// SDL2 Demo by aurelien.esnard@u-bordeaux.fr #include "model.h" #include #include // required to load transparent texture from PNG #include // required to use TTF fonts #include #include #include /* **************************************************************** */ struct Env_t { SDL_Texture* but_new_game_up; SDL_Texture* but_new_game_down; SDL_Texture* but_undo_up; SDL_Texture* but_undo_down; SDL_Texture* but_redo_up; SDL_Texture* but_redo_down; SDL_Texture* but_solve_up; SDL_Texture* but_solve_down; }; /* **************************************************************** */ Env* init(SDL_Window* win, SDL_Renderer* ren, int argc, char* argv[]) { Env* env = malloc(sizeof(struct Env_t)); /* PUT YOUR CODE HERE TO INIT TEXTURES, ... */ return env; } /* **************************************************************** */ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) { /* PUT YOUR CODE HERE TO RENDER TEXTURES, ... */ } /* **************************************************************** */ bool process(SDL_Window* win, SDL_Renderer* ren, Env* env, SDL_Event* e) { int w, h; SDL_GetWindowSize(win, &w, &h); if (e->type == SDL_QUIT) { return true; } #ifdef _ANDROID_ #else else if (e->type == SDL_WINDOWEVENT){ init(win, ren , w, h/*(w, h) a changer*/); } else if (e->type == SDL_SDL_MOUSEMOTION){ SDL_Point mouse; SDL_GetMouseState(&mouse.x, &mouse.y); } else if (e->type == SDL_MOUSEBUTTONDOWN){ } #endif return false; } /* **************************************************************** */ void clean(SDL_Window* win, SDL_Renderer* ren, Env* env) { /* PUT YOUR CODE HERE TO CLEAN MEMORY */ free(env); } /* **************************************************************** */