1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154
|
// Brain Party
// Copyright (C) 2010 Paul Hudson (http://www.tuxradar.com/brainparty)
// Brain Party is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include <unistd.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_mixer.h"
#include "SDL_ttf.h"
#include "BPGame.h"
BPGame* Game;
int main(int argc, char *argv[]) {
if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 ) {
fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError());
exit(1);
}
// init all the SDL stuff
putenv((char*)"SDL_VIDEO_WINDOW_POS");
putenv((char*)"SDL_VIDEO_CENTERED=1");
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_WM_SetCaption("Brain Party", "Brain Party");
SDL_WM_SetIcon(SDL_LoadBMP("/usr/share/games/brainparty/icon.bmp"), NULL);
Mix_OpenAudio(44100, AUDIO_S16SYS, 2, 2048);
TTF_Init();
SDL_Surface* screen = SDL_SetVideoMode(320, 480, 24, SDL_OPENGL);
// clear the screen
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// load the splash screen texture
Texture* tex_splash = new Texture("hudzillagames", 320, 480);
// set up all the OpenGL stuff
glViewport(0, 0, 320, 480);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 320, 480, 0, -100.0f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// now render the splash screen...
tex_splash->Draw(0, 0);
// ...update the screen
SDL_GL_SwapBuffers();
// and flush out any SDL events that are waiting - this makes the window activate
SDL_Event event;
while (SDL_PollEvent(&event)) { }
// load all the game data
Game = new BPGame();
Game->Init(320, 480);
// finally sleep for a second so the splash screen is visible
SDL_Delay(1000);
// free up the memory; the splash screen isn't used again
delete tex_splash;
float seconds_elapsed;
int previous_time = SDL_GetTicks();
bool mouse_down = false;
while (true) {
int new_time = SDL_GetTicks();
int ticks_elapsed = new_time - previous_time;
previous_time = new_time;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
mouse_down = true;
Game->TouchStart(event.button.x, event.button.y);
break;
case SDL_MOUSEBUTTONUP:
mouse_down = false;
Game->TouchStop(event.button.x, event.button.y);
break;
case SDL_MOUSEMOTION:
if (mouse_down) Game->TouchDrag(event.motion.x, event.motion.y);
break;
case SDL_KEYUP:
if (Game->ShowingClearScores) {
Game->ShowingMessageBox = false;
Game->ShowingClearScores = false;
if (event.key.keysym.sym == (Uint16)'y') {
Game->ExecuteResetScores();
}
}
break;
case SDL_QUIT:
exit(0);
}
}
float target_time = 16;
if (ticks_elapsed < target_time) {
SDL_Delay(target_time - ticks_elapsed);
}
seconds_elapsed = ticks_elapsed / 1000.0f;
Game->Update(seconds_elapsed);
Game->Draw();
SDL_GL_SwapBuffers();
}
delete Game;
TTF_Quit();
Mix_CloseAudio();
SDL_Quit();
return EXIT_SUCCESS;
}
|