#include #include #include #include #include #include #include "game.h" #include "game/level/platforms.h" #include "game/level/player.h" #include "game/sound_samples.h" #include "game/sprite_font.h" #include "math/extrema.h" #include "math/vec.h" #include "sdl/renderer.h" #include "system/log.h" #include "system/lt.h" #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 600 static void print_usage(FILE *stream) { fprintf(stream, "Usage: nothing [--fps ]\n"); } static float current_display_scale = 1.0f; // export this for other parts of the code to use. float get_display_scale(void) { return current_display_scale; } static void recalculate_display_scale(SDL_Window* win, SDL_Renderer* rend) { int w0 = 0; SDL_GetWindowSize(win, &w0, NULL); int w1 = 0; SDL_GetRendererOutputSize(rend, &w1, NULL); current_display_scale = (float) w1 / (float) w0; } static void maybe_fixup_input_for_display_scale(SDL_Window* win, SDL_Renderer* rend, SDL_Event* e) { // note: we check for window move as well, because you may move the window to // another monitor with a different display scale. switch (e->type) { case SDL_WINDOWEVENT: { switch (e->window.event) { case SDL_WINDOWEVENT_MOVED: case SDL_WINDOWEVENT_SIZE_CHANGED: recalculate_display_scale(win, rend); break; } } break; // this is the fixup. case SDL_MOUSEMOTION: { // note: do it this way *just in case* there are non-integer display scales out there. e->motion.x = (int) ((float) e->motion.x * current_display_scale); e->motion.y = (int) ((float) e->motion.y * current_display_scale); } break; case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONDOWN: { e->button.x = (int) ((float) e->button.x * current_display_scale); e->button.y = (int) ((float) e->button.y * current_display_scale); } break; } } int main(int argc, char *argv[]) { srand((unsigned int) time(NULL)); Lt *lt = create_lt(); int fps = 60; for (int i = 1; i < argc;) { if (strcmp(argv[i], "--fps") == 0) { if (i + 1 < argc) { if (sscanf(argv[i + 1], "%d", &fps) == 0) { log_fail("Cannot parse FPS: %s is not a number\n", argv[i + 1]); print_usage(stderr); RETURN_LT(lt, -1); } i += 2; } else { log_fail("Value of FPS is not provided\n"); print_usage(stderr); RETURN_LT(lt, -1); } } else { log_fail("Unknown flag %s\n", argv[i]); print_usage(stderr); RETURN_LT(lt, -1); } } if (SDL_Init(SDL_INIT_EVERYTHING & ~SDL_INIT_HAPTIC) < 0) { log_fail("Could not initialize SDL: %s\n", SDL_GetError()); RETURN_LT(lt, -1); } PUSH_LT(lt, 42, SDL_Quit); setlocale(LC_NUMERIC, "C"); SDL_ShowCursor(SDL_DISABLE); SDL_Window *const window = PUSH_LT( lt, SDL_CreateWindow( "Nothing", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI), SDL_DestroyWindow); if (window == NULL) { log_fail("Could not create SDL window: %s\n", SDL_GetError()); RETURN_LT(lt, -1); } SDL_Renderer *const renderer = PUSH_LT( lt, SDL_CreateRenderer(window, -1, RENDERER_CONFIG), SDL_DestroyRenderer); if (renderer == NULL) { log_fail("Could not create SDL renderer: %s\n", SDL_GetError()); RETURN_LT(lt, -1); } SDL_RendererInfo info; SDL_GetRendererInfo(renderer, &info); log_info("Using SDL Renderer: %s\n", info.name); if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) { log_fail("Could not set up blending mode for the renderer: %s\n", SDL_GetError()); RETURN_LT(lt, -1); } SDL_Joystick *the_stick_of_joy = NULL; if (SDL_NumJoysticks() > 0) { the_stick_of_joy = PUSH_LT(lt, SDL_JoystickOpen(0), SDL_JoystickClose); if (the_stick_of_joy == NULL) { log_fail("Could not open 0th Stick of the Joy: %s\n", SDL_GetError()); RETURN_LT(lt, -1); } log_info("Opened Joystick 0\n"); log_info("Name: %s\n", SDL_JoystickNameForIndex(0)); log_info("Number of Axes: %d\n", SDL_JoystickNumAxes(the_stick_of_joy)); log_info("Number of Buttons: %d\n", SDL_JoystickNumButtons(the_stick_of_joy)); log_info("Number of Balls: %d\n", SDL_JoystickNumBalls(the_stick_of_joy)); SDL_JoystickEventState(SDL_ENABLE); } else { log_warn("Could not find any Sticks of the Joy\n"); } // ------------------------------ const char * sound_sample_files[] = { "./assets/sounds/nothing.wav", "./assets/sounds/something.wav", "./assets/sounds/dev/ding.wav", "./assets/sounds/dev/click.wav", "./assets/sounds/dev/save.wav" }; const size_t sound_sample_files_count = sizeof(sound_sample_files) / sizeof(char*); Game *const game = PUSH_LT( lt, create_game( "./assets/levels/", sound_sample_files, sound_sample_files_count, renderer), destroy_game); if (game == NULL) { RETURN_LT(lt, -1); } // calculate the display scale for the first time. recalculate_display_scale(window, renderer); const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL); SDL_StopTextInput(); SDL_Event e; const int64_t delta_time = (int64_t) roundf(1000.0f / 60.0f); int64_t render_timer = (int64_t) roundf(1000.0f / (float) fps); while (!game_over_check(game)) { const int64_t begin_frame_time = (int64_t) SDL_GetTicks(); while (!game_over_check(game) && SDL_PollEvent(&e)) { // this function potentially fixes mouse events by scaling them according // to the window DPI scale. (eg. *2 on retina displays). it also updates // the cached DPI scale on window scale/move events. maybe_fixup_input_for_display_scale(window, renderer, &e); if (game_event(game, &e) < 0) { RETURN_LT(lt, -1); } } if (game_input(game, keyboard_state, the_stick_of_joy) < 0) { RETURN_LT(lt, -1); } if (game_update(game, (float) delta_time * 0.001f) < 0) { RETURN_LT(lt, -1); } if (game_sound(game) < 0) { RETURN_LT(lt, -1); } render_timer -= delta_time; if (render_timer <= 0) { if (game_render(game) < 0) { RETURN_LT(lt, -1); } SDL_RenderPresent(renderer); render_timer = (int64_t) roundf(1000.0f / (float) fps); } const int64_t end_frame_time = (int64_t) SDL_GetTicks(); SDL_Delay((unsigned int) MAX(int64_t, 10, delta_time - (end_frame_time - begin_frame_time))); } RETURN_LT(lt, 0); }