pressed.insert(event.key.key);
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}
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break;
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case SDL_EVENT_KEY_UP:
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if (input->pressed.erase(event.key.key) != 0) {
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input->just_released.insert(event.key.key);
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}
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break;
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}
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}
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// Game Logic
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// Render
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SDL_RenderClear(renderer);
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world.progress();
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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