#include #include #include #include #include "Data/Song.hpp" #include "Data/Preferences.hpp" #include "Resources/Marker.hpp" // #include "Data/Chart.hpp" // #include "Data/Score.hpp" #include "Screens/MusicSelect/MusicSelect.hpp" // #include "Screens/Gameplay.hpp" // #include "Screens/Result.hpp" int main(int, char const **) { // Load prefs, music, markers const std::string jujube_path = whereami::executable_dir(); Data::Preferences preferences{jujube_path}; Data::SongList song_list{jujube_path}; MusicSelect::SharedResources music_select_resources{preferences}; if (music_select_resources.markers.find(preferences.options.marker) == music_select_resources.markers.end()) { preferences.options.marker = music_select_resources.markers.begin()->first; } MusicSelect::Screen music_select{song_list, music_select_resources}; // Create the window sf::ContextSettings settings; settings.antialiasingLevel = 8; sf::RenderWindow window{ sf::VideoMode( preferences.screen.width, preferences.screen.height ), "jujube", preferences.screen.fullscreen ? sf::Style::Fullscreen : sf::Style::Default, settings }; auto chart = music_select.select_chart(window); std::cout << "Selected Chart : " << chart.song.title << " [" << chart.difficulty << "]" << std::endl; /* while (true) { Chart& selected_chart = music_select.select_chart(window); Screen::Gameplay gameplay(selected_chart); Score score = gameplay.play_chart(window); Screen::Result result_screen(score); result_screen.display(window); } */ return 0; }