-#include <SDL2/SDL.h>
-#include <SDL2/SDL_mixer.h>
+#include <SDL.h>
+#include <locale.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include "game/sound_samples.h"
#include "game/sprite_font.h"
#include "math/extrema.h"
-#include "math/point.h"
+#include "math/vec.h"
#include "sdl/renderer.h"
#include "system/log.h"
#include "system/lt.h"
-#include "system/lt/lt_adapters.h"
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
static void print_usage(FILE *stream)
{
- fprintf(stream, "Usage: nothing [--fps <fps>] <level-folder>\n");
+ fprintf(stream, "Usage: nothing [--fps <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();
- char *level_folder = NULL;
- int fps = 30;
+ int fps = 60;
for (int i = 1; i < argc;) {
if (strcmp(argv[i], "--fps") == 0) {
RETURN_LT(lt, -1);
}
} else {
- level_folder = argv[i];
- i++;
+ log_fail("Unknown flag %s\n", argv[i]);
+ print_usage(stderr);
+ RETURN_LT(lt, -1);
}
}
- if (level_folder == NULL) {
- log_fail("Path to level file is not provided\n");
- print_usage(stderr);
- RETURN_LT(lt, -1);
- }
-
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
log_fail("Could not initialize SDL: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
}
- PUSH_LT(lt, 42, SDL_Quit_lt);
+ PUSH_LT(lt, 42, SDL_Quit);
+
+ setlocale(LC_NUMERIC, "C");
SDL_ShowCursor(SDL_DISABLE);
"Nothing",
100, 100,
SCREEN_WIDTH, SCREEN_HEIGHT,
- SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE),
+ SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI),
SDL_DestroyWindow);
if (window == NULL) {
log_warn("Could not find any Sticks of the Joy\n");
}
- if (Mix_OpenAudio(
- MIX_DEFAULT_FREQUENCY,
- MIX_DEFAULT_FORMAT,
- 2,
- 1024) < 0) {
- log_fail("Could not initialize the audio: %s\n", Mix_GetError());
- RETURN_LT(lt, -1);
- }
- PUSH_LT(lt, 42, Mix_CloseAudio_lt);
-
// ------------------------------
const char * sound_sample_files[] = {
- "./sounds/nothing.wav",
- "./sounds/something.wav"
+ "./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(
- level_folder,
+ "./assets/levels/",
sound_sample_files,
sound_sample_files_count,
renderer),
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();
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);
}