#include #include #include #include "engine/InputProcessor.h" #include "engine/InputElement.h" int main(int argc, char* argv[]) { SDL_Window* window = NULL; SDL_Renderer* renderer = NULL; int statut = EXIT_FAILURE; if(SDL_Init(SDL_INIT_VIDEO) != 0) { fprintf(stderr, "Error : %s\n", SDL_GetError()); goto Quit; } window = SDL_CreateWindow("Pontu",10,10,600,600,SDL_WINDOW_SHOWN); if (!window) { fprintf(stderr, "Error : %s\n", SDL_GetError()); goto Quit; } renderer = SDL_CreateRenderer(window,-1,0); if(!renderer) { fprintf(stderr, "Erreur : %s", SDL_GetError()); goto Quit; } InputProcessor inputProcessor = {.selectedCase = {.x=-1, .y=-1}}; SDL_Rect rectBoard = {.x=20, .y=20, .w=99, .h=99}; bool quit = false; while(!quit) { // Event handling InputElement inputElement; while (InputType_None != (inputElement = proccessInput(&inputProcessor, &rectBoard)).type) { switch (inputElement.type) { case InputType_ActivateUI: switch (inputElement.data.uiAction) { case UIAction_Quit: quit = true; break; case UIAction_Validate: break; case UIAction_Cancel: break; default: break; } break; case InputType_MoveGame: break; case InputType_ClickGame: break; case InputType_None: default: break; } } // Drawing SDL_RenderPresent(renderer); SDL_Delay(20); } statut = EXIT_SUCCESS; Quit: if(renderer != NULL) { SDL_DestroyRenderer(renderer); } if(window != NULL) { SDL_DestroyWindow(window); } SDL_Quit(); return statut; }