t_bunny_response loop(void *data) { t_wolf *wolf; t_bunny_position pos; wolf = (t_wolf*) data; if (keys_manager(wolf) == EXIT_ON_SUCCESS) return (EXIT_ON_SUCCESS); pos.x = 1920 - 1470; pos.y = 1080 - 550; make_bg(wolf->rendu); if (wolf->left_click == 1) background_manager(wolf); music_manager(wolf); walls_manager(wolf); minimap_manager(wolf); angle_minimap(wolf); if (wolf->left_click == 0) add_pix_pos(wolf, wolf->weapon, &pos); else add_pix_pos(wolf, wolf->no_light, &pos); viseur_maker(wolf); wolf->snow_move = 0; bunny_blit(&wolf->win->buffer, &wolf->rendu->clipable, NULL); bunny_display(wolf->win); return (GO_ON); }
int main(int argc, char *argv[]) { Fl_Renderer::system_init(); Fl::args(argc, argv); ////////////////////////////// // Bouncing ball... Fl_Image *bb_bg, *bb; bb_bg = make_bg(200,200); bb = make_ball(35); if(bb_bg && bb) { BBWin bwin(bb_bg, bb); bwin.resizable(bwin); Fl::add_timeout(0.1f, bb_timeout, (void *)&bwin); ////////////////////////////// bwin.show(); while(bwin.visible()) { Fl::wait(); } delete bb_bg; delete bb; } return 0; }
int expose_hook(t_data *d) { get_user_pos(d); make_bg(d); add_walls(d); mlx_put_image_to_window(d->mlx, d->win, d->bg->ptr, 0, 0); return (0); }