int main(){ int new_level[500], new_id[500]; List ** lists = malloc(sizeof(List *) * CAT); for (int x=0;x<CAT;x++) lists[x] = createList(); char ** itemFile = readItemsFile(); parseFile(lists); read_new_attr(lists, new_id, new_level); update_items(itemFile, new_id, new_level); write_file(itemFile); return 0; }
static void main_window_load(Window *window) { Layer *window_layer = window_get_root_layer(window); GRect bounds = layer_get_frame(window_layer); update_items(); s_menu_layer = menu_layer_create(bounds); menu_layer_set_callbacks(s_menu_layer, NULL, (MenuLayerCallbacks){ .get_num_sections = menu_get_num_sections_callback, .get_num_rows = menu_get_num_rows_callback, .get_header_height = menu_get_header_height_callback, .draw_header = menu_draw_header_callback, .draw_row = menu_draw_row_callback, .select_click = menu_select_callback, });
static void do_events(s_game *game, s_perso **persos, s_sound *sounds) { SDL_Event event; int t1 = 0; while (1) { handle_time(game, &t1, 1, persos); update_grid(game, persos); update_board(game, persos, sounds); update_info(game, persos); update_items(game, persos); SDL_PollEvent(&event); input_actions(game, event, persos, sounds); SDL_BlitSurface(game->help_s, NULL, game->screen, &game->help_r); SDL_Flip(game->screen); game->trigger = 0; } }
static void menu_select_callback(MenuLayer *menu_layer, MenuIndex *cell_index, void *data) { config_show(s_screen, cell_index->row); window_stack_remove(s_main_window, true); update_items(); }