nothing/src/main.c

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7.1 KiB
C
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#include <SDL.h>
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#include <locale.h>
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#include <stdint.h>
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#include <stdio.h>
#include <stdlib.h>
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#include <time.h>
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#include "game.h"
#include "game/level/platforms.h"
#include "game/level/player.h"
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#include "game/sound_samples.h"
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#include "game/sprite_font.h"
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#include "math/extrema.h"
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#include "math/vec.h"
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#include "sdl/renderer.h"
#include "system/log.h"
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#include "system/lt.h"
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#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
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static void print_usage(FILE *stream)
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{
fprintf(stream, "Usage: nothing [--fps <fps>]\n");
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}
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static float current_display_scale = 1.0f;
// export this for other parts of the code to use.
float get_display_scale(void)
{
return current_display_scale;
}
static
void recalculate_display_scale(SDL_Window* win, SDL_Renderer* rend)
{
int w0 = 0;
SDL_GetWindowSize(win, &w0, NULL);
int w1 = 0;
SDL_GetRendererOutputSize(rend, &w1, NULL);
current_display_scale = (float) w1 / (float) w0;
}
static
void maybe_fixup_input_for_display_scale(SDL_Window* win, SDL_Renderer* rend, SDL_Event* e)
{
// note: we check for window move as well, because you may move the window to
// another monitor with a different display scale.
switch (e->type) {
case SDL_WINDOWEVENT: {
switch (e->window.event) {
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
recalculate_display_scale(win, rend);
break;
}
} break;
// this is the fixup.
case SDL_MOUSEMOTION: {
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// note: do it this way *just in case* there are non-integer display scales out there.
e->motion.x = (int) ((float) e->motion.x * current_display_scale);
e->motion.y = (int) ((float) e->motion.y * current_display_scale);
} break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN: {
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e->button.x = (int) ((float) e->button.x * current_display_scale);
e->button.y = (int) ((float) e->button.y * current_display_scale);
} break;
}
}
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int main(int argc, char *argv[])
{
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srand((unsigned int) time(NULL));
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Lt *lt = create_lt();
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int fps = 60;
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for (int i = 1; i < argc;) {
if (strcmp(argv[i], "--fps") == 0) {
if (i + 1 < argc) {
if (sscanf(argv[i + 1], "%d", &fps) == 0) {
log_fail("Cannot parse FPS: %s is not a number\n", argv[i + 1]);
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print_usage(stderr);
RETURN_LT(lt, -1);
}
i += 2;
} else {
log_fail("Value of FPS is not provided\n");
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print_usage(stderr);
RETURN_LT(lt, -1);
}
} else {
log_fail("Unknown flag %s\n", argv[i]);
print_usage(stderr);
RETURN_LT(lt, -1);
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}
}
if (SDL_Init(SDL_INIT_EVERYTHING & ~SDL_INIT_HAPTIC) < 0) {
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log_fail("Could not initialize SDL: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
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}
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PUSH_LT(lt, 42, SDL_Quit);
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setlocale(LC_NUMERIC, "C");
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SDL_ShowCursor(SDL_DISABLE);
SDL_Window *const window = PUSH_LT(
lt,
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SDL_CreateWindow(
"Nothing",
100, 100,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI),
SDL_DestroyWindow);
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if (window == NULL) {
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log_fail("Could not create SDL window: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
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}
SDL_Renderer *const renderer = PUSH_LT(
lt,
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SDL_CreateRenderer(window, -1, RENDERER_CONFIG),
SDL_DestroyRenderer);
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if (renderer == NULL) {
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log_fail("Could not create SDL renderer: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
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}
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SDL_RendererInfo info;
SDL_GetRendererInfo(renderer, &info);
log_info("Using SDL Renderer: %s\n", info.name);
if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) {
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log_fail("Could not set up blending mode for the renderer: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
}
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SDL_Joystick *the_stick_of_joy = NULL;
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if (SDL_NumJoysticks() > 0) {
the_stick_of_joy = PUSH_LT(lt, SDL_JoystickOpen(0), SDL_JoystickClose);
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if (the_stick_of_joy == NULL) {
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log_fail("Could not open 0th Stick of the Joy: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
}
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log_info("Opened Joystick 0\n");
log_info("Name: %s\n", SDL_JoystickNameForIndex(0));
log_info("Number of Axes: %d\n", SDL_JoystickNumAxes(the_stick_of_joy));
log_info("Number of Buttons: %d\n", SDL_JoystickNumButtons(the_stick_of_joy));
log_info("Number of Balls: %d\n", SDL_JoystickNumBalls(the_stick_of_joy));
SDL_JoystickEventState(SDL_ENABLE);
} else {
log_warn("Could not find any Sticks of the Joy\n");
}
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// ------------------------------
const char * sound_sample_files[] = {
"./assets/sounds/nothing.wav",
"./assets/sounds/something.wav",
"./assets/sounds/dev/ding.wav",
"./assets/sounds/dev/click.wav",
"./assets/sounds/dev/save.wav"
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};
const size_t sound_sample_files_count = sizeof(sound_sample_files) / sizeof(char*);
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Game *const game = PUSH_LT(
lt,
create_game(
"./assets/levels/",
sound_sample_files,
sound_sample_files_count,
renderer),
destroy_game);
if (game == NULL) {
RETURN_LT(lt, -1);
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}
// calculate the display scale for the first time.
recalculate_display_scale(window, renderer);
const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL);
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SDL_StopTextInput();
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SDL_Event e;
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const int64_t delta_time = (int64_t) roundf(1000.0f / 60.0f);
int64_t render_timer = (int64_t) roundf(1000.0f / (float) fps);
while (!game_over_check(game)) {
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const int64_t begin_frame_time = (int64_t) SDL_GetTicks();
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while (!game_over_check(game) && SDL_PollEvent(&e)) {
// this function potentially fixes mouse events by scaling them according
// to the window DPI scale. (eg. *2 on retina displays). it also updates
// the cached DPI scale on window scale/move events.
maybe_fixup_input_for_display_scale(window, renderer, &e);
if (game_event(game, &e) < 0) {
RETURN_LT(lt, -1);
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}
}
if (game_input(game, keyboard_state, the_stick_of_joy) < 0) {
RETURN_LT(lt, -1);
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}
if (game_update(game, (float) delta_time * 0.001f) < 0) {
RETURN_LT(lt, -1);
}
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if (game_sound(game) < 0) {
RETURN_LT(lt, -1);
}
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render_timer -= delta_time;
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if (render_timer <= 0) {
if (game_render(game) < 0) {
RETURN_LT(lt, -1);
}
SDL_RenderPresent(renderer);
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render_timer = (int64_t) roundf(1000.0f / (float) fps);
}
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const int64_t end_frame_time = (int64_t) SDL_GetTicks();
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SDL_Delay((unsigned int) MAX(int64_t, 10, delta_time - (end_frame_time - begin_frame_time)));
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}
RETURN_LT(lt, 0);
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}