189 lines
4.9 KiB
C
189 lines
4.9 KiB
C
#include <stdio.h>
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#include <stdbool.h>
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// don't use sdl's redefinition of main
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#define SDL_MAIN_HANDLED
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#include "sdl/include/SDL.h"
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#include "device/device.h"
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#include "game/game.h"
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void sdl_host_suggest_dimensions(uint32_t* window_w, uint32_t* window_h);
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void sdl_host_loop();
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void sdl_host_handle_keyboard_event(SDL_KeyboardEvent event);
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SDL_Window* sdl_host_window;
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SDL_Renderer* sdl_host_renderer;
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SDL_Texture* sdl_host_target;
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int main(int argc, char** argv) {
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int result = 0;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
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printf("could not initialize SDL! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto sdl_done;
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}
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uint32_t window_w, window_h;
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sdl_host_suggest_dimensions(&window_w, &window_h);
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// create window
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sdl_host_window = SDL_CreateWindow(
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game_title(),
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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(int) window_w, (int) window_h,
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SDL_WINDOW_SHOWN
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);
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if (sdl_host_window == NULL) {
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printf("could not create window! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto window_done;
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}
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// create renderer
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sdl_host_renderer = SDL_CreateRenderer(sdl_host_window, -1, 0);
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if (sdl_host_renderer == NULL) {
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printf("could not create renderer! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto renderer_done;
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}
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// create target
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sdl_host_target = SDL_CreateTexture(
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sdl_host_renderer,
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SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_STREAMING,
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DEVICE_W, DEVICE_H
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);
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if (sdl_host_target == NULL) {
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printf("could not create target texture! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto target_done;
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}
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sdl_host_loop();
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// renderer_cleanup:
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SDL_DestroyRenderer(sdl_host_renderer);
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sdl_host_renderer = NULL;
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renderer_done: ;
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// target_cleanup:
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SDL_DestroyTexture(sdl_host_target);
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sdl_host_target = NULL;
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target_done: ;
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// window_cleanup:
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SDL_DestroyWindow(sdl_host_window);
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sdl_host_window = NULL;
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window_done: ;
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// sdl_cleanup:
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SDL_Quit();
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sdl_done: ;
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return result;
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}
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void sdl_host_suggest_dimensions(uint32_t* window_w, uint32_t* window_h) {
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SDL_DisplayMode dm;
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if (SDL_GetCurrentDisplayMode(0, &dm) != 0) {
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printf("could not get current display mode: %s\n", SDL_GetError());
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dm.w = 0;
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dm.h = 0;
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}
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for (int scalar = 4; scalar >= 1; scalar--) {
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uint32_t w = DEVICE_W * scalar;
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uint32_t h = DEVICE_H * scalar;
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if (w <= dm.w && h <= dm.h) {
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*window_w = w;
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*window_h = h;
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return;
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}
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}
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for (int scalar = 1; scalar <= 5; scalar++) {
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uint32_t w = DEVICE_W / scalar;
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uint32_t h = DEVICE_H / scalar;
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if (w <= dm.w && h <= dm.h) {
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*window_w = w;
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*window_h = h;
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return;
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}
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}
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*window_w = DEVICE_W;
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*window_h = DEVICE_H;
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}
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void sdl_host_loop() {
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uint32_t ticks_per_frame = 1000/60;
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uint32_t real_pixels[DEVICE_H][DEVICE_W];
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game_init();
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while (true) {
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uint32_t frame_start = SDL_GetTicks();
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uint32_t next_frame_start = frame_start + ticks_per_frame;
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) { goto quit; }
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if (e.type == SDL_KEYDOWN || e.type == SDL_KEYUP) {
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sdl_host_handle_keyboard_event(e.key);
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}
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}
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// trigger game logic
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game_update();
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game_draw();
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for (int x = 0; x < DEVICE_W; x++) {
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for (int y = 0; y < DEVICE_H; y++) {
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real_pixels[y][x] = device_palette[device_pixels[y][x]];
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}
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}
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SDL_UpdateTexture(sdl_host_target, NULL, &real_pixels, sizeof(real_pixels[0]));
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SDL_RenderClear(sdl_host_renderer);
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SDL_RenderCopy(sdl_host_renderer, sdl_host_target, NULL, NULL);
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SDL_RenderPresent(sdl_host_renderer);
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// hold off until next frame
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while (SDL_GetTicks() < next_frame_start) {
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SDL_Delay(1);
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}
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}
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quit: ;
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}
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void sdl_host_handle_keyboard_event(SDL_KeyboardEvent event) {
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bool is_down;
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switch (event.type) {
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case SDL_KEYDOWN: is_down = true; break;
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case SDL_KEYUP: is_down = false; break;
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default: return;
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}
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if (event.repeat) {
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return;
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}
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DeviceButton db;
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switch (event.keysym.sym) {
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case SDLK_LEFT: db = DEVICE_BUTTON_L; break;
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case SDLK_RIGHT: db = DEVICE_BUTTON_R; break;
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case SDLK_UP: db = DEVICE_BUTTON_U; break;
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case SDLK_DOWN: db = DEVICE_BUTTON_D; break;
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case SDLK_z: db = DEVICE_BUTTON_0; break;
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case SDLK_x: db = DEVICE_BUTTON_1; break;
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case SDLK_c: db = DEVICE_BUTTON_2; break;
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case SDLK_v: db = DEVICE_BUTTON_3; break;
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default: return;
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}
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device_buttons[db] = is_down;
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} |