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window.cu
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window.cu
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#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdio.h>
#include "types.h"
typedef enum mouse_button_t {
MOUSE_BUTTON_LEFT = SDL_BUTTON_LEFT,
MOUSE_BUTTON_MIDDLE = SDL_BUTTON_MIDDLE,
MOUSE_BUTTON_RIGHT = SDL_BUTTON_RIGHT,
MOUSE_BUTTON_COUNT,
} mouse_button_t;
typedef struct window_t {
SDL_Window* window;
SDL_Renderer* renderer;
bool quit_signalled;
bool error_occurred;
bool mouse_button_down[MOUSE_BUTTON_COUNT];
vec2_t mouse_position;
bool key_down[SDL_NUM_SCANCODES];
} window_t;
window_t create_window(int width, int height) {
window_t window = {0};
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "failed to init SDL: %s\n", SDL_GetError());
window.error_occurred = true;
return window;
}
window.window = SDL_CreateWindow("Proyecto CAD",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
width,
height,
0);
if (window.window == NULL) {
fprintf(stderr, "failed to create window: %s\n", SDL_GetError());
window.error_occurred = true;
SDL_Quit();
return window;
}
window.renderer = SDL_CreateRenderer(window.window, -1, SDL_RENDERER_ACCELERATED);
if (window.renderer == NULL) {
fprintf(stderr, "failed to create renderer: %s\n", SDL_GetError());
window.error_occurred = true;
SDL_Quit();
return window;
}
return window;
}
void poll_events(window_t* window) {
SDL_Event event = {};
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEMOTION: {
window->mouse_position.x = event.motion.x;
window->mouse_position.y = event.motion.y;
} break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN: {
window->mouse_button_down[event.button.button] = event.button.state == SDL_PRESSED;
} break;
case SDL_KEYUP:
case SDL_KEYDOWN: {
window->key_down[event.key.keysym.scancode] = event.key.state == SDL_PRESSED;
} break;
case SDL_QUIT:
window->quit_signalled = true;
break;
}
}
}
void draw(window_t* window,
particle_t* particles, size_t particle_count,
particle_t* black_holes, size_t black_hole_count) {
// make the window gray
SDL_SetRenderDrawColor(window->renderer, 0x80, 0x80, 0x80, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(window->renderer, NULL);
for (int i = 0; i < particle_count; i++) {
particle_t* particle = &particles[i];
if (!particle->deleted) {
// // draw a trailing line
// SDL_SetRenderDrawColor(window->renderer, 0xff, 0xff, 0xff, SDL_ALPHA_OPAQUE);
// SDL_RenderDrawLine(window->renderer,
// particle->position.x - particle->velocity.x,
// particle->position.y - particle->velocity.y,
// particle->position.x, particle->position.y);
SDL_Rect rect = {
.x = (int)particle->position.x, .y = (int)particle->position.y,
.w = 4, .h = 4,
};
// set the draw color to the particle's color
SDL_SetRenderDrawColor(window->renderer,
particle->color.r,
particle->color.g,
particle->color.b,
SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(window->renderer, &rect);
}
}
// draw the black holes
SDL_SetRenderDrawColor(window->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
for (int i = 0; i < black_hole_count; i++) {
SDL_Rect rect = {
.x = (int)black_holes[i].position.x, .y = (int)black_holes[i].position.y,
.w = 10, .h = 10,
};
SDL_RenderFillRect(window->renderer, &rect);
}
SDL_RenderPresent(window->renderer);
}