Adding rscons as the building system and beginning to re-factor code

This commit is contained in:
Daniel Weber 2023-01-01 22:20:32 -05:00
parent a23ce67434
commit 9afc19cba0
10 changed files with 1495 additions and 1472 deletions

3
.gitignore vendored Normal file
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build/
.rscons*
.vscode/

12
Rsconscript.rb Normal file
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task "configure" do
check_cxx_compiler "g++"
check_lib "SDL2"
check_lib "SDL2main"
end
task "build" do
env do |env|
env.Program("Chess", glob("src/*.cpp"))
end
end

46
rscons Normal file

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#include <SDL.h>
#include <SDL_video.h>
void click(SDL_Renderer *p_renderer, int x, int y);
void chess_board_resize(SDL_Renderer *p_renderer, int w, int h);
void chess_board_init(SDL_Renderer *p_renderer);
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
void click(SDL_Renderer *p_renderer, int x, int y);
void chess_board_resize(SDL_Renderer *p_renderer, int w, int h);
void chess_board_init(SDL_Renderer *p_renderer);
void draw_board(SDL_Renderer * p_renderer);

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#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <string.h>
#include <stdint.h>
#include <SDL.h>
#include <SDL_video.h>
#include <time.h>
#include "chess_board.h"
static clock_t start_time, end_time;
int begin_game(SDL_Renderer *renderer, SDL_Window *win)
{
SDL_Rect srcR, destR;
srcR.h = 800;
srcR.w = 800;
destR.h = 800;
destR.w = 800;
chess_board_resize(renderer, 800, 800);
chess_board_init(renderer);
srcR.x = 0;
srcR.y = 0;
destR.x = 0;
destR.y = 0;
bool run = true;
while (run)
{
clock_t start_t, end_t;
SDL_Event event;
bool redraw = false;
while (SDL_PollEvent(&event))
{
/* handle your event here */
if (event.type == SDL_MOUSEBUTTONDOWN)
{
if (event.button.button == SDL_BUTTON_MIDDLE) // scroll up
{
run = false;
}
else if ((event.button.button == SDL_BUTTON_LEFT)
|| (event.button.button == SDL_BUTTON_RIGHT)) // scroll up
{
start_time = clock();
click(renderer, event.button.x, event.button.y);
end_time = clock();
SDL_RenderPresent(renderer);
clock_t t = end_time - start_time;
SDL_Log("No. of clicks %ld clicks (%f seconds) to process the incoming click.\n", t, ((float)t) / CLOCKS_PER_SEC);
}
else
{
/* Do nothing. */
}
}
else if (event.type == SDL_QUIT)
{
run = false;
}
else if (event.type == SDL_WINDOWEVENT)
{
switch (event.window.event)
{
case SDL_WINDOWEVENT_ENTER:
case SDL_WINDOWEVENT_SHOWN:
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_EXPOSED:
case SDL_WINDOWEVENT_RESTORED:
redraw = true;
break;
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_MAXIMIZED:
redraw = true;
SDL_GetWindowSize(win, &destR.w, &destR.h);
chess_board_resize(renderer, destR.w, destR.h);
break;
}
}
else
{
/* Do nothing. */
}
}
if (redraw)
{
start_time = clock();
draw_board(renderer);
end_time = clock();
SDL_RenderPresent(renderer);
clock_t t = end_time - start_time;
SDL_Log("No. of clicks %ld clicks (%f seconds).\n",
t, ((float)t) / CLOCKS_PER_SEC);
}
/* do some other stuff here -- draw your app, etc. */
}
return 0;
}
//g++ main.cpp -o blah `sdl2-config --cflags --libs`
/*
g++ main.cpp -IC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\include\SDL2 -LC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -o SDLMain
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <string.h>
#include <stdint.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#include <time.h>
#include "chess_board.h"
static clock_t start_time, end_time;
int begin_game(SDL_Renderer *renderer, SDL_Window *win)
{
SDL_Rect srcR, destR;
srcR.h = 800;
srcR.w = 800;
destR.h = 800;
destR.w = 800;
chess_board_resize(renderer, 800, 800);
chess_board_init(renderer);
srcR.x = 0;
srcR.y = 0;
destR.x = 0;
destR.y = 0;
bool run = true;
while (run)
{
clock_t start_t, end_t;
SDL_Event event;
bool redraw = false;
while (SDL_PollEvent(&event))
{
/* handle your event here */
if (event.type == SDL_MOUSEBUTTONDOWN)
{
if (event.button.button == SDL_BUTTON_MIDDLE) // scroll up
{
run = false;
}
else if ((event.button.button == SDL_BUTTON_LEFT)
|| (event.button.button == SDL_BUTTON_RIGHT)) // scroll up
{
start_time = clock();
click(renderer, event.button.x, event.button.y);
end_time = clock();
SDL_RenderPresent(renderer);
clock_t t = end_time - start_time;
SDL_Log("No. of clicks %ld clicks (%f seconds) to process the incoming click.\n", t, ((float)t) / CLOCKS_PER_SEC);
}
else
{
/* Do nothing. */
}
}
else if (event.type == SDL_QUIT)
{
run = false;
}
else if (event.type == SDL_WINDOWEVENT)
{
switch (event.window.event)
{
case SDL_WINDOWEVENT_ENTER:
case SDL_WINDOWEVENT_SHOWN:
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_EXPOSED:
case SDL_WINDOWEVENT_RESTORED:
redraw = true;
break;
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_MAXIMIZED:
redraw = true;
SDL_GetWindowSize(win, &destR.w, &destR.h);
chess_board_resize(renderer, destR.w, destR.h);
break;
}
}
else
{
/* Do nothing. */
}
}
if (redraw)
{
start_time = clock();
draw_board(renderer);
end_time = clock();
SDL_RenderPresent(renderer);
clock_t t = end_time - start_time;
SDL_Log("No. of clicks %ld clicks (%f seconds).\n",
t, ((float)t) / CLOCKS_PER_SEC);
}
/* do some other stuff here -- draw your app, etc. */
}
return 0;
}
//g++ main.cpp -o blah `sdl2-config --cflags --libs`
/*
g++ main.cpp -IC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\include\SDL2 -LC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -o SDLMain
*/

