forked from archive/yeti3dpro
129 lines
3.4 KiB
C
129 lines
3.4 KiB
C
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#include <SDL3/SDL.h>
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL_main.h>
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#include "game.h"
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static yeti_t yeti;
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static u16 backbuffer[YETI_FRAMEBUFFER_WIDTH * YETI_FRAMEBUFFER_HEIGHT];
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *texture = NULL;
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static SDL_Surface *front = NULL;
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static SDL_Surface *back = NULL;
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static void die(const char *fmt, ...)
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{
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static char error[1024];
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va_list ap;
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va_start(ap, fmt);
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SDL_vsnprintf(error, sizeof(error), fmt, ap);
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va_end(ap);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, error);
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", error, NULL);
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exit(1);
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
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{
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Uint32 format;
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if (!SDL_Init(SDL_INIT_VIDEO))
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die(SDL_GetError());
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window = SDL_CreateWindow(YETI_STR_CAPTION, YETI_FRAMEBUFFER_WIDTH, YETI_FRAMEBUFFER_HEIGHT, SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED);
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if (!window)
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die(SDL_GetError());
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SDL_SetWindowMinimumSize(window, YETI_FRAMEBUFFER_WIDTH, YETI_FRAMEBUFFER_HEIGHT);
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renderer = SDL_CreateRenderer(window, NULL);
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if (!renderer)
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die(SDL_GetError());
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SDL_SetRenderVSync(renderer, 1);
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SDL_SetRenderLogicalPresentation(renderer, YETI_FRAMEBUFFER_WIDTH, YETI_FRAMEBUFFER_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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back = SDL_CreateSurfaceFrom(YETI_FRAMEBUFFER_WIDTH, YETI_FRAMEBUFFER_HEIGHT, SDL_PIXELFORMAT_XBGR1555, backbuffer, YETI_FRAMEBUFFER_WIDTH * sizeof(u16));
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if (!back)
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die(SDL_GetError());
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format = SDL_GetWindowPixelFormat(window);
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front = SDL_CreateSurface(YETI_FRAMEBUFFER_WIDTH, YETI_FRAMEBUFFER_HEIGHT, format);
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if (!front)
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die(SDL_GetError());
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texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STREAMING, YETI_FRAMEBUFFER_WIDTH, YETI_FRAMEBUFFER_HEIGHT);
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if (!texture)
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die(SDL_GetError());
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SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
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yeti_init(&yeti, backbuffer, backbuffer, textures, palette);
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yeti_init_lua(&yeti, YETI_GAMMA);
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game_init(&yeti);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const bool *keys = SDL_GetKeyboardState(NULL);
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yeti.keyboard.state.up = keys[SDL_SCANCODE_UP];
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yeti.keyboard.state.down = keys[SDL_SCANCODE_DOWN];
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yeti.keyboard.state.left = keys[SDL_SCANCODE_LEFT];
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yeti.keyboard.state.right = keys[SDL_SCANCODE_RIGHT];
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yeti.keyboard.state.a = keys[SDL_SCANCODE_RCTRL];
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yeti.keyboard.state.b = keys[SDL_SCANCODE_SPACE];
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yeti.keyboard.state.l = keys[SDL_SCANCODE_A];
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yeti.keyboard.state.r = keys[SDL_SCANCODE_Z];
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yeti.keyboard.state.select = keys[SDL_SCANCODE_ESCAPE];
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SDL_FillSurfaceRect(back, NULL, 0);
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SDL_FillSurfaceRect(front, NULL, 0);
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game_loop(&yeti);
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SDL_BlitSurface(back, NULL, front, NULL);
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SDL_UpdateTexture(texture, NULL, front->pixels, front->pitch);
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SDL_RenderClear(renderer);
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SDL_RenderTexture(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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switch (event->type)
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{
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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if (window) SDL_DestroyWindow(window);
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if (renderer) SDL_DestroyRenderer(renderer);
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if (back) SDL_DestroySurface(back);
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if (front) SDL_DestroySurface(front);
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if (texture) SDL_DestroyTexture(texture);
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SDL_Quit();
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}
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