mirror of
https://github.com/ondra-novak/gates_of_skeldal.git
synced 2025-07-05 06:00:33 -04:00
79 lines
3 KiB
C++
79 lines
3 KiB
C++
#include <SDL2/SDL.h>
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#include <iostream>
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int main(int argc, char* argv[]) {
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl;
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return 1;
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}
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SDL_Window* window = SDL_CreateWindow("SDL Mouse Event Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_RESIZABLE);
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if (!window) {
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std::cerr << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
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SDL_Quit();
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return 1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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std::cerr << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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SDL_Event e;
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bool quit = false;
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int isFullscreen = 0;
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while (!quit) {
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) {
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quit = true;
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} else if (e.type == SDL_MOUSEMOTION) {
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// Získání souřadnic myši
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int mouseX = e.motion.x, mouseY = e.motion.y;
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// Přepočet souřadnic na poměr vůči rozměrům okna
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int windowWidth, windowHeight;
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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float normalizedX = (float)mouseX / windowWidth;
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float normalizedY = (float)mouseY / windowHeight;
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std::cout << "Mouse moved to: (" << mouseX << ", " << mouseY << ") -> Normalized: ("
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<< normalizedX << ", " << normalizedY << ")" << std::endl;
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} else if (e.type == SDL_MOUSEBUTTONDOWN || e.type == SDL_MOUSEBUTTONUP) {
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int mouseX = e.button.x, mouseY = e.button.y;
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int button = e.button.button;
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if (e.type == SDL_MOUSEBUTTONDOWN) {
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std::cout << "Mouse button pressed at: (" << mouseX << ", " << mouseY << ") button " << button << std::endl;
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} else {
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std::cout << "Mouse button released at: (" << mouseX << ", " << mouseY << ") button " << button << std::endl;
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}
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} else if (e.type == SDL_MOUSEWHEEL) {
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if (e.wheel.y > 0) {
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std::cout << "Mouse wheel scrolled up." << std::endl;
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} else if (e.wheel.y < 0) {
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std::cout << "Mouse wheel scrolled down." << std::endl;
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}
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} else if (e.type == SDL_KEYDOWN) {
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if (e.key.keysym.sym == SDLK_RETURN && (e.key.keysym.mod & KMOD_ALT)) {
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// Přepnutí mezi fullscreen a oknem
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isFullscreen = !isFullscreen;
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SDL_SetWindowFullscreen(window, isFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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}
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}
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}
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// Renderování a další logika hry
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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