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#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <SDL_video.h>
int begin_game(SDL_Renderer *renderer, SDL_Window *win);
#define SDL_MAIN_HANDLED
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
int begin_game(SDL_Renderer *renderer, SDL_Window *win);

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#define SDL_MAIN_HANDLED
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <string.h>
#include <stdint.h>
#include <SDL.h>
#include <SDL_video.h>
#include "game.h"
int main( int argc, const char* argv[] )
{
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
SDL_Window *win;
SDL_Rect srcR, destR;
const char name[] = "Game";
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
return 1;
}
win = SDL_CreateWindow(name, 0, 0, 800, 800, SDL_WINDOW_RESIZABLE);
if (win == NULL)
{
// In the case that the window could not be made...
printf("Could not create window: %s\n", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect rectangle;
rectangle.x = 0;
rectangle.y = 0;
rectangle.w = 50;
rectangle.h = 50;
SDL_RenderFillRect(renderer, &rectangle);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 800, 800);
(void)begin_game(renderer, win);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(win);
return 0;
}
//g++ main.cpp -o blah `sdl2-config --cflags --libs`
/*
g++ main.cpp -IC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\include\SDL2 -LC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -o SDLMain
#define SDL_MAIN_HANDLED
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <string.h>
#include <stdint.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#include "game.h"
int main( int argc, const char* argv[] )
{
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
SDL_Window *win;
SDL_Rect srcR, destR;
const char name[] = "Game";
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
return 1;
}
win = SDL_CreateWindow(name, 0, 0, 800, 800, SDL_WINDOW_RESIZABLE);
if (win == NULL)
{
// In the case that the window could not be made...
printf("Could not create window: %s\n", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect rectangle;
rectangle.x = 0;
rectangle.y = 0;
rectangle.w = 50;
rectangle.h = 50;
SDL_RenderFillRect(renderer, &rectangle);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 800, 800);
(void)begin_game(renderer, win);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(win);
return 0;
}
//g++ main.cpp -o blah `sdl2-config --cflags --libs`
/*
g++ main.cpp -IC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\include\SDL2 -LC:\Users\Daniel\Documents\Projects\i686-w64-mingw32\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -o SDLMain
*/

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#include "pieces.hpp"
pieces::pieces(uint8_t row, uint8_t column)
{
my_position.row = row;
my_position.column = column;
}
pieces::~pieces()
{
}
#include "pieces.hpp"
pieces::pieces(uint8_t row, uint8_t column)
{
my_position.row = row;
my_position.column = column;
}
pieces::~pieces()
{
}

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#include <stdint.h>
#define UNINIT 0xFFu
struct position
{
uint8_t row;
uint8_t column;
};
class pieces
{
private:
position my_position;
public:
pieces(uint8_t row, uint8_t column);
~pieces();
#include <stdint.h>
#define UNINIT 0xFFu
struct position
{
uint8_t row;
uint8_t column;
};
class pieces
{
private:
position my_position;
public:
pieces(uint8_t row, uint8_t column);
~pieces();
};