Adding left, right, up, and down arrow keys

This commit is contained in:
daniel 2019-12-21 16:58:42 -05:00
parent 7447bb52b2
commit 979dff9c6c

146
main.cpp
View File

@ -1,74 +1,164 @@
#define SDL_MAIN_HANDLED
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <SDL.h>
#include <SDL_video.h>
#include <SDL_image.h>
#include <time.h>
void draw_line(SDL_Point source, SDL_Point destination, SDL_Renderer * rend)
{
}
void draw_maze(void)
{
}
int main( int argc, const char* argv[] )
{
SDL_Window * win;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
SDL_Surface *bitmapSurface = NULL;
SDL_Window *win;
SDL_Surface *image;
SDL_Rect srcR, destR;
Uint32 rmask, gmask, bmask, amask;
const char name[] = "BLAH";
const char name[] = "Game";
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
return 1;
}
win = SDL_CreateWindow(name, 0, 0, 500, 300, SDL_WINDOW_RESIZABLE);
if (win == NULL) {
win = SDL_CreateWindow(name, 0, 0, 800, 800, SDL_WINDOW_RESIZABLE);
if (win == NULL)
{
// In the case that the window could not be made...
printf("Could not create window: %s\n", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect rectangle;
image = SDL_GetWindowSurface(win);
printf("Pixel Width: %d, Pixel Heigth: %d\n", image->w, image->h);
// image = SDL_ConvertSurfaceFormat(image, SDL_PIXELFORMAT_RGB444, 0);
//Update the surface
Uint32 *pixels = (Uint32 *)image->pixels;
SDL_UpdateWindowSurface( win );
rectangle.x = 0;
rectangle.y = 0;
rectangle.w = 50;
rectangle.h = 50;
SDL_RenderFillRect(renderer, &rectangle);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 800, 800);
srcR.h = 800;
srcR.w = 800;
destR.h = 800;
destR.w = 800;
srcR.x = 0;
srcR.y = 0;
destR.x = 0;
destR.y = 0;
bool run = true;
while (run) {
while (run)
{
clock_t start_t, end_t;
SDL_Event event;
while (SDL_PollEvent(&event)) {
bool redraw = false;
while (SDL_PollEvent(&event))
{
/* handle your event here */
if(event.type == SDL_MOUSEBUTTONDOWN)
if (event.type == SDL_MOUSEBUTTONDOWN)
{
if(event.button.button == SDL_BUTTON_MIDDLE) // scroll up
if (event.button.button == SDL_BUTTON_MIDDLE) // scroll up
{
run = false;
}
else if(event.button.button == SDL_BUTTON_LEFT) // scroll up
else if (event.button.button == SDL_BUTTON_LEFT) // scroll up
{
//Update the surface
SDL_LockSurface(image);
for (size_t i = 0; i < (500*300); i++) {
pixels[i] += 0xFF;
}
SDL_UnlockSurface(image);
start_t = clock();
SDL_UpdateWindowSurface(win);
end_t = clock();
printf("Time to draw a frame %f \n", ((double)(end_t - start_t)/(double)(CLOCKS_PER_SEC)));
rectangle.x += 50;
rectangle.y += 0;
redraw = true;
}
}
else if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_UP)
{
rectangle.y -= 50;
}
else if (event.key.keysym.sym == SDLK_DOWN)
{
rectangle.y += 50;
}
else if (event.key.keysym.sym == SDLK_RIGHT)
{
rectangle.x += 50;
}
else if (event.key.keysym.sym == SDLK_LEFT)
{
rectangle.x -= 50;
}
else
{
/* Do nothing. */
}
redraw = true;
}
else if (event.type == SDL_QUIT)
{
run = false;
}
else if (event.type == SDL_WINDOWEVENT)
{
switch (event.window.event)
{
case SDL_WINDOWEVENT_ENTER:
case SDL_WINDOWEVENT_SHOWN:
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_EXPOSED:
case SDL_WINDOWEVENT_RESTORED:
redraw = true;
break;
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_MAXIMIZED:
redraw = true;
SDL_GetWindowSize(win, &destR.w, &destR.h);
SDL_Texture *texture_temp = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, destR.w, destR.h);
srcR.h = destR.h;
srcR.w = destR.w;
SDL_RenderCopy(renderer, texture_temp, &srcR, &destR);
SDL_DestroyTexture(texture);
texture = texture_temp;
break;
}
}
else
{
/* Do nothing. */
}
}
if (redraw)
{
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, texture);
SDL_RenderDrawRect(renderer, &rectangle);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0x00);
SDL_RenderFillRect(renderer, &rectangle);
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, texture, &srcR, &destR);
SDL_RenderPresent(renderer);
}
/* do some other stuff here -- draw your app, etc. */
}
SDL_FreeSurface(image);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(win);
return 0;
}
//g++ main.cpp -o blah `sdl2-config --cflags --libs`
/*
g++ main.cpp -IC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\include\SDL2 -LC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -o SDLMain
*/