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#include "renderer.h"
#include <random>
#include "renderer.h"
#include "simulation.h"
#include "level.h"
#include "editor.h"
int main(int argc, char** argv)
{
std::random_device randomEngine;
std::mt19937 rng(randomEngine());
sdl_wrapper sdl;
img_wrapper img;
window_ptr win(
SDL_CreateWindow(
"dispatcher",
100,
100,
WINDOW_SIZE.w(),
WINDOW_SIZE.h(),
SDL_WINDOW_SHOWN));
if (!win)
{
throw sdl_error();
}
renderer_ptr ren(
SDL_CreateRenderer(
win.get(),
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
if (!ren)
{
throw sdl_error();
}
Level level(ren.get());
std::unique_ptr<State> state;
if (argc == 2 && !strcmp(argv[1], "--editor"))
{
state.reset(new Editor(ren.get()));
} else {
state.reset(new Simulation(level));
}
bool quit = false;
SDL_Event e;
size_t lastTime = SDL_GetTicks();
while (!quit)
{
size_t currentTime = SDL_GetTicks();
size_t frameTime = currentTime - lastTime;
lastTime = currentTime;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT ||
(e.type == SDL_KEYDOWN &&
e.key.keysym.sym == SDLK_ESCAPE))
{
quit = true;
break;
}
}
const Uint8* keystate = SDL_GetKeyboardState(NULL);
state->tick(frameTime / 1000.0, keystate);
SDL_SetRenderTarget(ren.get(), nullptr);
SDL_RenderClear(ren.get());
state->render(ren.get());
SDL_RenderPresent(ren.get());
}
}
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