Learning how to take input from the keyboard.
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Before Width: | Height: | Size: 613 B After Width: | Height: | Size: 613 B |
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@ -1,4 +1,4 @@
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// SDL Experiment 01, Barra Ó Catháin.
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// SDL Experiment 02, Barra Ó Catháin.
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// ===================================
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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@ -55,7 +55,7 @@ int main(int argc, char ** argv)
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{
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SDL_Event event;
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bool quit = false;
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int width = 0, height = 0, mouseX = 0, mouseY = 0;
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int width = 0, height = 0, positionX = 0, positionY = 0, velocityX = 0, velocityY = 0;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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// Initialize the SDL library, video, sound, and input:
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@ -71,7 +71,7 @@ int main(int argc, char ** argv)
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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SDL_Texture * targetTexture;
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targetTexture = IMG_LoadTexture(renderer, "./01-TGT.png");
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targetTexture = IMG_LoadTexture(renderer, "./02-TGT.png");
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SDL_Rect targetText;
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targetText.w = 16;
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targetText.h = 8;
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@ -87,11 +87,52 @@ int main(int argc, char ** argv)
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switch (event.type)
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{
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case SDL_QUIT:
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quit = true;
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break;
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{
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quit = true;
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break;
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}
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case SDL_KEYDOWN:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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velocityX += -1;
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break;
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}
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case SDLK_RIGHT:
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{
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velocityX += 1;
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break;
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}
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case SDLK_UP:
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{
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velocityY += -1;
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break;
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}
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case SDLK_DOWN:
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{
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velocityY += 1;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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default:
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{
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break;
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}
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}
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}
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// Move the position:
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positionX += velocityX;
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positionY += velocityY;
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// Store the window's current width and height:
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SDL_GetWindowSize(window, &width, &height);
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@ -101,44 +142,21 @@ int main(int argc, char ** argv)
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// Clear the screen, filling it with black:
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SDL_RenderClear(renderer);
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// Set the colour to neon green:
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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// Draw the "radar circle" as large as possible, centered in the window:
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DrawCircle(renderer, width/2, height/2, getRadius(width, height));
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// Draw 16 vertical grid lines, spaced evenly from each other and the window borders:
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for(int verticalPosition = (height - ((height/16) * 16)) / 2;
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verticalPosition <= height; verticalPosition += (height / 16))
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{
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SDL_RenderDrawLine(renderer, 0, verticalPosition, width, verticalPosition);
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}
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// Draw 16 horizontal grid lines, spaced evenly from each other and the window borders:
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for(int horizontalPosition = (width - ((width/16) * 16)) / 2;
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horizontalPosition <= width; horizontalPosition += (width / 16))
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{
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SDL_RenderDrawLine(renderer, horizontalPosition, 0, horizontalPosition, height);
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}
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// Set the colour to yellow:
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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// Draw a line from the center of the window to the position pointer:
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SDL_RenderDrawLine(renderer, width/2, height/2, positionX, positionY);
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// Store the mouse pointer's current position in the window:
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SDL_GetMouseState(&mouseX, &mouseY);
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// Draw a line from the center of the window to the mouse pointer:
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SDL_RenderDrawLine(renderer, width/2, height/2, mouseX, mouseY);
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// Draw a circle around the mouse pointer:
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DrawCircle(renderer, mouseX, mouseY, 15);
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// Draw a circle around the position pointer:
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DrawCircle(renderer, positionX, positionY, 15);
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// Set the rect at the correct position to put the TGT down:
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targetText.x = mouseX + 20;
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targetText.y = mouseY - 4;
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if(mouseX < width/2)
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targetText.x = positionX + 20;
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targetText.y = positionY - 4;
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if(positionX < width/2)
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{
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targetText.x = mouseX - 36;
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targetText.x = positionX - 36;
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}
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SDL_RenderCopy(renderer, targetTexture, NULL, &targetText);
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// Present the rendered graphics:
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@ -151,5 +169,5 @@ int main(int argc, char ** argv)
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}
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// ===========================================================================================
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// Local Variables:
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-01.c -lSDL2_image -lm"
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-02.c -lSDL2_image -lm"
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// End:
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