anarch/platform_sdl.h

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/**
@file platform_sdl.h
This is an SDL2 implementation of the game front end.
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
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#ifndef _SFG_PLATFORM_H
#define _SFG_PLATFORM_H
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#include "settings.h"
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#include <stdio.h>
#include <SDL2/SDL.h>
#include <time.h>
#include <unistd.h>
#include "palette.h"
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#undef SFG_LOG
#define SFG_LOG(str) printf("game: %s\n",str);
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const uint8_t *sdlKeyboardState;
uint16_t screen[SFG_RESOLUTION_X * SFG_RESOLUTION_Y]; // RGB565 format
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
screen[y * SFG_RESOLUTION_X + x] = paletteRGB565[colorIndex];
}
uint32_t SFG_getTimeMs()
{
return SDL_GetTicks();
}
void SFG_sleepMs(uint16_t timeMs)
{
usleep(timeMs * 1000);
}
int8_t SFG_keyPressed(uint8_t key)
{
switch (key)
{
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case SFG_KEY_UP:
return sdlKeyboardState[SDL_SCANCODE_UP] ||
sdlKeyboardState[SDL_SCANCODE_W] ||
sdlKeyboardState[SDL_SCANCODE_KP_8];
break;
case SFG_KEY_RIGHT:
return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
sdlKeyboardState[SDL_SCANCODE_E] ||
sdlKeyboardState[SDL_SCANCODE_KP_6];
break;
case SFG_KEY_DOWN:
return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
sdlKeyboardState[SDL_SCANCODE_S] ||
sdlKeyboardState[SDL_SCANCODE_KP_5];
break;
case SFG_KEY_LEFT:
return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
sdlKeyboardState[SDL_SCANCODE_Q] ||
sdlKeyboardState[SDL_SCANCODE_KP_4];
break;
case SFG_KEY_A:
return sdlKeyboardState[SDL_SCANCODE_G];
break;
case SFG_KEY_B:
return sdlKeyboardState[SDL_SCANCODE_H];
break;
case SFG_KEY_C:
return sdlKeyboardState[SDL_SCANCODE_J];
break;
case SFG_KEY_JUMP:
return sdlKeyboardState[SDL_SCANCODE_SPACE];
break;
case SFG_KEY_STRAFE_LEFT:
return sdlKeyboardState[SDL_SCANCODE_A] ||
sdlKeyboardState[SDL_SCANCODE_KP_7];
break;
case SFG_KEY_STRAFE_RIGHT:
return sdlKeyboardState[SDL_SCANCODE_D] ||
sdlKeyboardState[SDL_SCANCODE_KP_9];
break;
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default: return 0; break;
}
}
int main()
{
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printf("SDL: starting\n");
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printf("SDL: initializing SDL\n");
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SDL_Window *window =
SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SFG_RESOLUTION_X, SFG_RESOLUTION_Y,
SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
SDL_Texture *texture =
SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
SFG_RESOLUTION_X,SFG_RESOLUTION_Y);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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#if SFG_FULLSCREEN
SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
#endif
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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SFG_init();
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int running = 1;
while (running)
{
SDL_PumpEvents(); // updates the keyboard state
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if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
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break;
SFG_mainLoopBody();
SDL_UpdateTexture(texture,NULL,screen,SFG_RESOLUTION_X * sizeof(uint16_t));
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
}
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printf("SDL: freeing SDL\n");
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SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
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printf("SDL: ending\n");
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return 0;
}
#endif // guard