5 #include <SDL2/SDL_mixer.h>
8 #include "./platforms.h"
14 #include "./sound_sample.h"
15 #include "./sound_medium.h"
17 #define SCREEN_WIDTH 800
18 #define SCREEN_HEIGHT 600
21 /* LT module adapter for Mix_CloseAudio */
22 static void Mix_CloseAudio_lt(void* ignored)
28 /* LT module adapter for SDL_Quit */
29 static void SDL_Quit_lt(void* ignored)
35 static void print_usage(FILE *stream)
37 fprintf(stream, "Usage: nothing <level-file>\n");
40 int main(int argc, char *argv[])
42 srand((unsigned int) time(NULL));
44 lt_t *const lt = create_lt();
51 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
52 print_error_msg(ERROR_TYPE_SDL2, "Could not initialize SDL");
55 PUSH_LT(lt, 42, SDL_Quit_lt);
57 SDL_Window *const window = PUSH_LT(
62 SCREEN_WIDTH, SCREEN_HEIGHT,
63 SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE),
67 print_error_msg(ERROR_TYPE_SDL2, "Could not create SDL window");
71 SDL_Renderer *const renderer = PUSH_LT(
73 SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
75 if (renderer == NULL) {
76 print_error_msg(ERROR_TYPE_SDL2, "Could not create SDL renderer");
79 if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) {
80 print_error_msg(ERROR_TYPE_SDL2, "Could not set up blending mode for the renderer");
84 SDL_Joystick *the_stick_of_joy = NULL;
86 if (SDL_NumJoysticks() > 0) {
87 the_stick_of_joy = PUSH_LT(lt, SDL_JoystickOpen(0), SDL_JoystickClose);
89 if (the_stick_of_joy == NULL) {
90 print_error_msg(ERROR_TYPE_SDL2, "Could not open 0th Stick of the Joy: %s\n");
94 printf("Opened Joystick 0\n");
95 printf("Name: %s\n", SDL_JoystickNameForIndex(0));
96 printf("Number of Axes: %d\n", SDL_JoystickNumAxes(the_stick_of_joy));
97 printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(the_stick_of_joy));
98 printf("Number of Balls: %d\n", SDL_JoystickNumBalls(the_stick_of_joy));
100 SDL_JoystickEventState(SDL_ENABLE);
102 fprintf(stderr, "[WARNING] Could not find any Sticks of the Joy\n");
106 MIX_DEFAULT_FREQUENCY,
110 print_error_msg(ERROR_TYPE_SDL2_MIXER, "Could not initialize the audio\n");
113 PUSH_LT(lt, 42, Mix_CloseAudio_lt);
115 Mix_AllocateChannels(16);
117 Mix_Chunk * sound_samples[] = {
118 PUSH_LT(lt, Mix_LoadWAV("./sounds/nothing.wav"), Mix_FreeChunk),
119 PUSH_LT(lt, Mix_LoadWAV("./sounds/something.wav"), Mix_FreeChunk)
121 const size_t sound_samples_count = sizeof(sound_samples) / sizeof(Mix_Chunk*);
123 sound_medium_t *sound_medium =
124 PUSH_LT(lt, create_sound_medium(sound_samples, sound_samples_count), destroy_sound_medium);
126 sound_medium_play_sound(sound_medium, 1, vec(0.0, 0.0));
128 // ------------------------------
130 char *sounds_folder = PUSH_LT(lt, base_path_folder("sounds"), free);
131 if (sounds_folder == NULL) {
132 print_current_error_msg("Could not get the sounds folder");
136 game_t *const game = PUSH_LT(lt, create_game(argv[1]), destroy_game);
138 print_current_error_msg("Could not create the game object");
142 const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL);
143 const Uint32 delay_ms = (Uint32) roundf(1000.0f / GAME_FPS);
145 while (!game_over_check(game)) {
146 while (!game_over_check(game) && SDL_PollEvent(&e)) {
147 if (game_event(game, &e) < 0) {
148 print_current_error_msg("Failed handling event");
153 if (game_input(game, keyboard_state, the_stick_of_joy) < 0) {
154 print_current_error_msg("Failed handling input");
158 if (game_update(game, delay_ms) < 0) {
159 print_current_error_msg("Failed handling updating");
163 if (game_render(game, renderer) < 0) {
164 print_current_error_msg("Failed rendering the game");