/** @file platform_sdl.h This is an SDL2 implementation of the game front end. It can be used to compile a native executable or a transpired JS browser version with emscripten. To compile with emscripten run: emcc ./main.c -s USE_SDL=2 -O3 --shell-file HTMLshell.html -o game.html 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. */ #ifndef _SFG_PLATFORM_H #define _SFG_PLATFORM_H #include "settings.h" #include #include #include "palette.h" #include "sounds.h" #undef SFG_LOG #define SFG_LOG(str) printf("game: %s\n",str); #undef SFG_BACKGROUND_BLUR #define SFG_BACKGROUND_BLUR 1 const uint8_t *sdlKeyboardState; uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format SDL_Window *window; SDL_Renderer *renderer; SDL_Texture *texture; SDL_Surface *screenSurface; void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { screen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex]; } uint32_t SFG_getTimeMs() { return SDL_GetTicks(); } void SFG_sleepMs(uint16_t timeMs) { #ifndef __EMSCRIPTEN__ usleep(timeMs * 1000); #endif } void SFG_getMouseOffset(int16_t *x, int16_t *y) { int mX, mY; SDL_GetMouseState(&mX,&mY); *x = mX - SFG_SCREEN_RESOLUTION_X / 2; *y = mY - SFG_SCREEN_RESOLUTION_Y / 2; SDL_WarpMouseInWindow(window, SFG_SCREEN_RESOLUTION_X / 2, SFG_SCREEN_RESOLUTION_Y / 2); } int8_t SFG_keyPressed(uint8_t key) { switch (key) { 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] || sdlKeyboardState[SDL_SCANCODE_KP_2]; 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] || SDL_GetMouseState(0,0); 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; case SFG_KEY_MAP: return sdlKeyboardState[SDL_SCANCODE_TAB]; break; case SFG_KEY_TOGGLE_FREELOOK: return sdlKeyboardState[SDL_SCANCODE_T]; break; case SFG_KEY_NEXT_WEAPON: return sdlKeyboardState[SDL_SCANCODE_M]; break; case SFG_KEY_PREVIOUS_WEAPON: return sdlKeyboardState[SDL_SCANCODE_N]; break; case SFG_KEY_MENU: return sdlKeyboardState[SDL_SCANCODE_X]; break; default: return 0; break; } } int running; void mainLoopIteration() { SDL_PumpEvents(); // updates the keyboard state if (sdlKeyboardState[SDL_SCANCODE_ESCAPE]) running = 0; SFG_mainLoopBody(); SDL_UpdateTexture(texture,NULL,screen,SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t)); SDL_RenderClear(renderer); SDL_RenderCopy(renderer,texture,NULL,NULL); SDL_RenderPresent(renderer); } #ifdef __EMSCRIPTEN__ typedef void (*em_callback_func)(void); void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop); #endif uint8_t audioBuff[SFG_SFX_SAMPLE_COUNT]; uint16_t audioPos = 0; static inline uint8_t mixSamples(uint8_t sample1, uint8_t sample2) { return (((uint16_t) sample1) + ((uint16_t) sample2)) / 2; } uint8_t musicOn = 1; void audioFillCallback(void *userdata, uint8_t *s, int l) { for (int i = 0; i < l; ++i) { s[i] = musicOn ? mixSamples(audioBuff[audioPos],SFG_getNextMusicSample() / 2) : audioBuff[audioPos]; audioBuff[audioPos] = 127; audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0; } } void SFG_enableMusic(uint8_t enable) { musicOn = enable; } void SFG_playSound(uint8_t soundIndex, uint8_t volume) { uint8_t volumeStep = volume / 16; uint16_t pos = audioPos; for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) { audioBuff[pos] = mixSamples(audioBuff[pos],SFG_GET_SFX_SAMPLE(soundIndex,i) * volumeStep); pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0; } } int main(int argc, char *argv[]) { uint8_t argHelp = 0; uint8_t argForceWindow = 0; uint8_t argForceFullscreen = 0; for (uint8_t i = 1; i < argc; ++i) { if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0) argHelp = 1; else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0) argForceWindow = 1; else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0) argForceFullscreen = 1; else printf("SDL: unknown argument: %s\n",argv[i]); } if (argHelp) { printf("TODOGAME, a suckless first person shooter game (SDL2 frontend)\n\n"); printf("version TODO, by Miloslav Ciz, released under CC0 1.0 + waiver of all IP\n"); printf("possible arguments:\n\n"); printf("-h print this help and end\n"); printf("-w force run in window\n"); printf("-f force run fullscreen\n\n"); printf("controls:\n"); printf("TODO\n"); return 0; } printf("SDL: starting\n"); printf("SDL: initializing SDL\n"); window = SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y, SDL_WINDOW_SHOWN); renderer = SDL_CreateRenderer(window,-1,0); texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC, SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y); screenSurface = SDL_GetWindowSurface(window); #if SFG_FULLSCREEN argForceFullscreen = 1; #endif if (!argForceWindow && argForceFullscreen) { printf("SDL: setting fullscreen\n"); SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP); } sdlKeyboardState = SDL_GetKeyboardState(NULL); SDL_ShowCursor(0); SFG_init(SDL_INIT_AUDIO); SDL_AudioSpec audioSpec; audioSpec.callback = audioFillCallback; audioSpec.userdata = 0; audioSpec.freq = 8000; audioSpec.format = AUDIO_U8; audioSpec.channels = 1; audioSpec.samples = 128; if (SDL_OpenAudio(&audioSpec,0) < 0) printf("SDL: could not initialize audio\n"); for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) audioBuff[i] = 127; SDL_PauseAudio(0); running = 1; #ifdef __EMSCRIPTEN__ emscripten_set_main_loop(mainLoopIteration,0,1); #else while (running) mainLoopIteration(); #endif printf("SDL: freeing SDL\n"); SDL_PauseAudio(1); SDL_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_CloseAudio(); printf("SDL: ending\n"); return 0; } #endif // guard