Replaced SDL 1.2 with SDL 2.0
This commit is contained in:
parent
3d1eb7b9b4
commit
71f647043a
@ -1,9 +1,16 @@
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cmake_minimum_required(VERSION 2.8)
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set(EXE_NAME tetris)
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project(${EXE_NAME})
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list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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find_package(SDL2 REQUIRED)
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find_package(SDL2_ttf REQUIRED)
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include_directories(${SDL2_INCLUDE_DIR} ${SDL2TTF_INCLUDE_DIRS})
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set(TETRIS_LIBRARIES ${SDL2_LIBRARY} ${SDL2TTF_LIBRARY} )
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add_subdirectory(src)
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@ -0,0 +1,6 @@
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# Tetris
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Basic tetris write in C++ and SDL
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## Changelog
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* 4/6/2015
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* Replaced SDL with SDL2
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171
cmake/FindSDL2.cmake
Normal file
171
cmake/FindSDL2.cmake
Normal file
@ -0,0 +1,171 @@
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDLmain.h and SDLmain.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2DIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2DIR
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(SDL2_ARCH_64 TRUE)
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set(SDL2_PROCESSOR_ARCH "x64")
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else()
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set(SDL2_ARCH_64 FALSE)
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set(SDL2_PROCESSOR_ARCH "x86")
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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SET(SDL2_SEARCH_PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local
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/usr
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES include/SDL2 include SDL2
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PATHS ${SDL2_SEARCH_PATHS}
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)
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FIND_LIBRARY(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib lib/${SDL2_PROCESSOR_ARCH}
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PATHS ${SDL2_SEARCH_PATHS}
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)
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib lib/${SDL2_PROCESSOR_ARCH}
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PATHS ${SDL2_SEARCH_PATHS}
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)
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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IF(SDL2_LIBRARY_TEMP)
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# For SDL2main
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(SDL2MAIN_LIBRARY)
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(SDL2MAIN_LIBRARY)
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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163
cmake/FindSDL2_ttf.cmake
Normal file
163
cmake/FindSDL2_ttf.cmake
Normal file
@ -0,0 +1,163 @@
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDLmain.h and SDLmain.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2DIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2DIR
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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SET(SDL2TTF_SEARCH_PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local
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/usr
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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FIND_PATH(SDL2TTF_INCLUDE_DIR SDL_ttf.h
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HINTS
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$ENV{SDL2TTFDIR}
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PATH_SUFFIXES include/SDL2 include
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PATHS ${SDL2TTF_SEARCH_PATHS}
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)
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FIND_LIBRARY(SDL2TTF_LIBRARY_TEMP
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NAMES SDL2_ttf
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HINTS
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$ENV{SDL2TTFDIR}
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PATH_SUFFIXES lib64 lib
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PATHS ${SDL2TTF_SEARCH_PATHS}
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)
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IF(NOT SDL2TTF_BUILDING_LIBRARY)
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IF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2TTFmain. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2TTFmain for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDL2TTFMAIN_LIBRARY
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NAMES SDL2_ttf
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HINTS
