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main.c
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#include "menu.h"
#include "menu_element.h"
#include "menu_text.h"
#include "game_display.h"
#include "game_logic.h"
#include "game_event_handler.h"
#include "utils.h"
// SDL kezeléséhez használt dokumentáció: https://infoc.eet.bme.hu/sdl/
// Időzítő, mely 20ms-enként generál egy SDL_USEREVENT-et.
Uint32 render_tick(Uint32 ms, void *param) {
SDL_Event ev;
ev.type = SDL_USEREVENT;
SDL_PushEvent(&ev);
return ms;
}
// Változtatható gyorsaságú időzítő,
// mely a szimuláció következő iterációját számolja ki.
Uint32 sim_tick(Uint32 ms, void *param) {
Game *game = (Game *) param;
if (game->simRunning)
evolve(game->gameField);
return game->simSpeedMs;
}
// Létrehozza a program futásához szükséges adatstruktúrákat, és inicializálja az SDL-t.
Game init() {
Vector2s cells = {DEFAULT_CELLS_X, DEFAULT_CELLS_Y};
SDL_Rect windowArea = {0, 0, 1050, 800};
SDL_Rect gameArea = {0, 0, (short) windowArea.w - MENU_WIDTH, windowArea.h};
SDL_Rect menuArea = {gameArea.w, 0, windowArea.w - gameArea.w, windowArea.h};
SDL_Window *window;
SDL_Renderer *renderer;
sdl_init(windowArea.w, windowArea.h, "Game Of Life", &window, &renderer);
SDL_SetWindowMinimumSize(window, 800, 680);
TTF_Init();
GridParams *gridParams = create_grid_params(gameArea, cells, 0x212121ff, 0xffb300ff, 0x424242ff, 0xfff176ff);
GameField *gameField = create_field(cells);
Menu *menu = create_menu(menuArea, 0x7a7a7a77);
Game game = {renderer, window, windowArea, gameField, gridParams, menu, 100, false, false, .cursorPos.x = 0, .cursorPos.y = 0};
return game;
}
// Felépíti a menü elemeit, szövegeket, gombokat, szövegmezőket.
void build_menu(Game *game) {
TTF_Font *normalFont = create_font("Chalkboard.ttf", 20);
TTF_Font *midFont = create_font("Chalkboard.ttf", 18);
TTF_Font *smallFont = create_font("Chalkboard.ttf", 16);
// gombok
MenuElementColors btnColors;
set_menu_element_colors(0xcccccc7f, 0x505050ff, 0x28282800, 0x00, &btnColors);
Uint32 textColor = 0xffffffff;
SDL_Rect area;
set_rect(25, 30, 200, 60, &area);
add_element(game->menu, create_button(game->renderer, area, AUTO_STEP_TOGGLE, "Auto léptetés BE", normalFont, textColor, btnColors));
set_rect(25, 190, 200, 60, &area);
add_element(game->menu, create_button(game->renderer, area, STEP, "Léptetés", normalFont, textColor, btnColors));
set_rect(25, 270, 200, 60, &area);
add_element(game->menu, create_button(game->renderer, area, CLEAR, "Törlés", normalFont, textColor, btnColors));
set_rect(35, 420, 80, 40, &area);
add_element(game->menu, create_button(game->renderer, area, IMPORT, "Import", smallFont, textColor, btnColors));
set_rect(135, 420, 80, 40, &area);
add_element(game->menu, create_button(game->renderer, area, EXPORT, "Export", smallFont, textColor, btnColors));
set_rect(50, 130, 40, 40, &area);
add_element(game->menu, create_button(game->renderer, area, DEC_SPEED, "-", smallFont, textColor, btnColors));
set_rect(160, 130, 40, 40, &area);
add_element(game->menu, create_button(game->renderer, area, INC_SPEED, "+", smallFont, textColor, btnColors));
set_rect(50, 520, 40, 40, &area);
