185 lines
4.4 KiB
C
185 lines
4.4 KiB
C
/** @file frontend_csfml.c
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CSFML frontend for Licar.
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*/
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#include <SFML/Audio.h>
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#include <SFML/Graphics.h>
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#include <SFML/System.h>
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#include <SFML/Audio/Types.h>
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#include <stdint.h>
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#include <stdio.h>
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#ifndef PRESET_QUALITY
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#define PRESET_QUALITY 3
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#endif
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#include "frontend_helper.h"
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#include "game.h"
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#define WINDOW_SIZE (LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y)
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sfUint32 windowPixels[WINDOW_SIZE * 2];
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uint8_t fullscreen = 1;
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FILE *musicFile = 0;
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sfClock *clock;
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sfRenderWindow* window;
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sfSoundStream *sound;
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#define AUDIO_BUFFER_SIZE 256
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int16_t audioBuffer[AUDIO_BUFFER_SIZE];
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uint8_t musicBuffer[AUDIO_BUFFER_SIZE];
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uint8_t LCR_keyPressed(uint8_t key)
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{
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#define k(x) sfKeyboard_isKeyPressed(sfKey ## x)
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switch (key)
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{
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case LCR_KEY_UP: return k(W) || k(Up) || k(Num8); break;
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case LCR_KEY_RIGHT: return k(E) || k(Right) || k(Num6); break;
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case LCR_KEY_DOWN: return k(S) || k(Down) || k(Num5) || k(Num2); break;
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case LCR_KEY_LEFT: return k(Q) || k(Left) || k(Num4); break;
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case LCR_KEY_A: return k(K) || k(Return); break;
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case LCR_KEY_B: return k(L) || k(Escape); break;
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default: break;
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}
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return 0;
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}
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void LCR_sleep(uint16_t timeMs)
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{
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sfTime t;
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t.microseconds = timeMs * 1000;
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sfSleep(t);
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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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windowPixels[index] = 0xff000000 | ((color & 0x07e0) << 5) |
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(((color << 19) | (color >> 8)) & 0x00f800f8) ;
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}
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void printHelp(void)
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{
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printf(
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"Licar, 3D racing game, v. " LCR_VERSION ", CSFML frontend, args:\n"
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" -h print help and quit\n"
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" -wN window (N = 1) or fullscreen (N = 0)\n"
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LCR_ARG_HELP_STR);
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}
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sfBool soundFill(sfSoundStreamChunk *data, void *userdata)
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{
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if (musicFile && LCR_gameMusicOn())
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{
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if (!fread(musicBuffer,1,AUDIO_BUFFER_SIZE,musicFile))
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rewind(musicFile);
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = musicBuffer[i];
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}
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else
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 127;
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] =
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(audioBuffer[i] + LCR_gameGetNextAudioSample() - 255) * 64;
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data->samples = audioBuffer;
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data->sampleCount = AUDIO_BUFFER_SIZE;
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return sfTrue;
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}
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void soundSeek(sfTime t, void *userData)
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{
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}
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int main(int argc, char *argv[])
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{
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for (int i = 0; i < argc; ++i)
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if (argv[i][0] == '-')
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switch (argv[i][1])
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{
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case 'h': printHelp(); return 0; break;
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case 'w': fullscreen = argv[i][2] == '0'; break;
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default: break;
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}
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openDataFile();
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musicFile = fopen("assets/music","rb");
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if (!musicFile)
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fputs("could not open music file",stderr);
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puts("initializing game");
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LCR_gameInit(argc,(const char **) argv);
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puts("initializing SFML");
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sfVideoMode mode = {LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y,32};
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sfEvent event;
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clock = sfClock_create();
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sfClock_restart(clock);
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puts("initializing audio");
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 0;
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sound = sfSoundStream_create(soundFill,soundSeek,1,8000,0);
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sfTexture* windowTexture =
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sfTexture_create(LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y);
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sfTexture_setSmooth(windowTexture,sfTrue);
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sfSprite* windowSprite = sfSprite_create();
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window = sfRenderWindow_create(mode,"Licar",
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fullscreen ? sfFullscreen : (sfResize | sfClose ),NULL);
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sfSprite_setTexture(windowSprite,windowTexture,sfTrue);
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sfWindow_setVerticalSyncEnabled((sfWindow *) window,sfFalse);
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sfSoundStream_play(sound);
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puts("starting");
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while (sfRenderWindow_isOpen(window))
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{
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while (sfRenderWindow_pollEvent(window,&event))
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if (event.type == sfEvtClosed)
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sfRenderWindow_close(window);
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if (!LCR_gameStep(sfClock_getElapsedTime(clock).microseconds / 1000))
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break;
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sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,
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LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y,0,0);
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sfRenderWindow_clear(window,sfBlack);
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sfRenderWindow_drawSprite(window,windowSprite,NULL);
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sfRenderWindow_display(window);
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}
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puts("ending");
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if (musicFile)
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fclose(musicFile);
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closeDataFile();
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sfSoundStream_stop(sound);
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sfSoundStream_destroy(sound);
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sfSprite_destroy(windowSprite);
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sfTexture_destroy(windowTexture);
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sfRenderWindow_destroy(window);
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sfClock_destroy(clock);
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LCR_gameEnd();
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return 0;
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}
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