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$ENV{SDL2TTFDIR}
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PATH_SUFFIXES lib64 lib
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PATHS ${SDL2TTF_SEARCH_PATHS}
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)
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ENDIF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
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# SDL2TTF may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2TTFmain -lSDL2TTF -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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IF(SDL2TTF_LIBRARY_TEMP)
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# For SDL2TTFmain
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IF(NOT SDL2TTF_BUILDING_LIBRARY)
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IF(SDL2TTFMAIN_LIBRARY)
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SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTFMAIN_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
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ENDIF(SDL2TTFMAIN_LIBRARY)
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ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
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# For OS X, SDL2TTF uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
|
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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|
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2TTF_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2TTF_LIBRARY ${SDL2TTF_LIBRARY_TEMP} CACHE STRING "Where the SDL2TTF Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
|
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SET(SDL2TTF_LIBRARY_TEMP "${SDL2TTF_LIBRARY_TEMP}" CACHE INTERNAL "")
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ENDIF(SDL2TTF_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_ttf REQUIRED_VARS SDL2TTF_LIBRARY SDL2TTF_INCLUDE_DIR)
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@ -1,23 +1,24 @@
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cmake_minimum_required(VERSION 2.8)
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add_executable(${EXE_NAME}
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scoreitem.cpp
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scorestate.cpp
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stringinput.cpp
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part.cpp
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main.cpp
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global.cpp
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map.cpp
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resource.cpp
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game.cpp
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pausestate.cpp
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playstate.cpp
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menustate.cpp
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menuitem.cpp
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menu.cpp
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add_executable(
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${EXE_NAME}
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scoreitem.cpp
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scorestate.cpp
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stringinput.cpp
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part.cpp
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main.cpp
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global.cpp
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map.cpp
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resource.cpp
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game.cpp
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pausestate.cpp
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playstate.cpp
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menustate.cpp
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menuitem.cpp
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menu.cpp
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)
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target_link_libraries(${EXE_NAME} SDL SDL_ttf)
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target_link_libraries(${EXE_NAME} ${TETRIS_LIBRARIES})
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set(CMAKE_CXX_FLAGS "-Wextra -ftabstop=4 -march=native -std=gnu++11 -fshow-column -ftabstop=4 -frounding-math -pipe")
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|
36
src/game.cpp
36
src/game.cpp
@ -21,21 +21,22 @@ bool game::Init()
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return false;
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}
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SDL_EnableUNICODE ( SDL_ENABLE );
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gWindow = SDL_CreateWindow( "[SG]Tetris", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH * SIZE + 130, HEIGHT * SIZE, SDL_WINDOW_SHOWN );
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SDL_WM_SetCaption ( "[SG]Tetris", NULL );
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m_pScreen = SDL_SetVideoMode ( WIDTH * SIZE + 130, HEIGHT * SIZE, 32, SDL_HWSURFACE | SDL_DOUBLEBUF );
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if ( m_pScreen == NULL )
