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