Adding rscons as the building system and beginning to re-factor code
This commit is contained in:
parent
a23ce67434
commit
9afc19cba0
3
.gitignore
vendored
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3
.gitignore
vendored
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build/
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.rscons*
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.vscode/
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12
Rsconscript.rb
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12
Rsconscript.rb
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task "configure" do
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check_cxx_compiler "g++"
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check_lib "SDL2"
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check_lib "SDL2main"
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end
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task "build" do
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env do |env|
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env.Program("Chess", glob("src/*.cpp"))
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end
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end
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2507
src/chess_board.cpp
2507
src/chess_board.cpp
File diff suppressed because it is too large
Load Diff
@ -1,7 +1,7 @@
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#include <SDL.h>
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#include <SDL_video.h>
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void click(SDL_Renderer *p_renderer, int x, int y);
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void chess_board_resize(SDL_Renderer *p_renderer, int w, int h);
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void chess_board_init(SDL_Renderer *p_renderer);
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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void click(SDL_Renderer *p_renderer, int x, int y);
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void chess_board_resize(SDL_Renderer *p_renderer, int w, int h);
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void chess_board_init(SDL_Renderer *p_renderer);
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void draw_board(SDL_Renderer * p_renderer);
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214
src/game.cpp
214
src/game.cpp
@ -1,108 +1,108 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string.h>
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#include <stdint.h>
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#include <SDL.h>
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#include <SDL_video.h>
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#include <time.h>
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#include "chess_board.h"
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static clock_t start_time, end_time;
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int begin_game(SDL_Renderer *renderer, SDL_Window *win)
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{
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SDL_Rect srcR, destR;
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srcR.h = 800;
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srcR.w = 800;
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destR.h = 800;
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destR.w = 800;
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chess_board_resize(renderer, 800, 800);
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chess_board_init(renderer);
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srcR.x = 0;
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srcR.y = 0;
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destR.x = 0;
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destR.y = 0;
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bool run = true;
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while (run)
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{
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clock_t start_t, end_t;
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SDL_Event event;
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bool redraw = false;
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while (SDL_PollEvent(&event))
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{
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/* handle your event here */
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if (event.type == SDL_MOUSEBUTTONDOWN)
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{
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if (event.button.button == SDL_BUTTON_MIDDLE) // scroll up
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{
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run = false;
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}
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else if ((event.button.button == SDL_BUTTON_LEFT)
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|| (event.button.button == SDL_BUTTON_RIGHT)) // scroll up
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{
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start_time = clock();
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click(renderer, event.button.x, event.button.y);
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end_time = clock();
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SDL_RenderPresent(renderer);
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clock_t t = end_time - start_time;
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SDL_Log("No. of clicks %ld clicks (%f seconds) to process the incoming click.\n", t, ((float)t) / CLOCKS_PER_SEC);
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}
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else
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{
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/* Do nothing. */
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}
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}
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else if (event.type == SDL_QUIT)
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{
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run = false;
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}
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else if (event.type == SDL_WINDOWEVENT)
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{
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_ENTER:
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case SDL_WINDOWEVENT_SHOWN:
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case SDL_WINDOWEVENT_MOVED:
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case SDL_WINDOWEVENT_EXPOSED:
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case SDL_WINDOWEVENT_RESTORED:
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redraw = true;
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break;
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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redraw = true;
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SDL_GetWindowSize(win, &destR.w, &destR.h);
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chess_board_resize(renderer, destR.w, destR.h);
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break;
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}
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}
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else
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{
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/* Do nothing. */
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}
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}
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if (redraw)
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{
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start_time = clock();
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draw_board(renderer);
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end_time = clock();
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SDL_RenderPresent(renderer);
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clock_t t = end_time - start_time;
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SDL_Log("No. of clicks %ld clicks (%f seconds).\n",
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t, ((float)t) / CLOCKS_PER_SEC);
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}
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/* do some other stuff here -- draw your app, etc. */
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}
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return 0;
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}
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//g++ main.cpp -o blah `sdl2-config --cflags --libs`
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/*
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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
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string.h>
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#include <stdint.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#include <time.h>
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#include "chess_board.h"
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static clock_t start_time, end_time;
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int begin_game(SDL_Renderer *renderer, SDL_Window *win)
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{
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SDL_Rect srcR, destR;
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srcR.h = 800;
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srcR.w = 800;
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destR.h = 800;
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destR.w = 800;
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chess_board_resize(renderer, 800, 800);
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chess_board_init(renderer);
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srcR.x = 0;
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srcR.y = 0;
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destR.x = 0;
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destR.y = 0;
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bool run = true;
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while (run)
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{
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clock_t start_t, end_t;
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SDL_Event event;
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bool redraw = false;
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while (SDL_PollEvent(&event))
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{
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/* handle your event here */
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if (event.type == SDL_MOUSEBUTTONDOWN)
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{
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if (event.button.button == SDL_BUTTON_MIDDLE) // scroll up
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{
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run = false;
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}
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else if ((event.button.button == SDL_BUTTON_LEFT)
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|| (event.button.button == SDL_BUTTON_RIGHT)) // scroll up
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{
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start_time = clock();
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click(renderer, event.button.x, event.button.y);
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end_time = clock();
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SDL_RenderPresent(renderer);
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clock_t t = end_time - start_time;
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SDL_Log("No. of clicks %ld clicks (%f seconds) to process the incoming click.\n", t, ((float)t) / CLOCKS_PER_SEC);
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}
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else
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{
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/* Do nothing. */
