anarch/main_csfml.c

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/**
@file main_csfml.c
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This is a csfml (C binding for SFML) implementation of the game front end.
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This is another alternative to the SDL for the PC. This front end is more
minimal and simple than the SDL, so it's better as a learning resource.
by Miloslav Ciz (drummyfish), 2020
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.
*/
#include <SFML/Audio.h>
#include <SFML/Graphics.h>
#include <SFML/System.h>
#include <stdint.h>
#include <stdio.h>
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#include <SFML/Audio/Types.h>
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#define SFG_SCREEN_RESOLUTION_X 640
#define SFG_SCREEN_RESOLUTION_Y 480
#define SFG_DITHERED_SHADOW 1
#define SFG_DIMINISH_SPRITES 1
#define SFG_RESOLUTION_SCALEDOWN 1
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#define MUSIC_VOLUME 16
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#define WINDOW_SIZE (SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y)
#include "game.h"
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#include "sounds.h"
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uint32_t windowPixels[WINDOW_SIZE];
uint32_t paletteRGB32[256]; // SFML can't do 565, so precompute RGB here
sfClock *clock;
sfRenderWindow* window;
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uint8_t musicOn = 0;
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int8_t mouseWheelState = 0;
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int8_t SFG_keyPressed(uint8_t key)
{
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#define k(x) sfKeyboard_isKeyPressed(sfKey ## x)
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switch (key)
{
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case SFG_KEY_UP: return k(W) || k(Up) || k(Num8); break;
case SFG_KEY_RIGHT: return k(E) || k(Right) || k(Num6);
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break;
case SFG_KEY_DOWN:
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return k(S) || k(Down) || k(Num5) || k (Num2); break;
case SFG_KEY_LEFT: return k(Q) || k(Left) || k(Num4); break;
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case SFG_KEY_A:
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return k(J) || k(Return) || k(LShift) ||
sfMouse_isButtonPressed(sfMouseLeft); break;
case SFG_KEY_B: return k(K) || k(LControl) || k(RControl); break;
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case SFG_KEY_C: return k(L); break;
case SFG_KEY_JUMP: return k(Space); break;
case SFG_KEY_STRAFE_LEFT: return k(A) || k(Num7); break;
case SFG_KEY_STRAFE_RIGHT: return k(D) || k(Num9); break;
case SFG_KEY_MAP: return k(Tab); break;
case SFG_KEY_CYCLE_WEAPON: return k(F);
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case SFG_KEY_TOGGLE_FREELOOK:
return sfMouse_isButtonPressed(sfMouseRight);
break;
case SFG_KEY_NEXT_WEAPON:
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if (k(P) || k(X))
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return 1;
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if (mouseWheelState > 0)
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{
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mouseWheelState--;
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return 1;
}
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return 0;
break;
case SFG_KEY_PREVIOUS_WEAPON:
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if (k(O) || k(Y) || k(Z))
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return 1;
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if (mouseWheelState < 0)
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{
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mouseWheelState++;
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return 1;
}
return 0;
break;
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case SFG_KEY_MENU: return sfKeyboard_isKeyPressed(sfKeyEscape); break;
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default: return 0; break;
#undef k
}
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return 0;
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}
void SFG_getMouseOffset(int16_t *x, int16_t *y)
{
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sfVector2u s = sfWindow_getSize((const sfWindow *) window);
sfVector2i p = sfMouse_getPosition((const sfWindow *) window);
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s.x /= 2;
s.y /= 2;
*x = p.x - s.x;
*y = p.y - s.y;
p.x = s.x;
p.y = s.y;
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sfMouse_setPosition(p,(const sfWindow *) window);
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}
uint32_t SFG_getTimeMs()
{
return sfClock_getElapsedTime(clock).microseconds / 1000 ;
}
void SFG_sleepMs(uint16_t timeMs)
{
sfTime t;
t.microseconds = timeMs * 1000;
sfSleep(t);
}
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
windowPixels[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB32[colorIndex];
}
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void SFG_setMusic(uint8_t value)
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{
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switch (value)
{
case SFG_MUSIC_TURN_ON: musicOn = 1; break;
case SFG_MUSIC_TURN_OFF: musicOn = 0; break;
case SFG_MUSIC_NEXT: SFG_nextMusicTrack(); break;
default: break;
}
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}
void SFG_processEvent(uint8_t event, uint8_t data)
{
}
void SFG_save(uint8_t data[SFG_SAVE_SIZE])
{
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FILE *f = fopen("anarch.sav","wb");
if (f == NULL)
return;
fwrite(data,1,SFG_SAVE_SIZE,f);
