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path: root/src/engine/M_game.c
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#include "M_game.h"

int M_initGame(M_Game *game, const char *window_title)
{
	game->window_width = 1280;
	game->window_height = 720;

	SDL_Init(
			SDL_INIT_VIDEO
			);

	game->window = SDL_CreateWindow(
			window_title,
			game->window_width,
			game->window_height,
			SDL_WINDOW_OPENGL
			);
	SDL_SetWindowRelativeMouseMode(game->window, 1);

	M_setupProjection(90.0f, ((float)game->window_width)/((float)game->window_height), &game->render_info);
	
	game->block_atlas = M_createBlockAtlas();

	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
	game->gpu = SDL_GL_CreateContext(game->window);

	SDL_GL_MakeCurrent(game->window, game->gpu);

	game->running = 1;

	int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
	if (version == 0) {
		return 1;
	}

	game->render_info.global_models = malloc(10*sizeof(M_ViewModel));

	game->render_info.global_models[0] = M_createCube();

	glClearColor(0.0f, 0.25f, 0.5f, 1.0f);

	glEnable(GL_DEPTH_TEST);

	return 0;
}

int M_killGame(M_Game *game)
{
	free(game->render_info.global_models);
	SDL_Quit();
	return 0;
}

int M_handleEvents(M_Game *game)
{
	SDL_Event event;
	while(SDL_PollEvent(&event)) {
		switch (event.type) {
			case SDL_EVENT_QUIT:
				game->running = 0;
				break;
			case SDL_EVENT_KEY_DOWN:
				SDL_SetWindowRelativeMouseMode(game->window, 0);
				break;
			case SDL_EVENT_MOUSE_MOTION:
				game->player.camera.yaw += (float)event.motion.xrel/100;
				game->player.camera.pitch += (float)event.motion.yrel/100;
				break;
		}
	}
	return 0;
}