Licar/frontend_sdl.c

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3.6 KiB
C
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#include <stdio.h>
#include <SDL2/SDL.h>
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#define LCR_SETTING_LOG_LEVEL 2
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#include "game.h"
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#include "debug.h"
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Surface *screenSurface;
uint16_t screen[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y];
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FILE *musicFile = 0;
void audioFillCallback(void *userdata, uint8_t *s, int l)
{
for (int i = 0; i < l; ++i)
{
unsigned char byte = 128;
if (musicFile)
{
if (!fread(&byte,1,1,musicFile))
rewind(musicFile);
}
s[i] = byte;
}
}
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const uint8_t *keyboardState;
uint8_t LCR_keyPressed(uint8_t key)
{
switch (key)
{
case LCR_KEY_UP: return
keyboardState[SDL_SCANCODE_W] | keyboardState[SDL_SCANCODE_UP]; break;
case LCR_KEY_RIGHT: return
keyboardState[SDL_SCANCODE_D] | keyboardState[SDL_SCANCODE_RIGHT]; break;
case LCR_KEY_DOWN: return
keyboardState[SDL_SCANCODE_S] | keyboardState[SDL_SCANCODE_DOWN]; break;
case LCR_KEY_LEFT: return
keyboardState[SDL_SCANCODE_A] | keyboardState[SDL_SCANCODE_LEFT]; break;
case LCR_KEY_A: return
keyboardState[SDL_SCANCODE_K] | keyboardState[SDL_SCANCODE_RETURN]; break;
case LCR_KEY_B: return
keyboardState[SDL_SCANCODE_L] | keyboardState[SDL_SCANCODE_ESCAPE]; break;
default: break;
}
return 0;
}
void LCR_sleep(uint16_t timeMs)
{
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usleep(timeMs * 1000);
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}
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void LCR_drawPixel(unsigned long index, uint16_t color)
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{
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screen[index] = color;
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}
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void LCR_log(const char *str)
{
printf("LOG: %s\n",str);
}
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int main(int argc, char *argv[])
{
uint8_t running = 1;
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LCR_log("initializing game");
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LCR_gameInit();
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LCR_log("initializing SDL");
SDL_Init(SDL_INIT_AUDIO);
LCR_log("initializing audio");
SDL_AudioSpec audioSpec;
SDL_memset(&audioSpec, 0, sizeof(audioSpec));
audioSpec.callback = audioFillCallback;
audioSpec.freq = 8000;
audioSpec.format = AUDIO_U8;
audioSpec.channels = 1;
audioSpec.samples = 256;
if (SDL_OpenAudio(&audioSpec,NULL) < 0)
fputs("could not initialize audio",stderr);
SDL_PauseAudio(0);
musicFile = fopen("assets/music","rb");
if (!musicFile)
fputs("could not open music file",stderr);
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window =
SDL_CreateWindow("Licar", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, LCR_SETTING_RESOLUTION_X, LCR_SETTING_RESOLUTION_Y,
SDL_WINDOW_SHOWN);
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if (!window)
{
fputs("ERROR: couldn't create window",stderr);
return 1;
}
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renderer = SDL_CreateRenderer(window,-1,0);
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if (!renderer)
{
fputs("ERROR: couldn't create renderer",stderr);
return 1;
}
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texture =
SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y);
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if (!texture)
{
fputs("ERROR: couldn't create texture",stderr);
return 1;
}
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screenSurface = SDL_GetWindowSurface(window);
SDL_ShowCursor(0);
SDL_PumpEvents();
keyboardState = SDL_GetKeyboardState(NULL);
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LCR_log("starting game loop");
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while (running)
{
SDL_PumpEvents();
keyboardState = SDL_GetKeyboardState(NULL);
running = !keyboardState[SDL_SCANCODE_Q];
running &= LCR_gameStep(SDL_GetTicks());
SDL_UpdateTexture(texture,NULL,screen,
LCR_SETTING_RESOLUTION_X * sizeof(uint16_t));
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
}
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LCR_log("ending");
if (musicFile)
fclose(musicFile);
SDL_PauseAudio(1);
SDL_CloseAudio();
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SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
LCR_gameEnd();
return 0;
}