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if ( gWindow == NULL )
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||||
{
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printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
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cerr << "[ERROR] Cannot setup screen" << endl;
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m_bRunning = false;
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||||
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return false;
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||||
}
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||||
else
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||||
{
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||||
gScreenSurface = SDL_GetWindowSurface( gWindow );
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||||
}
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||||
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||||
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||||
if ( TTF_Init() )
|
||||
@ -48,9 +49,9 @@ bool game::Init()
|
||||
}
|
||||
|
||||
|
||||
m_bRunning = Load();
|
||||
m_bRunning = Load();
|
||||
m_bGameOver = false;
|
||||
tick = 0;
|
||||
tick = 0;
|
||||
|
||||
return m_bRunning;
|
||||
}
|
||||
@ -155,10 +156,14 @@ void game::Draw()
|
||||
states.back()->Draw ( this );
|
||||
}
|
||||
|
||||
SDL_Window * game::GetWindow()
|
||||
{
|
||||
return gWindow;
|
||||
}
|
||||
|
||||
SDL_Surface * game::GetScreen()
|
||||
{
|
||||
return m_pScreen;
|
||||
return gScreenSurface;
|
||||
}
|
||||
|
||||
bool game::Running()
|
||||
@ -172,9 +177,11 @@ void game::Clean()
|
||||
cout << "Cleanning..." << endl;
|
||||
# endif
|
||||
|
||||
TTF_CloseFont ( fontMenu );
|
||||
|
||||
TTF_Quit();
|
||||
SDL_DestroyWindow( gWindow );
|
||||
gWindow = NULL;
|
||||
TTF_CloseFont ( fontMenu );
|
||||
|
||||
TTF_Quit();
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
@ -226,3 +233,8 @@ TTF_Font * game::GetfontMenu()
|
||||
{
|
||||
return fontMenu;
|
||||
}
|
||||
|
||||
void game::SetRunning ( bool Running )
|
||||
{
|
||||
m_bRunning = Running;
|
||||
}
|
||||
|
@ -3,11 +3,12 @@
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL/SDL_ttf.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
|
||||
#include "map.hpp"
|
||||
#include "part.hpp"
|
||||
#include "resource.hpp"
|
||||
|
||||
|
||||
using namespace std;
|
||||
@ -40,6 +41,7 @@ class game
|
||||
|
||||
SDL_Surface * GetScreen();
|
||||
Uint32 GetStart();
|
||||
SDL_Window * GetWindow();
|
||||
|
||||
TTF_Font * GetfontMenu();
|
||||
TTF_Font * GetfontGame();
|
||||
@ -56,7 +58,8 @@ class game
|
||||
void UpdateFPS();
|
||||
|
||||
private:
|
||||
SDL_Surface * m_pScreen;
|
||||
SDL_Window * gWindow;
|
||||
SDL_Surface * gScreenSurface;
|
||||
vector <GameState *> states;
|
||||
|
||||
bool m_bRunning;
|
||||
|
@ -1,8 +1,8 @@
|
||||
#ifndef GLOBAL_HPP_INCLUDED
|
||||
#define GLOBAL_HPP_INCLUDED
|
||||
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL/SDL_ttf.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
#include <sstream>
|
||||
#include <cstdio>
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include <iostream>
|
||||
#include <ctime>
|
||||
#include <cstdlib>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "resource.hpp"
|
||||
#include "global.hpp"
|
||||
@ -24,7 +24,6 @@ int main ( int argc, char ** argv )
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Game.ChangeState ( MenuState::Instance() );
|
||||
|
||||
while ( Game.Running() )
|
||||
|
@ -3,8 +3,8 @@
|
||||
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL/SDL_ttf.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
|
||||
#include "global.hpp"
|
||||
#include "game.hpp"
|
||||
|
@ -96,7 +96,8 @@ void MenuState::Draw(game* Game)
|
||||
{
|
||||
menu->Draw(Game);
|
||||
|
||||
SDL_Flip(Game->GetScreen());
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
//SDL_Flip(Game->GetScreen());
|
||||
}
|
||||
|
||||
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "game.hpp"
|
||||
#include "gamestate.hpp"
|
||||
|
@ -2,7 +2,7 @@
|
||||
#define PART_HPP_INCLUDED
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "resource.hpp"
|
||||
#include "global.hpp"
|
||||
|
@ -89,7 +89,8 @@ void PauseState::Draw(game* Game)
|
||||
{
|
||||
menu->Draw(Game);
|
||||
|
||||
SDL_Flip(Game->GetScreen());
|
||||
//SDL_Flip(Game->GetScreen());
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
}
|
||||
|
||||
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "game.hpp"
|
||||
#include "gamestate.hpp"
|
||||
|
@ -23,7 +23,7 @@ void PlayState::Init()
|
||||
|
||||
textColor = make_color(255, 255, 255);
|
||||
|
||||
SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
// SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Init Successful" << std::endl;
|
||||
@ -32,7 +32,7 @@ void PlayState::Init()
|
||||
|
||||
void PlayState::Clean()
|
||||
{
|
||||
SDL_EnableKeyRepeat ( 0, 0 );
|
||||
// SDL_EnableKeyRepeat ( 0, 0 );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Clean Successful" << std::endl;
|
||||
@ -41,7 +41,7 @@ void PlayState::Clean()
|
||||
|
||||
void PlayState::Pause()
|
||||
{
|
||||
SDL_EnableKeyRepeat ( 0, 0 );
|
||||
// SDL_EnableKeyRepeat ( 0, 0 );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Paused" << std::endl;
|
||||
@ -50,7 +50,7 @@ void PlayState::Pause()
|
||||
|
||||
void PlayState::Resume()
|
||||
{
|
||||
SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
// SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Resumed" << std::endl;
|
||||
@ -226,9 +226,11 @@ void PlayState::Update ( game* Game )
|
||||
{
|
||||
/* Start enter name */
|
||||
nameEntering = true;
|
||||
SDL_StartTextInput();
|
||||
|
||||
if (nameEntered)
|
||||
{
|
||||
SDL_StopTextInput();
|
||||
nameEntering = false;
|
||||
nameEntered = false;
|
||||
//text.setString("Score " + intToStr(Map.getScore()) + "\n" + "Press enter");
|
||||
@ -321,7 +323,8 @@ void PlayState::Draw ( game* Game )
|
||||
name.show_centered(Game);
|
||||
}
|
||||
|
||||
SDL_Flip ( Game->GetScreen() );
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
//SDL_Flip ( Game->GetScreen() );
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
# ifndef PLAY_STATE_HPP_INCLUDED
|
||||
# define PLAY_STATE_HPP_INCLUDED
|
||||
|
||||
# include <SDL/SDL.h>
|
||||
# include <SDL2/SDL.h>
|
||||
# include <iostream>
|
||||
# include <string>
|
||||
# include <fstream>
|
||||
|
@ -2,8 +2,8 @@
|
||||
#define SCOREITEM_H
|
||||
|
||||
# include <iostream>
|
||||
# include <SDL/SDL.h>
|
||||
# include <SDL/SDL_ttf.h>
|
||||
# include <SDL2/SDL.h>
|
||||
# include <SDL2/SDL_ttf.h>
|
||||
|
||||
# include "game.hpp"
|
||||
# include "global.hpp"
|
||||
|
@ -16,7 +16,8 @@ void ScoreState::Draw ( game * Game )
|
||||
Items[i].Draw(Game, i * 35);
|
||||
}
|
||||
|
||||
SDL_Flip(Game->GetScreen());
|
||||
//SDL_Flip(Game->GetScreen());
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
}
|
||||
|
||||
void ScoreState::Update ( game * Game )
|
||||
|
@ -1,4 +1,4 @@
|
||||
# include "playstate.hpp"
|
||||
# include "menustate.hpp"
|
||||
# include "pausestate.hpp"
|
||||
# include "scorestate.hpp"
|
||||
#include "playstate.hpp"
|
||||
#include "menustate.hpp"
|
||||
#include "pausestate.hpp"
|
||||
#include "scorestate.hpp"
|
||||
|
@ -15,62 +15,71 @@ StringInput::~StringInput()
|
||||
|
||||
void StringInput::handle_input ( game * Game, SDL_Event *event)
|
||||
{
|
||||
string temp;
|
||||
|
||||
//If a key was pressed
|
||||
if ( event->type == SDL_KEYDOWN )
|
||||
{
|
||||
//Keep a copy of the current version of the string
|
||||
string temp = str;
|
||||
temp = str;
|
||||
|
||||
//If the string less than maximum size
|
||||
if ( str.length() <= 11 )
|
||||
{
|
||||
//If the key is a number
|
||||
if ( ( event->key.keysym.unicode >= ( Uint16 ) '0' ) && ( event->key.keysym.unicode <= ( Uint16 ) '9' ) )
|
||||
//Special key input
|
||||
if( event->type == SDL_KEYDOWN )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
else if ( ( event->key.keysym.unicode == ( Uint16 ) '-' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
//If the key is a uppercase letter
|
||||
else if ( ( event->key.keysym.unicode >= ( Uint16 ) 'A' ) && ( event->key.keysym.unicode <= ( Uint16 ) 'Z' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
//If the key is a lowercase letter
|
||||
else if ( ( event->key.keysym.unicode >= ( Uint16 ) 'a' ) && ( event->key.keysym.unicode <= ( Uint16 ) 'z' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
//Handle backspace
|
||||
if( event->key.keysym.sym == SDLK_BACKSPACE && str.length() > 0 )
|
||||
{
|
||||
//lop off character
|
||||
str.pop_back();
|
||||
}
|
||||
//Handle copy
|
||||
else if( event->key.keysym.sym == SDLK_c && SDL_GetModState() & KMOD_CTRL )
|
||||
{
|
||||
SDL_SetClipboardText( str.c_str() );
|
||||
}
|
||||
//Handle paste
|
||||
else if( event->key.keysym.sym == SDLK_v && SDL_GetModState() & KMOD_CTRL )
|
||||
{
|
||||
str = SDL_GetClipboardText();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//Special text input event
|
||||
else if( event->type == SDL_TEXTINPUT )
|
||||
{
|
||||
//Keep a copy of the current version of the string
|
||||
temp = str;
|
||||
|
||||
#ifdef DEBUG
|
||||
cout << str << endl;
|
||||
#endif
|
||||
|
||||
//If backspace was pressed and the string isn't blank
|
||||
if ( ( event->key.keysym.sym == SDLK_BACKSPACE ) && ( str.length() != 0 ) )
|
||||
//If the string less than maximum size
|
||||
if ( str.length() <= 11 )
|
||||
{
|
||||
//Remove a character from the end
|
||||
str.erase ( str.length() - 1 );
|
||||
}
|
||||
|
||||
//If the string was changed
|
||||
if ( str != temp )
|
||||
{
|
||||
//Free the old surface
|
||||
SDL_FreeSurface ( text );
|
||||
|
||||
//Render a new text surface
|
||||
text = TTF_RenderText_Solid ( Game->GetfontGame(), str.c_str(), textColor );
|
||||
//Not copy or pasting
|
||||
if( !( ( event->text.text[ 0 ] == 'c' || event->text.text[ 0 ] == 'C' ) && ( event->text.text[ 0 ] == 'v' || event->text.text[ 0 ] == 'V' ) && SDL_GetModState() & KMOD_CTRL ) )
|
||||
{
|
||||
//Append character
|
||||
str += event->text.text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
cout << str << endl;
|
||||
#endif
|
||||
|
||||
//If the string was changed
|
||||
if ( str != temp )
|
||||
{
|
||||
//Free the old surface
|
||||
SDL_FreeSurface ( text );
|
||||
|
||||
//Render a new text surface
|
||||
text = TTF_RenderText_Solid ( Game->GetfontGame(), str.c_str(), textColor );
|
||||
}
|
||||
}
|
||||
|
||||
void StringInput::show_centered ( game * Game )
|
||||
|
@ -3,8 +3,8 @@
|
||||
|
||||
# include <iostream>
|
||||
# include <string>
|
||||
# include <SDL/SDL.h>
|
||||
# include <SDL/SDL_ttf.h>
|
||||
# include <SDL2/SDL.h>
|
||||
# include <SDL2/SDL_ttf.h>
|
||||
|
||||
# include "game.hpp"
|
||||
# include "global.hpp"
|
||||
|
Loading…
Reference in New Issue
Block a user