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path: root/src/simulator/main.c
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#include <stdio.h>
#include <time.h>
#include <assert.h>
#include <SDL2/SDL.h>

#include "./rendering.h"
#include "../game.h"

Game games[2] = {0};

const char *tsoding_shift(int *argc, char ***argv) {
  assert(*argc > 0);
  const char* result = **argv;
  *argc -= 1;
  *argv += 1;
  return result;
}

void usage(FILE *stream) {
  fprintf(stream, "./gp_simulator [input.bin]\n");
}

int main(int argc, char *argv[]) {

  int current = 0;
  srand(time(NULL));

  tsoding_shift(&argc, &argv);

  if (argc == 0) {
    printf("WARNING: No input file provided, Generating Random State...\n");
    init_game(&games[current]);
  } else {
    const char *input_filepath = tsoding_shift(&argc, &argv);
    printf("Loading state from %s...\n", input_filepath);
    load_game(input_filepath, &games[current]);
  }

  //print_chromo(stdout, game.chromos);

  scc(SDL_Init(SDL_INIT_VIDEO));

  // Create Window
  SDL_Window *window = scp(SDL_CreateWindow(
    "Question Mark? (floating)",
    0, 0,
    SCREEN_WIDTH, SCREEN_HEIGHT,
    SDL_WINDOW_RESIZABLE));

  // Create GPU Accelerated Renderer
  SDL_Renderer *renderer = scp(SDL_CreateRenderer(
     window,
     -1,
     SDL_RENDERER_ACCELERATED));

  // Set Window to Scale Rendered Content on resize
  scc(SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT));

  // Keep SDL alive and continuously poll events and render.
  int quit = 0;
  while (!quit) {
    SDL_Event event;
    while (SDL_PollEvent(&event)) {
      switch (event.type) {
      case SDL_QUIT: {
        quit = 1;
      } break;
      case SDL_KEYDOWN: {
        switch (event.key.keysym.sym) {
        case SDLK_SPACE: {
          step_game(&games[current]);
        } break;
        case SDLK_r: {
          init_game(&games[current]);
        } break;
        case SDLK_n: {
          //print_best_agents(stdout, &games[current], SELECTION_POOL);
          int next = 1 - current;
          make_next_generation(&games[current], &games[next]);
          current = next;
        } break;
        case SDLK_q: {
          SDL_DestroyRenderer(renderer); // Writes an error, but without this,
                                         // program doesn't close properly?
          SDL_DestroyWindow(window);
          SDL_Quit();
        } break;
        //case SDLK_d: {
        //  dump_game(DUMP_FILEPATH, &games[current]);
        //} break;
        }
      } break;
      case SDL_MOUSEBUTTONDOWN: {
        Coord cell;
        cell.x = (int) floorf(event.button.x / CELL_WIDTH);
        cell.y = (int) floorf(event.button.y / CELL_HEIGHT);
        Agent *agent = agent_at(&games[current], cell);

        if (agent) {
          print_agent(stdout, agent);
        }
      } break;
      }
    }

    // Draw Background
    SDL_SetRenderDrawColor(renderer, HEX_COLOR(BACKGROUND_COLOR));
    scc(SDL_RenderClear(renderer));

    // Draw Board Grid
    // render_board_grid(renderer);

    // Render Agents
    render_game(renderer, &games[current]);

    //TODO: Zoom

    //SDL_Rect rect_a = {
    //  0, 0,
    //  SCREEN_WIDTH, SCREEN_HEIGHT
    //};


    //char a[10];
    //a[10] = 0;

    //SDL_RenderCopy(renderer, NULL, &rect_a, &rect_b);
    // Render
    SDL_RenderPresent(renderer);

  }

  SDL_DestroyRenderer(renderer);
  SDL_DestroyWindow(window);

  SDL_Quit();

  return 0;
}