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#include <SDL.h>
#include <stdio.h>
#include <stdbool.h>
#include "../src/SDL_Clicky.h"
void clickedClickable(void *c_, int x, int y) {
Clickable *c = c_;
printf("Size of clicked clickable at %p: %d x %d\n", c_, c->dimensions.w, c->dimensions.h);
}
void clickable_draw_red(void* c_, SDL_Renderer* r) {
Clickable *c = c_;
SDL_SetRenderDrawColor(r, 0xFF, 0, 0, 0xFF);
SDL_RenderFillRect(r, &(c->dimensions));
}
void clickable_draw_darkred(void* c_, SDL_Renderer* r) {
Clickable *c = c_;
SDL_SetRenderDrawColor(r, 0x99, 0, 0, 0xFF);
SDL_RenderFillRect(r, &(c->dimensions));
}
bool quit = false;
void clickFunc_QuitButton(void *c_, int x, int y) {
quit = true;
}
int main() {
if(SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
return 1;
}
printf("SDL Initialized\n");
SDL_Window* screen;
screen = SDL_CreateWindow("My Game Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if(!screen) {
fprintf(stderr, "Could not set video mode: %s\n", SDL_GetError());
return 1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(screen, -1, SDL_RENDERER_PRESENTVSYNC);
if(!renderer) {
SDL_DestroyWindow(screen);
fprintf(stderr, "Could not create renderer: %s", SDL_GetError());
}
Clickable_Hierarchy hierarchy = {
.num_children = 0,
.num_children_slots = 4,
.children = malloc(sizeof(Clickable_Hierarchy_Element)*4),
};
Clickable c;
c.dimensions.x = 0;
c.dimensions.y = 0;
c.dimensions.w = 100;
c.dimensions.h = 100;
c.isdown = false;
c.clickFunc = clickedClickable;
c.releaseFunc = NULL;
c.drawFunc = clickable_draw_red;
Clicky_Clickable_Hierarchy_Add_Clickable(&hierarchy, &c);
Clickable c2;
c2.dimensions.x = 590;
c2.dimensions.y = 0;
c2.dimensions.w = 50;
c2.dimensions.h = 50;
c2.isdown = false;
c2.clickFunc = clickFunc_QuitButton;
c2.releaseFunc = NULL;
c2.drawFunc = clickable_draw_red;
Clicky_Clickable_Hierarchy_Add_Clickable(&hierarchy, &c2);
SDL_Rect screenBounds;
screenBounds.x = 100;
screenBounds.y = 0;
screenBounds.w = 340;
screenBounds.h = 300;
Dragable d;
d.super.dimensions.x = 200;
d.super.dimensions.y = 100;
d.super.dimensions.w = 50;
d.super.dimensions.h = 50;
d.super.isdown = false;
d.super.clickFunc = Dragable_ClickFunc;
d.super.releaseFunc = Dragable_ReleaseFunc;
d.super.drawFunc = clickable_draw_red;
d.boundaries = &screenBounds;
d.coordinatesToDrag = &(d.super.dimensions); //Drag itself.
Clicky_Clickable_Hierarchy_Add_Clickable(&hierarchy, &(d.super));
//Container thing testing!
Scrollbar_Container* scrollbar = Scrollbar_Container_Constructor(25, 150, 50, 100, 20);
scrollbar->super.drawFunc = clickable_draw_darkred;
scrollbar->bar.super.drawFunc = clickable_draw_red;
//Clicky_Clickable_Hierarchy_Add_Clickable(&hierarchy, &(scrollbar->bar.super));
Clickable_Hierarchy *sh = Clicky_Clickable_Hierarchy_Add_Subtree(&hierarchy, &(scrollbar->super), 1);
Clicky_Clickable_Hierarchy_Add_Clickable(sh, &(scrollbar->bar.super));
SDL_Event e;
while(!quit) {
while(SDL_PollEvent(&e)) {
switch(e.type) {
case SDL_QUIT:
quit = true;
break;
case SDL_MOUSEBUTTONDOWN:
/*if(Clickable_CheckBounds(&c ,e.button.x, e.button.y) == true) {
//printf("Clicked clickable at addr %p\n", &c);
c.clickFunc((void*)&c, e.button.x, e.button.y);
}
if(Clickable_CheckBounds(&(d.super) ,e.button.x, e.button.y) == true) {
//printf("Clicked clickable at addr %p\n", &c);
d.super.clickFunc((void*)&(d.super), e.button.x, e.button.y);
}*/
//Clicky_ClickClickable((void*)&c, e.button.x, e.button.y);
//Clicky_ClickClickable((void*)&c2, e.button.x, e.button.y);
//Clicky_ClickClickable((void*)&d, e.button.x, e.button.y); //d has a Clickable as supertype.
Clicky_Clickable_Hierarchy_Click(&hierarchy, e.button.x, e.button.y);
break;
case SDL_MOUSEBUTTONUP:
/*if(Clickable_CheckBounds(&c ,e.button.x, e.button.y) == true) {
printf("Clicked clickable at addr %p\n", &c);
c.clickFunc((void*)&c, e.button.x, e.button.y);
}*/
/*if(Clickable_CheckBounds(&(d.super) ,e.button.x, e.button.y) == true) {
//printf("Released clickable at addr %p\n", &c);
d.super.releaseFunc((void*)&(d.super), e.button.x, e.button.y);
}*/
//These shouldn't be necessary, but they're there.
//Clicky_ReleaseClickable((void*)&c, e.button.x, e.button.y);
//Clicky_ReleaseClickable((void*)&d, e.button.x, e.button.y); //d has a Clickable as supertype.
Clicky_ReleaseHeldClickable(e.button.x, e.button.y);
break;
case SDL_MOUSEMOTION:
Clicky_DragUpdate(e.motion.x, e.motion.y);
break;
}
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//Instead of doing this, the dragable should be put into a container, which should be drawn using the hierarchy.
// The way it is now, the rendering of the things in the hierarchy will all be laid on top, even if they should logically be drawn below.
SDL_SetRenderDrawColor(renderer, 0x7F, 0, 0, 0xFF);
SDL_RenderFillRect(renderer, &(screenBounds));
Clicky_Clickable_Hierarchy_Render(&hierarchy, renderer);
SDL_RenderPresent(renderer);
SDL_Delay(50);
}
SDL_Quit();
printf("SDL Shutdown\n");
return 0;
}