mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-21 08:25:05 -05:00
150 lines
3.2 KiB
C
150 lines
3.2 KiB
C
#ifndef _SFG_PLATFORM_H
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#define _SFG_PLATFORM_H
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#include "settings.h"
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include <time.h>
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#include <unistd.h>
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#include "palette.h"
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#undef SFG_LOG
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#define SFG_LOG(str) printf("game: %s\n",str);
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const uint8_t *sdlKeyboardState;
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uint16_t screen[SFG_RESOLUTION_X * SFG_RESOLUTION_Y]; // RGB565 format
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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screen[y * SFG_RESOLUTION_X + x] = paletteRGB565[colorIndex];
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}
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uint32_t SFG_getTimeMs()
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{
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return SDL_GetTicks();
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}
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void SFG_sleepMs(uint16_t timeMs)
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{
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usleep(timeMs * 1000);
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}
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int8_t SFG_keyPressed(uint8_t key)
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{
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switch (key)
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{
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case SFG_KEY_UP:
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return sdlKeyboardState[SDL_SCANCODE_UP] ||
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sdlKeyboardState[SDL_SCANCODE_W] ||
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sdlKeyboardState[SDL_SCANCODE_KP_8];
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break;
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case SFG_KEY_RIGHT:
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return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
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sdlKeyboardState[SDL_SCANCODE_E] ||
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sdlKeyboardState[SDL_SCANCODE_KP_6];
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break;
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case SFG_KEY_DOWN:
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return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
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sdlKeyboardState[SDL_SCANCODE_S] ||
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sdlKeyboardState[SDL_SCANCODE_KP_5];
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break;
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case SFG_KEY_LEFT:
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return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
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sdlKeyboardState[SDL_SCANCODE_Q] ||
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sdlKeyboardState[SDL_SCANCODE_KP_4];
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break;
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case SFG_KEY_A:
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return sdlKeyboardState[SDL_SCANCODE_G];
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break;
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case SFG_KEY_B:
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return sdlKeyboardState[SDL_SCANCODE_H];
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break;
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case SFG_KEY_C:
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return sdlKeyboardState[SDL_SCANCODE_J];
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break;
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case SFG_KEY_JUMP:
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return sdlKeyboardState[SDL_SCANCODE_SPACE];
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break;
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case SFG_KEY_STRAFE_LEFT:
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return sdlKeyboardState[SDL_SCANCODE_A] ||
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sdlKeyboardState[SDL_SCANCODE_KP_7];
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break;
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case SFG_KEY_STRAFE_RIGHT:
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return sdlKeyboardState[SDL_SCANCODE_D] ||
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sdlKeyboardState[SDL_SCANCODE_KP_9];
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break;
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default: return 0; break;
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}
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}
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int main()
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{
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printf("SDL: starting\n");
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printf("SDL: initializing SDL\n");
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SDL_Window *window =
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SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, SFG_RESOLUTION_X, SFG_RESOLUTION_Y,
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SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *texture =
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SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
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SFG_RESOLUTION_X,SFG_RESOLUTION_Y);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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#if SFG_FULLSCREEN
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SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
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#endif
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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SFG_init();
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int running = 1;
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while (running)
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{
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SDL_PumpEvents(); // updates the keyboard state
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if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
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break;
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SFG_mainLoopBody();
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SDL_UpdateTexture(texture,NULL,screen,SFG_RESOLUTION_X * sizeof(uint16_t));
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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}
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printf("SDL: freeing SDL\n");
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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printf("SDL: ending\n");
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return 0;
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}
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#endif // guard
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