127 lines
2.6 KiB
C
127 lines
2.6 KiB
C
#include <stdio.h>
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#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"
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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SDL_Surface *screenSurface;
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uint16_t screen[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y];
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const uint8_t *keyboardState;
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uint8_t LCR_keyPressed(uint8_t key)
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{
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switch (key)
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{
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case LCR_KEY_UP: return
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keyboardState[SDL_SCANCODE_W] | keyboardState[SDL_SCANCODE_UP]; break;
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case LCR_KEY_RIGHT: return
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keyboardState[SDL_SCANCODE_D] | keyboardState[SDL_SCANCODE_RIGHT]; break;
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case LCR_KEY_DOWN: return
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keyboardState[SDL_SCANCODE_S] | keyboardState[SDL_SCANCODE_DOWN]; break;
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case LCR_KEY_LEFT: return
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keyboardState[SDL_SCANCODE_A] | keyboardState[SDL_SCANCODE_LEFT]; break;
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case LCR_KEY_A: return
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keyboardState[SDL_SCANCODE_K] | keyboardState[SDL_SCANCODE_RETURN]; break;
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case LCR_KEY_B: return
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keyboardState[SDL_SCANCODE_L] | keyboardState[SDL_SCANCODE_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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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)
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{
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printf("LOG: %s\n",str);
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}
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int main(int argc, char *argv[])
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{
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uint8_t running = 1;
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LCR_gameInit();
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SDL_Init(0);
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window =
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SDL_CreateWindow("Licar", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, LCR_SETTING_RESOLUTION_X, LCR_SETTING_RESOLUTION_Y,
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SDL_WINDOW_SHOWN);
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if (!window)
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{
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fputs("ERROR: couldn't create window",stderr);
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return 1;
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}
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renderer = SDL_CreateRenderer(window,-1,0);
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if (!renderer)
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{
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fputs("ERROR: couldn't create renderer",stderr);
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return 1;
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}
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texture =
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SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
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LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y);
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if (!texture)
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{
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fputs("ERROR: couldn't create texture",stderr);
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return 1;
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}
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screenSurface = SDL_GetWindowSurface(window);
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SDL_ShowCursor(0);
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SDL_PumpEvents();
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keyboardState = SDL_GetKeyboardState(NULL);
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while (running)
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{
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SDL_PumpEvents();
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keyboardState = SDL_GetKeyboardState(NULL);
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running = !keyboardState[SDL_SCANCODE_Q];
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running &= LCR_gameStep(SDL_GetTicks());
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SDL_UpdateTexture(texture,NULL,screen,
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LCR_SETTING_RESOLUTION_X * sizeof(uint16_t));
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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LCR_gameEnd();
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return 0;
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}
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