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main.c
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main.c
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#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#include "engine/engine.h"
#include "images.h"
//// Helpers ////
SDL_Surface* get_image(void* img, int size)
{
SDL_Surface* pic;
pic = SDL_LoadBMP_RW(SDL_RWFromConstMem(img, size), 1);
return pic;
}
typedef struct Image {
SDL_Texture* tex;
SDL_Rect rect;
} Image;
static Image
texify(SDL_Surface* surface, SDL_Renderer* renderer, SDL_Window* win)
{
static Image img;
SDL_DisplayMode mode;
SDL_Texture* texture;
printf("creating texture from image...\n");
texture = SDL_CreateTextureFromSurface(renderer, surface);
printf("done!\n");
SDL_GetWindowDisplayMode(win, &mode);
img.tex = texture;
img.rect.x = mode.w / 2 - surface->w / 2;
img.rect.y = mode.h / 2 - surface->h / 2;
img.rect.w = surface->w;
img.rect.h = surface->h;
return img;
}
//// States ////
////-- state1
int st1_init(State* state)
{
Image* img = NULL;
SDL_Surface* surface;
img = (Image*)malloc_or_die(sizeof(Image),
"Unable to alloc struct for image\n");
printf("trying to load image...\n");
surface = get_image(testpic_bmp, testpic_bmp_len);
if(img == NULL) {
printf("nyoo, can't load this cuute image /(0o0)\\\n");
crash();
}
printf("loaded image \\(^o^)/\n");
*img = texify(surface, state->stateman->renderer.sdl_renderer,
state->stateman->window);
datapush(img, &state->data);
free(surface);
return 0;
}
int st1_deinit(State* state)
{
free(state->data->first);
datapop(&state->data);
return 0;
}
int st1_redraw(State* state) {
static Image* img;
static SDL_Renderer* renderer;
img = (Image*)state->data->first;
renderer = state->stateman->renderer.sdl_renderer;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, img->tex, NULL, &img->rect);
SDL_RenderPresent(renderer);
return 0;
}
int st1_keydown(State* state, SDL_Event* event)
{
if(event->key.keysym.sym == SDLK_c) {
printf("\nQuitting beautifully,");
crash();
} else if(event->key.keysym.sym == SDLK_q) {
printf("Quitting state.\n");
devoke_state(state);
} else if(event->key.keysym.sym == SDLK_RETURN) {
printf("Invoking state2 hopefully...\n");
invoke_state(state->invocables->this, state->stateman);
}
return 0;
}
////-- state2:
int st2_init(State* state)
{
Image* img = NULL;
SDL_Surface* surface;
img = (Image*)malloc_or_die(sizeof(Image),
"Unable to alloc struct for image\n");
printf("trying to load image...\n");
surface = get_image(testpic_2_bmp, testpic_2_bmp_len);
if(img == NULL) {
printf("waaaaah, somethingwrong with secooond image /(*0*)\\\n");
crash();
}
printf("loaded image \\(^0^)/\n");
*img = texify(surface, state->stateman->renderer.sdl_renderer,
state->stateman->window);
datapush(img, &state->data);
free(surface);
return 0;
}
int st2_deinit(State* state)
{
free(state->data->first);
datapop(&state->data);
return 0;
}
int st2_redraw(State* state)
{
static Image* img;
static SDL_Renderer* renderer;
img = (Image*)state->data->first;
renderer = state->stateman->renderer.sdl_renderer;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, img->tex, NULL, &img->rect);
SDL_RenderPresent(renderer);
return 0;
}
int st2_keydown(State* state, SDL_Event* event)
{
devoke_state(state);
return 0;
}
//// Main ////
int main(int argc, char** argv)
{
StateMan sttmanager = stateman();
State* state1 = NULL;
State* state2 = NULL;
state1 = state(&st1_init, &st1_deinit, &st1_redraw,
NULL, &st1_keydown, NULL);
state2 = state(&st2_init, &st2_deinit, &st2_redraw,
NULL, &st2_keydown, NULL);
add_invocable(state2, state1);
printf("\nHAI SEKAI! SHYAMEIMARU!\n");
init(&sttmanager, "TEST", 512, 512, false);
invoke_state(state1, &sttmanager);
deinit();
return 0;
}