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engine.c
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#include <time.h>
#include "engine.h"
#include "list.h"
#include "sound.h"
#include "texture.h"
#include "level.h"
#include "physObj.h"
#include "creature.h"
#include "corpse.h"
#include "lump.h"
#include "surprise.h"
#include "player.h"
/* âðåìÿ â íà÷àëå è â êîíöå êàäðà */
unsigned long int startTick, endTick;
/* ñ÷åò÷èê êàäðîâ è FPS */
unsigned short int fpsCounter;
float delayTime = 0.0f;
SDL_Window* sdlWindow;
SDL_Renderer* sdlRenderer;
bool EngineStart()
{
startTick = endTick = SDL_GetPerformanceCounter();
deltaTime = delayTime = 0.0f;
fps = fpsCounter = 0;
//if (SDL_Init (SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER) != 0)
if (SDL_Init (SDL_INIT_VIDEO) != 0)
{
printf ("SDL_Init Error: %s\n", SDL_GetError());
return false;
}
/* create lists */
physObjects = ListCreate();
lumps = ListCreate();
surprises = ListCreate();
corpses = ListCreate();
creatures = ListCreate();
return true;
}
void EngineStop()
{
if (sdlWindow)
SDL_DestroyWindow (sdlWindow);
if (sdlRenderer)
SDL_DestroyRenderer (sdlRenderer);
SDL_Quit();
/* free lists */
ListDestroy (&physObjects);
ListDestroy (&lumps);
ListDestroy (&surprises);
ListDestroy (&corpses);
ListDestroy (&creatures);
printf ("SDL stopped.\n");
}
bool EngineCreateWindow (const char* title, int x, int y, int w, int h, unsigned long flags)
{
sdlWindow = SDL_CreateWindow (title, x, y, w, h, flags);
return (sdlWindow != NULL);
}
void EngineSetWindowTitle (const char* title)
{
SDL_SetWindowTitle (sdlWindow, title);
}
bool EngineCreateRenderer (int index, unsigned long flags)
{
if (sdlWindow == NULL)
return false;
sdlRenderer = SDL_CreateRenderer (sdlWindow, index, flags);
return (sdlRenderer != NULL);
}
bool EngineInitAudio()
{
audioSystemLoaded = false;
if (SDL_Init (SDL_INIT_AUDIO) != 0)
return false;
audioSystemLoaded = (Mix_OpenAudio (22050, MIX_DEFAULT_FORMAT, 2, 1024) >= 0);
return audioSystemLoaded;
}
SDL_Texture* EngineLoadTexture (const char* fileName)
{
return IMG_LoadTexture(sdlRenderer, fileName);
}
/*SDL_Texture* EngineLoadTextureFromStrip (SDL_Texture* srcTexture, const SDL_Rect* srcRect)
{
if (srcTexture == NULL || srcRect == NULL)
return NULL;
// prepare new SDL_Texture and rect
SDL_Texture* dstTexture = SDL_CreateTexture (sdlRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, srcRect->w, srcRect->h);
SDL_Rect dstRect;
dstRect.x = dstRect.y = 0;
dstRect.w = srcRect->w;
dstRect.h = srcRect->h;
// render to new texture
SDL_SetRenderTarget (sdlRenderer, dstTexture);
//SDL_SetRenderDrawColor (sdlRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_SetRenderDrawColor (sdlRenderer, 0, 0, 0, 0);
SDL_RenderClear (sdlRenderer);
SDL_RenderCopy (sdlRenderer, srcTexture, srcRect, &dstRect);
SDL_RenderPresent (sdlRenderer);
SDL_RenderClear (sdlRenderer);
SDL_SetRenderTarget (sdlRenderer, NULL);
return dstTexture;
}*/
void EngineRenderClear()
{
SDL_RenderClear(sdlRenderer);
}
void EngineRenderImage (SDL_Texture* texture, const SDL_Rect* rect, bool flipX)
{
if (texture == NULL || rect == NULL)
return;
if (!flipX)
{
SDL_RenderCopy(sdlRenderer, texture, NULL, rect);
}
else
{
SDL_Point point;
point.x = point.y = 0;
SDL_RenderCopyEx(sdlRenderer, texture, NULL, rect, 0.0, &point, SDL_FLIP_HORIZONTAL);
}
}
void EngineRenderImageEx (SDL_Texture* texture, const SDL_Rect* rect,
const double angle,
const SVector2f* center,
const SDL_RendererFlip flip)
{
if (texture == NULL || rect == NULL || center == NULL)
return;
SDL_Point point;
point.x = (int)(center->x);
point.y = (int)(center->y);
SDL_RenderCopyEx (sdlRenderer, texture, NULL, rect, angle, &point, flip);
}
void EngineRenderTile (SDL_Texture* tiles, const SDL_Rect* srcRect, const SDL_Rect* dstRect)
{
if (tiles == NULL || srcRect == NULL || dstRect == NULL)
return;
SDL_RenderCopy (sdlRenderer, tiles, srcRect, dstRect);
}
void EngineRenderPresent()
{
SDL_RenderPresent(sdlRenderer);
}
void EngineUpdateTime()
{
startTick = SDL_GetPerformanceCounter();
deltaTime = (float)(startTick - endTick) / SDL_GetPerformanceFrequency();
endTick = startTick;
fpsCounter++;
delayTime += deltaTime;
if (delayTime >= 1.0f)
{
delayTime -= 1.0f;
fps = fpsCounter;
fpsCounter = 0;
}
}
void EngineClearAllInstances()
{
CreatureClearAll();
CorpseClearAll();
LumpClearAll();
SurpriseClearAll();
PhysObjectClearAll();
player = NULL;
}