summaryrefslogtreecommitdiff
path: root/src/test/testplay.c
blob: 1d32104903ee08057a8f79506316b74c96c7acfb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
#include "gameui.h"
#include "gamelogic.h"
#include "graphic.h"
#include "loader.h"
#include "utils.h"

#define DATA_BASEPATH "./data"

int main(int argc, char **argv) {
	gameIni_t gIni;
	gameRess_t gRess;
	gameState_t gState;
	gameUI_t gUI;

	SDL_Window *win;
	SDL_Renderer *rend;
	SDL_RendererInfo rendInfo;
	SDL_Rect viewport;
	SDL_Event uiEvent;

	int res, mainLoopEnd, uiTick;

	Uint32 initFlags = SDL_INIT_TIMER|SDL_INIT_VIDEO;
	Uint32 winFlags = SDL_WINDOW_SHOWN;
	Uint32 rendFlags = SDL_RENDERER_ACCELERATED; // | SDL_RENDERER_PRESENTVSYNC;
	SDL_Rect winPos = {
		.x=SDL_WINDOWPOS_UNDEFINED,
		.y=SDL_WINDOWPOS_UNDEFINED,
		.w=MPL_WIN_W,
		.h=MPL_WIN_H
	};

	if (argc != 3) {
		fprintf(stderr, "Usage %s <levelpack_name> <level_ini_name>\n", argv[0]);
		return 1;
	}

	/* Setting default values */
	SDL_memset(&gIni,0,sizeof(gameIni_t));
	SDL_memset(&gRess,0,sizeof(gameRess_t));
	SDL_memset(&gState,0,sizeof(gameState_t));
	SDL_memset(&gUI,0,sizeof(gameUI_t));

	res=loadLevel(DATA_BASEPATH, argv[1], argv[2], &gIni);
	if (res!=0) exit(res);

	res=mySDLInit(__FILE__, winPos, initFlags, winFlags, rendFlags, &win, &rend, &rendInfo, &viewport);
	if (res!=0) exit(res);

	res=loadMiscRes (rend, &gIni, &gRess);		if (res!=0) exit(res);
	res=loadStyleRes(rend, &gIni, &gRess);		if (res!=0) exit(res);

	res=setInitialState(&gIni, &gState);		if (res!=0) exit(res);
	gUI.cameraX = gIni.level.xPos;
	
	res=paintTerrain(&gIni, &gRess, &gState);	if (res!=0) exit(res);
	res=renderTerrainToTextures(rend, gState.terrain, &gUI);
	if (res!=0) exit(res);
	res=buildGameRenderList(&gRess, &gUI)		;if (res!=0) exit(res);

	/* Main render loop */
	uiTick = 0;
	mainLoopEnd = 0;
	while (!mainLoopEnd) {

		/* Check for events */
		while (SDL_PollEvent(&uiEvent)) {
			if (uiEvent.type == SDL_QUIT) {
				mainLoopEnd = 1;
			}
		}

		(void) renderTerrainToTextures(rend, gState.terrain, &gUI);

		SDL_RenderClear(rend);
		(void) renderSprites(rend, &gUI);
		SDL_RenderPresent(rend);

		if (uiTick % 4 == 0) {
			int i;
			gState.tick++;
			for (i=0;i<gUI.renderListSize;i++) {
				renderItem_t *it = &gUI.renderList[i];
				if (it->animate==1) {
					it->currframe = (it->currframe + 1) % it->sprite->frames;
				}
			}
		}
		SDL_Delay(25);
		gUI.cameraX = (gUI.cameraX + 1) % (LEVEL_WIDTH - MPL_WIN_W);
		uiTick++;
	}
	unloadStyleRes(&gRess);
	unloadMiscRes(&gRess);

	SDL_DestroyRenderer(rend);
	SDL_DestroyWindow(win);
	SDL_Quit(); 

	return 0;
}

int addRLitem(renderItem_t list[], sprite_t *it, int rlMaxLen) {
	static int cur=0, curr_x=0, curr_y=0, tmp_h=0;

	if (it == NULL) {
		if (cur>1) curr_y += tmp_h;
		curr_x = tmp_h = 0;
		return cur;
	} else if (curr_x >= 640) {
		curr_x = 0;
		curr_y += tmp_h;
		tmp_h=0;
	}
	if (cur > rlMaxLen || it->t == NULL) return cur;
	
	list[cur].sprite = it;
	list[cur].x = curr_x;
	list[cur].y = curr_y;
	list[cur].currframe = 0;
	list[cur].absolute = 1;
	list[cur].onhovercursorid = 0;
	list[cur].onmousebuttonevent_proc = NULL;

	if (it->frames > 1) {
		list[cur].animate = 1; /* By defaut, animate */
	}
	curr_x += it->size.w + 1;
	if (tmp_h < it->size.h) tmp_h = it->size.h;

	cur++;

	return cur;
}