yeti3dpro-sdl3/platform/sdl3/main.c
2024-10-12 18:11:41 -05:00

128 lines
3.4 KiB
C

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