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#include <string.h>
#include "sqlite3.h"
#include "smallxrm.h"
#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"
static void redraw_game(void) {
char buf[32];
SDL_Rect r;
int x,y;
r.x=r.y=0;
r.h=screen->h;
r.w=left_margin;
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#include <string.h>
#include "sqlite3.h"
#include "smallxrm.h"
#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"
static volatile Uint8 timerflag;
static void redraw_game(void) {
char buf[32];
SDL_Rect r;
int x,y;
r.x=r.y=0;
r.h=screen->h;
r.w=left_margin;
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sqlite3_str_appendall(m,basefilename);
sqlite3_str_appendall(m,r+c+1);
}
s=sqlite3_str_finish(m);
if(s) SDL_WM_SetCaption(s,s); else SDL_WM_SetCaption("Free Hero Mesh","Free Hero Mesh");
sqlite3_free(s);
}
void run_game(void) {
int i;
SDL_Event ev;
set_caption();
begin_level(level_id);
redraw_game();
while(SDL_WaitEvent(&ev)) {
switch(ev.type) {
case SDL_VIDEOEXPOSE:
redraw_game();
break;
case SDL_QUIT:
exit(0);
break;
case SDL_MOUSEBUTTONDOWN:
if(ev.button.x<left_margin) {
break;
} else {
i=exec_key_binding(&ev,0,(ev.button.x-left_margin)/picture_size+1,ev.button.y/picture_size+1,game_command,0);
goto command;
}
case SDL_KEYDOWN:
i=exec_key_binding(&ev,0,0,0,game_command,0);
command:
if(i==-1) exit(0);
if(i==-2) {
main_options['e']=1;
return;
}
redraw_game();
break;
}
}
}
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sqlite3_str_appendall(m,basefilename);
sqlite3_str_appendall(m,r+c+1);
}
s=sqlite3_str_finish(m);
if(s) SDL_WM_SetCaption(s,s); else SDL_WM_SetCaption("Free Hero Mesh","Free Hero Mesh");
sqlite3_free(s);
}
static Uint32 timer_callback(Uint32 n) {
if(!timerflag) {
static SDL_Event ev={SDL_USEREVENT};
SDL_PushEvent(&ev);
}
timerflag=1;
return n;
}
void run_game(void) {
int i;
SDL_Event ev;
set_caption();
begin_level(level_id);
redraw_game();
timerflag=0;
SDL_SetTimer(10,timer_callback);
while(SDL_WaitEvent(&ev)) {
switch(ev.type) {
case SDL_VIDEOEXPOSE:
redraw_game();
break;
case SDL_QUIT:
exit(0);
break;
case SDL_USEREVENT:
//TODO: animation
timerflag=0;
break;
case SDL_MOUSEBUTTONDOWN:
if(ev.button.x<left_margin) {
break;
} else {
i=exec_key_binding(&ev,0,(ev.button.x-left_margin)/picture_size+1,ev.button.y/picture_size+1,game_command,0);
goto command;
}
case SDL_KEYDOWN:
i=exec_key_binding(&ev,0,0,0,game_command,0);
command:
if(i==-1) exit(0);
if(i==-2) {
main_options['e']=1;
SDL_SetTimer(0,0);
return;
}
redraw_game();
break;
}
}
}
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