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}
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}
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else if (event.type == SDL_QUIT)
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{
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run = false;
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}
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else if (event.type == SDL_WINDOWEVENT)
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{
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_ENTER:
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case SDL_WINDOWEVENT_SHOWN:
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case SDL_WINDOWEVENT_MOVED:
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case SDL_WINDOWEVENT_EXPOSED:
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case SDL_WINDOWEVENT_RESTORED:
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redraw = true;
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break;
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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redraw = true;
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SDL_GetWindowSize(win, &destR.w, &destR.h);
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chess_board_resize(renderer, destR.w, destR.h);
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break;
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}
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}
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else
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{
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/* Do nothing. */
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}
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}
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if (redraw)
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{
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start_time = clock();
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draw_board(renderer);
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end_time = clock();
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SDL_RenderPresent(renderer);
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clock_t t = end_time - start_time;
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SDL_Log("No. of clicks %ld clicks (%f seconds).\n",
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t, ((float)t) / CLOCKS_PER_SEC);
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}
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/* do some other stuff here -- draw your app, etc. */
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}
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return 0;
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}
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//g++ main.cpp -o blah `sdl2-config --cflags --libs`
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/*
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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
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*/
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11
src/game.h
11
src/game.h
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#define SDL_MAIN_HANDLED
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#include <SDL.h>
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#include <SDL_video.h>
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int begin_game(SDL_Renderer *renderer, SDL_Window *win);
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#define SDL_MAIN_HANDLED
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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int begin_game(SDL_Renderer *renderer, SDL_Window *win);
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102
src/main.cpp
102
src/main.cpp
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#define SDL_MAIN_HANDLED
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string.h>
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#include <stdint.h>
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#include <SDL.h>
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#include <SDL_video.h>
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#include "game.h"
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int main( int argc, const char* argv[] )
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{
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SDL_Renderer *renderer = NULL;
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SDL_Texture *texture = NULL;
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SDL_Window *win;
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SDL_Rect srcR, destR;
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const char name[] = "Game";
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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return 1;
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}
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win = SDL_CreateWindow(name, 0, 0, 800, 800, SDL_WINDOW_RESIZABLE);
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if (win == NULL)
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{
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// In the case that the window could not be made...
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printf("Could not create window: %s\n", SDL_GetError());
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return 1;
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}
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renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Rect rectangle;
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rectangle.x = 0;
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rectangle.y = 0;
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rectangle.w = 50;
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rectangle.h = 50;
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SDL_RenderFillRect(renderer, &rectangle);
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 800, 800);
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(void)begin_game(renderer, win);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(win);
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return 0;
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}
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//g++ main.cpp -o blah `sdl2-config --cflags --libs`
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/*
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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
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#define SDL_MAIN_HANDLED
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string.h>
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#include <stdint.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#include "game.h"
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int main( int argc, const char* argv[] )
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{
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SDL_Renderer *renderer = NULL;
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SDL_Texture *texture = NULL;
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SDL_Window *win;
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SDL_Rect srcR, destR;
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const char name[] = "Game";
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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return 1;
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}
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win = SDL_CreateWindow(name, 0, 0, 800, 800, SDL_WINDOW_RESIZABLE);
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if (win == NULL)
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{
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// In the case that the window could not be made...
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printf("Could not create window: %s\n", SDL_GetError());
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return 1;
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}
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renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Rect rectangle;
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rectangle.x = 0;
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rectangle.y = 0;
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rectangle.w = 50;
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rectangle.h = 50;
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SDL_RenderFillRect(renderer, &rectangle);
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 800, 800);
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(void)begin_game(renderer, win);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(win);
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return 0;
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}
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//g++ main.cpp -o blah `sdl2-config --cflags --libs`
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/*
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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
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*/
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#include "pieces.hpp"
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pieces::pieces(uint8_t row, uint8_t column)
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{
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my_position.row = row;
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my_position.column = column;
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}
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pieces::~pieces()
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{
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}
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#include "pieces.hpp"
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pieces::pieces(uint8_t row, uint8_t column)
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{
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my_position.row = row;
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my_position.column = column;
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}
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pieces::~pieces()
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{
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}
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#include <stdint.h>
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#define UNINIT 0xFFu
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struct position
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{
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uint8_t row;
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uint8_t column;
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};
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class pieces
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{
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private:
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position my_position;
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public:
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pieces(uint8_t row, uint8_t column);
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~pieces();
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#include <stdint.h>
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#define UNINIT 0xFFu
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struct position
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{
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uint8_t row;
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uint8_t column;
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};
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class pieces
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{
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private:
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position my_position;
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public:
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pieces(uint8_t row, uint8_t column);
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~pieces();
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};
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Block a user