fclose(f);
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}
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
{
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FILE *f = fopen("anarch.sav","rb");
if (f != NULL)
{
fread(data,1,SFG_SAVE_SIZE,f);
fclose(f);
}
return 1;
}
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/* Because of the csfml sound API we won't use circular audio buffer, but a
linear buffer that is at each audio update shifted to the left. */
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sfSoundStream *sound;
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#define AUDIO_BUFFER_SIZE (SFG_SFX_SAMPLE_COUNT * 2) // total size of the buffer
#define AUDIO_BUFFER_OFFSET 400 /* size of the beginning portion of the buffer
that's being played, while the other part
is being filled with audio */
#if AUDIO_BUFFER_OFFSET * 2 > AUDIO_BUFFER_SIZE
#error "AUDIO_BUFFER_OFFSET must be at most half of AUDIO_BUFFER_SIZE"
#endif
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int16_t audioBuffer[AUDIO_BUFFER_SIZE];
uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened
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static inline int16_t mixSamples(int16_t sample1, int16_t sample2)
{
return sample1 + sample2;
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
uint16_t volumeScale = 1 << (volume / 37);
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uint32_t pos = AUDIO_BUFFER_OFFSET +
((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8);
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
{
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if (pos >= AUDIO_BUFFER_SIZE)
break;
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audioBuffer[pos] = mixSamples(audioBuffer[pos],
(128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale);
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pos++;
}
}
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sfBool soundFill(sfSoundStreamChunk *data, void *userdata)
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{
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for (uint32_t i = 0; i < AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET; ++i)
audioBuffer[i] = audioBuffer[i + AUDIO_BUFFER_OFFSET];
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for (uint32_t i = AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET;
i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 0;
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if (musicOn)
for (uint32_t i = 0; i < AUDIO_BUFFER_OFFSET; ++i) // mix in the music
{
audioBuffer[i] = mixSamples((SFG_getNextMusicSample() -
SFG_musicTrackAverages[SFG_MusicState.track]) * MUSIC_VOLUME,
audioBuffer[i]);
}
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data->samples = audioBuffer;
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data->sampleCount = AUDIO_BUFFER_OFFSET;
audioUpdateFrame = SFG_game.frame;
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return sfTrue;
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}
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void soundSeek(sfTime t, void *userData)
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{
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}
int main()
{
sfVideoMode mode = {SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y, 32};
sfEvent event;
clock = sfClock_create();
sfClock_restart(clock);
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SFG_init();
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
audioBuffer[i] = 0;
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sound = sfSoundStream_create(soundFill,soundSeek,1,8000,0);
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for (int i = 0; i < 256; ++i) // precompute RGB palette
{
uint16_t col565 = paletteRGB565[i];
paletteRGB32[i] = 0xff000000 | ((col565 << 19) & 0xf80000) |
((col565 << 5) & 0xfc00) | ((col565 >> 8) & 0xf8);
}
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sfTexture* windowTexture =
sfTexture_create(SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
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sfTexture_setSmooth(windowTexture,sfTrue);
sfSprite* windowSprite = sfSprite_create();
window = sfRenderWindow_create(mode, "Anarch", sfResize | sfClose, NULL);
sfSprite_setTexture(windowSprite, windowTexture, sfTrue);
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sfWindow_setMouseCursorVisible((sfWindow *) window,sfFalse);
sfWindow_setVerticalSyncEnabled((sfWindow *) window,sfFalse);
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sfSoundStream_play(sound);
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while (sfRenderWindow_isOpen(window))
{
while (sfRenderWindow_pollEvent(window,&event))
if (event.type == sfEvtClosed)
sfRenderWindow_close(window);
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else if (event.type == sfEvtMouseWheelMoved)
mouseWheelState = event.mouseWheel.delta;
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if (!SFG_mainLoopBody())
break;
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sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,
SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
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sfRenderWindow_clear(window, sfBlack);
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sfRenderWindow_drawSprite(window,windowSprite,NULL);
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sfRenderWindow_display(window);
}
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sfSoundStream_stop(sound);
sfSoundStream_destroy(sound);
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sfSprite_destroy(windowSprite);
sfTexture_destroy(windowTexture);
sfRenderWindow_destroy(window);
sfClock_destroy(clock);
return 0;
}