Render grid
This commit is contained in:
41
include/game.h
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41
include/game.h
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/*
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* Copyright (c) 2018 Amine Ben Hassouna <amine.benhassouna@gmail.com>
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any
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* person obtaining a copy of this software and associated
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* documentation files (the "Software"), to deal in the
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* Software without restriction, including without
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* limitation the rights to use, copy, modify, merge,
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* publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software
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* is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice
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* shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
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* ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
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* TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
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* SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
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* IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef GAME_H
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#define GAME_H
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#include <SDL2/SDL.h>
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#include "grid.h"
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bool Game_start(SDL_Renderer *renderer, int w, int h);
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#endif // GAME_H
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95
src/game.c
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95
src/game.c
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@@ -0,0 +1,95 @@
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/*
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* Copyright (c) 2018 Amine Ben Hassouna <amine.benhassouna@gmail.com>
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any
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* person obtaining a copy of this software and associated
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* documentation files (the "Software"), to deal in the
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* Software without restriction, including without
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* limitation the rights to use, copy, modify, merge,
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* publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software
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* is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice
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* shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
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* ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
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* TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
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* SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
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* IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*
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*/
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#include "game.h"
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bool Game_start(SDL_Renderer *renderer, int w, int h)
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{
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// Init grid
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Grid grid = {0};
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// Set grid dimensions
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int padding = 50;
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grid.rect.w = MIN(w - padding*2, h - padding*2);
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grid.rect.h = grid.rect.w;
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// Set number of cells
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grid.xCells = 10;
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grid.yCells = 10;
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// Set cells interspace
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grid.xInterspace = 6;
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grid.yInterspace = 6;
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// Set backgroud and border color
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grid.backgroundColor = COLOR_DARK_GRAY;
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grid.borderColor = COLOR_GRAY;
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// Ajust size and center
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Grid_ajustSize(&grid);
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Grid_alignCenter(&grid, w, h);
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if(!Grid_init(&grid))
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{
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fprintf(stderr, "Grid fail to initialize !\n");
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return false;
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}
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// Event loop exit flag
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bool quit = false;
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// Event loop
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while(!quit)
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{
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SDL_Event e;
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// Get available event
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if(SDL_WaitEvent(&e))
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{
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// User requests quit
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if(e.type == SDL_QUIT)
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{
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quit = true;
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break;
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}
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}
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// Set background color
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Utils_setBackgroundColor(renderer, COLOR_DARK_GRAY);
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// Render grid
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Grid_render(&grid, renderer);
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// Update screen
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SDL_RenderPresent(renderer);
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}
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return true;
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}
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45
src/main.c
45
src/main.c
@@ -33,7 +33,7 @@
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#include <SDL2/SDL.h>
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#include "utils.h"
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#include "game.h"
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// Define screen dimensions
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#define SCREEN_WIDTH 800
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@@ -71,47 +71,8 @@ int main(int argc, char* argv[])
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}
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else
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{
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// Declare rect of square
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SDL_Rect squareRect;
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// Square dimensions: Half of the min(SCREEN_WIDTH, SCREEN_HEIGHT)
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squareRect.w = MIN(SCREEN_WIDTH, SCREEN_HEIGHT) / 2;
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squareRect.h = MIN(SCREEN_WIDTH, SCREEN_HEIGHT) / 2;
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// Square position: In the middle of the screen
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squareRect.x = SCREEN_WIDTH / 2 - squareRect.w / 2;
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squareRect.y = SCREEN_HEIGHT / 2 - squareRect.h / 2;
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// Event loop exit flag
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bool quit = false;
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// Event loop
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while(!quit)
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{
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SDL_Event e;
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// Wait indefinitely for the next available event
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SDL_WaitEvent(&e);
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// User requests quit
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if(e.type == SDL_QUIT)
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{
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quit = true;
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}
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// Set backgroud color
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Utils_setBackgroundColor(renderer, COLOR_WHITE);
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// Set renderer color red to draw the square
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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// Draw filled square
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SDL_RenderFillRect(renderer, &squareRect);
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// Update screen
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SDL_RenderPresent(renderer);
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}
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// Start the game
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Game_start(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
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// Destroy renderer
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SDL_DestroyRenderer(renderer);
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