cub3d/src/main.c
2025-08-06 14:01:29 +02:00

72 lines
2.7 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* main.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/07/17 14:14:30 by kcolin #+# #+# */
/* Updated: 2025/08/05 13:20:05 by tchampio ### ########.fr */
/* */
/* ************************************************************************** */
#include "../libft/includes/libft.h"
#include "../mlx/mlx.h"
#include "consts.h"
#include "cub3d_data.h"
#include "player/move.h"
#include "draw/draw_map.h"
#include "raycast/raycaster.h"
#include "renderer/render.h"
#include "raycast/ray.h"
#include "sprites/sprite.h"
#include "utils/hooks.h"
#include "utils/inits.h"
#include <bits/types/struct_timeval.h>
#include <stdbool.h>
#include <X11/keysym.h>
#include <X11/X.h>
#include <unistd.h>
#include <fcntl.h>
#include "utils/time.h"
// for testing purposes
// TODO: Put all of that code in separated files
int game_loop(t_cub3d_data *data)
{
t_ray ray;
data->last_tick = get_milliseconds();
mlx_destroy_image(data->mlx, data->img_data->img);
data->img_data->img = mlx_new_image(data->mlx, WIDTH, HEIGHT);
reset_matrix(data);
raycaster(data, &ray);
move_player(data);
matrix_to_image(data);
draw_map(data->map, &data->player, data->img_data);
mlx_put_image_to_window(data->mlx, data->mlx_win,
data->img_data->img, 0, 0);
mlx_string_put(data->mlx, data->mlx_win, 10, 10, 0x00FFFFFF, COMPILED_TEXT);
data->delta = (get_milliseconds() - data->last_tick);
ft_printf("%d,%d\n", data->last_tick, data->delta);
return (0);
}
int main(int argc, char **argv)
{
t_cub3d_data data;
if (argc < 2)
return (ft_printf("Error: Missing cub3d file\n"), 1);
init_cub3d_data(&data, argv);
// placing a sprite next to player to ease debugging
data.static_sprite[0].x = data.map->startx + 1;
data.static_sprite[0].y = data.map->starty;
data.static_sprite[0].texture = mlx_xpm_file_to_image(&data.mlx, "ressources/box.xpm", &data.static_sprite[0].texture_width, &data.static_sprite[0].texture_height);
mlx_hook(data.mlx_win, KeyPress, KeyPressMask, keypress_handler, &data);
mlx_hook(data.mlx_win, KeyRelease, KeyReleaseMask,
keyrelease_handler, &data);
mlx_loop_hook(data.mlx, game_loop, &data);
mlx_loop(data.mlx);
}