Files
HansTheGatherer/main.cpp

98 lines
2.4 KiB
C++

#include "assets.hpp"
#include "sdl_types.hpp"
#include "input.hpp"
#include <SDL3/SDL.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_iostream.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_video.h>
#include <flecs.h>
#include <spdlog/spdlog.h>
static constexpr int WINDOW_WIDTH = 400;
static constexpr int WINDOW_HEIGHT = 280;
struct Position {
int x;
int y;
};
int main() {
spdlog::info("Initialize SDL...");
if (!SDL_Init(SDL_INIT_VIDEO)) {
spdlog::critical("Failed to initialize SDL!\nCause: {}", SDL_GetError());
std::terminate();
}
auto *window =
SDL_CreateWindow("HansTheGatherer", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
if (window == nullptr) {
spdlog::critical("Failed to create SDL window!\nCause: {}", SDL_GetError());
}
auto *renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == nullptr) {
spdlog::critical("Failed to create SDL renderer!\nCause: {}",
SDL_GetError());
}
flecs::world world;
world.set<ButtonInput>(ButtonInput{});
world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
init_assets(world);
bool exit_gameloop = false;
while (!exit_gameloop) {
auto *input = world.get_mut<ButtonInput>();
// Clear just pressed/released
input->just_pressed.clear();
input->just_released.clear();
// Input
SDL_Event event;
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) {
exit_gameloop = true;
}
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) {
input->just_released.insert(event.key.key);
}
break;
}
}
// Game Logic
if (input->just_pressed.contains(SDLK_X))
spdlog::info("X pressed!");
if (input->just_released.contains(SDLK_X))
spdlog::info("X released!");
// Render
SDL_RenderClear(renderer);
SDL_RenderTexture(renderer, world.get<SpriteAssets>()->background, nullptr,
nullptr);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}