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main.c
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/* ************************************************************************** */
/* */
/* :::::::: */
/* main.c :+: :+: */
/* +:+ */
/* By: fbes <fbes@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2021/03/24 16:40:50 by fbes #+# #+# */
/* Updated: 2021/06/14 22:23:21 by fbes ######## odam.nl */
/* */
/* ************************************************************************** */
#include <errno.h>
#include "mlx.h"
#include "c3d.h"
#include "c3d_game_errors.h"
int exit_game(t_game *game, int exit_code, char *error_msg, char *m_error_msg)
{
if (game->bmp_export == 0 && game->mlx)
{
mouse_show_hide(game, 0);
mlx_do_key_autorepeaton(game->mlx->core);
}
if (error_msg && !m_error_msg)
print_error(error_msg);
if (m_error_msg)
{
print_error(m_error_msg);
ft_free(m_error_msg);
}
if (game->mlx)
{
if (game->map)
free_map(game->mlx->core, game->map);
free_mlx_context(game->mlx);
}
else if (game->map)
free_map(NULL, game->map);
if (game->cam.z_buffer)
free(game->cam.z_buffer);
exit(exit_code);
return (exit_code);
}
static int exit_hook(t_game *game)
{
return (exit_game(game, 0, NULL, NULL));
}
static void init_game_win(t_game *game)
{
reset_key_presses(&game->key_stat);
mouse_show_hide(game, 1);
mlx_do_key_autorepeatoff(game->mlx->core);
move_mouse(game, game->map->res_x / 2, game->map->res_y / 2);
mlx_hook(game->mlx->win, 17, 1L << 17, &exit_hook, game);
if (IS_LIN)
mlx_hook(game->mlx->win, 33, 1L << 17, &exit_hook, game);
mlx_hook(game->mlx->win, 2, 1L << 0, &keypress, game);
mlx_hook(game->mlx->win, 3, 1L << 1, &keyrelease, game);
mlx_hook(game->mlx->win, 4, 1L << 2, &mousebtnpress, game);
mlx_hook(game->mlx->win, 6, 1L << 6, &mousemove, game);
mlx_expose_hook(game->mlx->win, win_focus, game);
mlx_loop_hook(game->mlx->core, draw_next_frame, game);
}
int main(int argc, char **argv)
{
t_game game;
errno = 0;
init_game(&game);
setup_args(argc, argv, &game);
setup_game(&game, game.bmp_export, argv);
if (game.bmp_export == 0)
{
init_game_win(&game);
mlx_loop(game.mlx->core);
}
else
{
render_next_frame(&game);
if (export_frame_as_bmp(&game, "cub3d.bmp") != 1)
exit_game(&game, 105, ERR_BMP_EXPORT, NULL);
}
return (exit_game(&game, 0, NULL, NULL));
}