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main.cpp
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// 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 <GLES/gl.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("/opt/brainparty/Content/icon.bmp"), NULL);
Mix_OpenAudio(44100, AUDIO_S16SYS, 2, 2048);
TTF_Init();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_Surface* screen = SDL_SetVideoMode(0, 0, 0, SDL_OPENGLES | SDL_FULLSCREEN);
SDL_ShowCursor(0);
// 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, 800, 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();
/**
* Rotate by 90 degrees, scale to fullscreen, keep
* aspect ratio and center on screen (see also the
* ConvertCoordinates function in BPGame.h).
**/
glRotatef(90, 0, 0, 1);
glOrthof(0, 320, 506, -26, -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_ACTIVEEVENT:
/* Pause music and gameplay on swipe */
if (!event.active.gain) {
Mix_PauseMusic();
/**
* Blocking wait for events and consume
* all until we are either re-activated
* or the app is closed.
**/
while (event.type != SDL_ACTIVEEVENT ||
!event.active.gain) {
SDL_WaitEvent(&event);
if (event.type == SDL_QUIT) {
exit(0);
}
}
Mix_ResumeMusic();
/**
* Reset the time counter to pause the
* time-based minigames' countdowns
**/
new_time = SDL_GetTicks();
ticks_elapsed = 0;
previous_time = new_time;
continue;
}
break;
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);
}
}
if (Game->GameState == DO_QUIT) {
break;
}
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;
}