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#include <stdbool.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengles2.h>
#include <stdlib.h>
#include "quark.h"
#include "sdl.h"
quark_t quark;
void quit(void);
void render_tmp(void);
void run(void);
void setup(void);
void quit(void)
{
LOG_INFO("quitting quark...");
sdl_quit();
}
void render_tmp(void)
{
glViewport(0, 0, quark.win_w, quark.win_h);
glClearColor(0.0, 0.0, 0.0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
int bar_h = 32;
glScissor(0, quark.win_h - bar_h, quark.win_w, bar_h);
glClearColor(0.25, 0.25, 0.30, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
SDL_GL_SwapWindow(quark.win);
}
void run(void)
{
quark.running = true;
LOG_INFO("starting quark...");
SDL_Event ev;
while (quark.running) {
while (SDL_PollEvent(&ev)) {
if (ev.type == SDL_QUIT)
quark.running = false;
if (ev.type == SDL_WINDOWEVENT_RESIZED) {
quark.win_w = ev.window.data1;
quark.win_h = ev.window.data2;
}
}
render_tmp();
SDL_Delay(10);
}
}
void setup(void)
{
sdl_init();
quark.win = sdl_create_window("quark", 800, 600);
if (!quark.win) {
LOG_ERROR("failed to create quark window");
exit(EXIT_FAILURE);
}
else {
LOG_PASS("created SDL window");
}
quark.win_w = 800;
quark.win_h = 600;
/* create OpenGL context */
quark.gl = SDL_GL_CreateContext(quark.win);
if (!quark.gl) {
LOG_ERROR("failed to create GL context");
exit(EXIT_FAILURE);
}
else {
LOG_PASS("created OpenGL ES context");
}
}
int main(int argc, char** argv)
{
(void) argc;
(void) argv;
setup();
run();
quit();
return EXIT_SUCCESS;
}
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