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