mirror of
https://github.com/Motschen/Adventura.git
synced 2025-12-15 11:25:10 +01:00
196 lines
5.9 KiB
C++
196 lines
5.9 KiB
C++
#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_init.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <SDL3_image/SDL_image.h>
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#include <cmath>
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#include <string_view>
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#include <filesystem>
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constexpr uint32_t windowStartWidth = 400;
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constexpr uint32_t windowStartHeight = 400;
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struct AppContext {
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SDL_Window* window;
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SDL_Renderer* renderer;
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SDL_Texture* messageTex, *imageTex;
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SDL_FRect messageDest;
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SDL_AudioDeviceID audioDevice;
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Mix_Music* music;
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SDL_AppResult app_quit = SDL_APP_CONTINUE;
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};
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SDL_AppResult SDL_Fail(){
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SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Error %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
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// init the library, here we make a window so we only need the Video capabilities.
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if (not SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)){
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return SDL_Fail();
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}
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// init TTF
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if (not TTF_Init()) {
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return SDL_Fail();
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}
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// create a window
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SDL_Window* window = SDL_CreateWindow("SDL Minimal Sample", windowStartWidth, windowStartHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (not window){
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return SDL_Fail();
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}
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// create a renderer
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SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL);
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if (not renderer){
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return SDL_Fail();
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}
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// load the font
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#if __ANDROID__
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std::filesystem::path basePath = ""; // on Android we do not want to use basepath. Instead, assets are available at the root directory.
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#else
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auto basePathPtr = SDL_GetBasePath();
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if (not basePathPtr){
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return SDL_Fail();
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}
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const std::filesystem::path basePath = basePathPtr;
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#endif
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const auto fontPath = basePath / "Inter-VariableFont.ttf";
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TTF_Font* font = TTF_OpenFont(fontPath.string().c_str(), 36);
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if (not font) {
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return SDL_Fail();
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}
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// render the font to a surface
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const std::string_view text = "Hello SDL!";
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SDL_Surface* surfaceMessage = TTF_RenderText_Solid(font, text.data(), text.length(), { 255,255,255 });
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// make a texture from the surface
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SDL_Texture* messageTex = SDL_CreateTextureFromSurface(renderer, surfaceMessage);
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// we no longer need the font or the surface, so we can destroy those now.
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TTF_CloseFont(font);
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SDL_DestroySurface(surfaceMessage);
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// load the SVG
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auto svg_surface = IMG_Load((basePath / "gs_tiger.svg").string().c_str());
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SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, svg_surface);
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SDL_DestroySurface(svg_surface);
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// get the on-screen dimensions of the text. this is necessary for rendering it
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auto messageTexProps = SDL_GetTextureProperties(messageTex);
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SDL_FRect text_rect{
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.x = 0,
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.y = 0,
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.w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0)),
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.h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0))
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};
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// init SDL Mixer
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auto audioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (not audioDevice) {
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return SDL_Fail();
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}
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if (not Mix_OpenAudio(audioDevice, NULL)) {
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return SDL_Fail();
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}
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// load the music
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auto musicPath = basePath / "the_entertainer.ogg";
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auto music = Mix_LoadMUS(musicPath.string().c_str());
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if (not music) {
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return SDL_Fail();
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}
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// play the music (does not loop)
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Mix_PlayMusic(music, 0);
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// print some information about the window
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SDL_ShowWindow(window);
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{
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int width, height, bbwidth, bbheight;
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SDL_GetWindowSize(window, &width, &height);
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SDL_GetWindowSizeInPixels(window, &bbwidth, &bbheight);
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SDL_Log("Window size: %ix%i", width, height);
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SDL_Log("Backbuffer size: %ix%i", bbwidth, bbheight);
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if (width != bbwidth){
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SDL_Log("This is a highdpi environment.");
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}
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}
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// set up the application data
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*appstate = new AppContext{
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.window = window,
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.renderer = renderer,
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.messageTex = messageTex,
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.imageTex = tex,
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.messageDest = text_rect,
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.audioDevice = audioDevice,
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.music = music,
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};
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SDL_SetRenderVSync(renderer, -1); // enable vysnc
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SDL_Log("Application started successfully!");
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event* event) {
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auto* app = (AppContext*)appstate;
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if (event->type == SDL_EVENT_QUIT) {
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app->app_quit = SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate) {
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auto* app = (AppContext*)appstate;
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// draw a color
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auto time = SDL_GetTicks() / 1000.f;
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auto red = (std::sin(time) + 1) / 2.0 * 255;
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auto green = (std::sin(time / 2) + 1) / 2.0 * 255;
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auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255;
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SDL_SetRenderDrawColor(app->renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(app->renderer);
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// Renderer uses the painter's algorithm to make the text appear above the image, we must render the image first.
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SDL_RenderTexture(app->renderer, app->imageTex, NULL, NULL);
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SDL_RenderTexture(app->renderer, app->messageTex, NULL, &app->messageDest);
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SDL_RenderPresent(app->renderer);
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return app->app_quit;
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}
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void SDL_AppQuit(void* appstate, SDL_AppResult result) {
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auto* app = (AppContext*)appstate;
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if (app) {
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SDL_DestroyRenderer(app->renderer);
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SDL_DestroyWindow(app->window);
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Mix_FadeOutMusic(1000); // prevent the music from abruptly ending.
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Mix_FreeMusic(app->music); // this call blocks until the music has finished fading
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Mix_CloseAudio();
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SDL_CloseAudioDevice(app->audioDevice);
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delete app;
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}
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TTF_Quit();
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Mix_Quit();
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SDL_Log("Application quit successfully!");
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SDL_Quit();
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}
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