add_element(game->menu, create_button(game->renderer, area, DEC_CELLS_X, "-", smallFont, textColor, btnColors));
set_rect(160, 520, 40, 40, &area);
add_element(game->menu, create_button(game->renderer, area, INC_CELLS_X, "+", smallFont, textColor, btnColors));
set_rect(50, 605, 40, 40, &area);
add_element(game->menu, create_button(game->renderer, area, DEC_CELLS_Y, "-", smallFont, textColor, btnColors));
set_rect(160, 605, 40, 40, &area);
add_element(game->menu, create_button(game->renderer, area, INC_CELLS_Y, "+", smallFont, textColor, btnColors));
// szövegek
textColor = 0x1f1f1fff;
set_rect(80, 95, 90, 40, &area);
add_text(game->menu, create_text(game->renderer, area, "Sebesség", midFont, textColor));
set_rect(80, 485, 90, 40, &area);
add_text(game->menu, create_text(game->renderer, area, "Szélesség", midFont, textColor));
set_rect(80, 570, 90, 40, &area);
add_text(game->menu, create_text(game->renderer, area, "Magasság", midFont, textColor));
// szövegmezők
MenuElementColors tfColors;
set_menu_element_colors(0x111111ff, 0xbbbbbbff, 0xffffff00, 0xffffffff, &tfColors);
set_rect(25, 370, 200, 40, &area);
add_element(game->menu, create_text_field(game->renderer, area, EDIT_FILE, create_string("palya.dat"), smallFont, textColor, tfColors));
set_rect(90, 130, 70, 40, &area);
add_element(game->menu, create_text_field(game->renderer, area, EDIT_SPEED, int_to_string(10), smallFont, textColor, tfColors));
set_rect(90, 520, 70, 40, &area);
add_element(game->menu, create_text_field(game->renderer, area, EDIT_CELLS_X, int_to_string(DEFAULT_CELLS_X), smallFont, textColor, tfColors));
set_rect(90, 605, 70, 40, &area);
add_element(game->menu, create_text_field(game->renderer, area, EDIT_CELLS_Y, int_to_string(DEFAULT_CELLS_Y), smallFont, textColor, tfColors));
}
// Elindítja az időzítőket.
void start_timers(Game *game) {
// Renderelési időzítő létrehozása és elindítása
if (SDL_AddTimer(20, render_tick, NULL) == 0) {
SDL_Log("FATAL: Couldn't start render timer: %s", SDL_GetError());
exit(2);
}
// Szimulációs időzítő létrehozása és elindítása
if (SDL_AddTimer(game->simSpeedMs, sim_tick, game) == 0) {
SDL_Log("FATAL: Couldn't start simulation timer: %s", SDL_GetError());
exit(2);
}
}
// Továbbítja a kapott event-et az event handler megfelelő függvényéhez.
void forward_event(Game *game, SDL_Event *event) {
switch (event->type) {
case SDL_MOUSEBUTTONDOWN:
mouse_button_down(game, event);
break;
case SDL_MOUSEBUTTONUP:
mouse_button_up(game, event);
break;
case SDL_MOUSEMOTION:
mouse_motion(game, event);
break;
case SDL_KEYDOWN:
key_down(game, event);
break;
case SDL_TEXTINPUT:
text_input(game, event);
break;
case SDL_USEREVENT:
user_event(game, event);
break;
case SDL_WINDOWEVENT:
window_event(game, event);
break;
}
}
// Felszabadítja a program memóriafoglalásait.
void end(Game *game) {
sdl_exit(&game->window, &game->renderer);
// felszabadítás
free_grid_params(game->gridParams);
free_field(game->gameField);
free_menu(game->menu);
}
int main(int argc, char *argv[]) {
Game game = init();
build_menu(&game);
start_timers(&game);
// Main event loop
SDL_Event event;
while (SDL_WaitEvent(&event) && event.type != SDL_QUIT) {
forward_event(&game, &event);
}
end(&game);
return 0;
}