#include "pch.h" #include #include #include #include #include int main() { gdi_radar_config cfg = {}; gdi_radar_context * ctx; cfg.className = L"GdiRadarClass"; cfg.windowName = L"GdiRadarWindow"; cfg.minimumUpdateTime = 0.25f; cfg.maximumRedrawFails = 5; cfg.reservedEntities = 16; cfg.drawAngles = true; std::cout << "Init\n"; ctx = gdi_radar_configure(&cfg, gdi_radar_get_fake_hinstance()); if (!ctx) { std::cout << "Radar configure failed!\n"; } gdi_radar_set_game_dimensions(ctx, 1000.0f, 1000.0f); if (!gdi_radar_init(ctx)) { std::cout << "Radar initialize failed\n"; } entity e1{ 0, 0, 0.0f, 0, entity_color::EC_RED, "test" }; gdi_radar_add_entity(ctx, &e1); entity e2{ 1000, 1000, 0.0f, 0, entity_color::EC_RED, "whiteshirt" }; gdi_radar_add_entity(ctx, &e2); entity e3{ 500, 500, 0.0f, 60, entity_color::EC_BLUE, "localplayer" }; gdi_radar_add_entity(ctx, &e3); entity e4{ 50, 800, 0.0f, 0, entity_color::EC_RED, "lowlife" }; gdi_radar_add_entity(ctx, &e4); entity e5{ 250, 100, 0.0f, 0, entity_color::EC_BLACK, "dead" }; gdi_radar_add_entity(ctx, &e5); #if 0 gdi_radar_process_window_events_blocking(ctx); #else do { gdi_radar_redraw_if_necessary(ctx); Sleep(200); e3.pos[0]++; e3.angle -= 0.1f; gdi_radar_set_entity(ctx, 2, &e3); e4.pos[0]++; e4.pos[1]++; e4.angle += 0.1f; gdi_radar_set_entity(ctx, 3, &e4); } while (gdi_radar_process_window_events_nonblocking(ctx)); #endif return 0; }