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graphic_management.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* graphic_management.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: fatkeski <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/19 18:38:08 by fatkeski #+# #+# */
/* Updated: 2025/02/21 21:41:34 by fatkeski ### ########.fr */
/* */
/* ************************************************************************** */
#include "./includes/cub3d.h"
void convert_xpm_to_img(t_game *game, int index, char *path)
{
t_data *surfaces;
surfaces = game->cub_surfaces;
surfaces[index].img = mlx_xpm_file_to_image(game->mlx, path,
&(surfaces[index].width), &(surfaces[index].height));
if (!(surfaces[index].img))
exit_game(game, "surface cannot initialized");
surfaces[index].addr = (int *)mlx_get_data_addr(surfaces[index].img,
&(surfaces[index].bits_per_pixel), &(surfaces[index].line_length),
&(surfaces[index].endian));
if (!(surfaces[index].addr))
exit_game(game, "mlx image data cannot initialized");
}
int release_key(int key_code, t_game *game)
{
if (key_code == W)
game->keys.w = 0;
if (key_code == A)
game->keys.a = 0;
if (key_code == S)
game->keys.s = 0;
if (key_code == D)
game->keys.d = 0;
if (key_code == LEFT)
game->keys.left = 0;
if (key_code == RIGHT)
game->keys.right = 0;
return (0);
}
int press_key(int key_code, t_game *game)
{
if (key_code == ESC)
close_game(game);
if (key_code == W)
game->keys.w = 1;
if (key_code == A)
game->keys.a = 1;
if (key_code == S)
game->keys.s = 1;
if (key_code == D)
game->keys.d = 1;
if (key_code == LEFT)
game->keys.left = 1;
if (key_code == RIGHT)
game->keys.right = 1;
return (0);
}
int game_handler(void *param)
{
int i;
t_game *game;
game = (t_game *)param;
i = 0;
draw_background(0, 0, game);
set_player_movement(game);
while (i < SCREENWIDTH)
{
init_raycast(game, i);
calculate_side_distances(game);
perform_dda(game);
calculate_wall_height(game);
render_wall_slice(game, i);
i++;
}
mlx_put_image_to_window(game->mlx, game->mlx_window, game->mlx_img, 0, 0);
return (0);
}
void create_game_interface(t_game *game)
{
game->mlx = mlx_init();
if (!(game->mlx))
exit_game(game, "mlx cannot initialized");
game->mlx_window = mlx_new_window((game->mlx), SCREENWIDTH, SCREENHEIGHT,
"cub3D");
if (!(game->mlx_window))
exit_game(game, "mlx window cannot initialized");
game->mlx_img = mlx_new_image(game->mlx, SCREENWIDTH, SCREENHEIGHT);
if (!(game->mlx_img))
exit_game(game, "mlx image cannot created");
game->img_buffer = (int *)mlx_get_data_addr(game->mlx_img, &(game->bpp),
&(game->line_length), &(game->endian));
if (!(game->img_buffer))
exit_game(game, "mlx image data cannot initialized");
init_floor_and_ceiling(game);
init_player(game);
init_wall_surfaces(game);
mlx_loop_hook(game->mlx, game_handler, game);
mlx_hook(game->mlx_window, KEY_RELEASE, 1L << 1, release_key, game);
mlx_hook(game->mlx_window, KEY_PRESS, 1L << 0, press_key, game);
mlx_hook(game->mlx_window, CROSS, 1L << 0, close_game, game);
mlx_loop(game->mlx);
}