Merge pull request 'fixed indenting style to fit new requirements' (#20) from fixed-indenting into development

Reviewed-on: #20
development
Sara 2023-07-17 14:48:54 +00:00
commit c7d5706eaa
18 changed files with 1197 additions and 1197 deletions

View File

@ -12,136 +12,136 @@ resource_t g_assets[NUM_ASSETS];
resource_t* g_assets_endptr = g_assets;
static resource_t* insert_asset(const resource_t* resource) {
*g_assets_endptr = *resource;
resource_t* inserted = g_assets_endptr;
++g_assets_endptr;
return inserted;
*g_assets_endptr = *resource;
resource_t* inserted = g_assets_endptr;
++g_assets_endptr;
return inserted;
}
void add_arbitrary_asset(void* memory, deleter_fn deleter) {
char name_buf[99];
// generate the name of the arbitrary block based on adresses
sprintf(name_buf, "%p%p", memory, deleter);
int len = strlen(name_buf);
resource_t res = (resource_t){
.type = RESOURCETYPE_ARBITRARY,
.hash = hashstr(name_buf),
.name = (char*)calloc(len+1, sizeof(char)),
.arbitrary_type={
.memory=memory,.deleter=deleter
}
};
strcpy(res.name, name_buf);
insert_asset(&res);
char name_buf[99];
// generate the name of the arbitrary block based on adresses
sprintf(name_buf, "%p%p", memory, deleter);
int len = strlen(name_buf);
resource_t res = (resource_t){
.type = RESOURCETYPE_ARBITRARY,
.hash = hashstr(name_buf),
.name = (char*)calloc(len+1, sizeof(char)),
.arbitrary_type={
.memory=memory,.deleter=deleter
}
};
strcpy(res.name, name_buf);
insert_asset(&res);
}
SDL_Texture* load_texture(const char* file) {
int len = strlen(file);
resource_t res = (resource_t){
.type = RESOURCETYPE_TEXTURE,
.hash = hashstr(file),
.name = (char*)calloc(len+1, sizeof(char)),
.texture = IMG_LoadTexture(g_context.renderer, file),
};
strcpy(res.name, file);
return insert_asset(&res)->texture;
int len = strlen(file);
resource_t res = (resource_t){
.type = RESOURCETYPE_TEXTURE,
.hash = hashstr(file),
.name = (char*)calloc(len+1, sizeof(char)),
.texture = IMG_LoadTexture(g_context.renderer, file),
};
strcpy(res.name, file);
return insert_asset(&res)->texture;
}
TTF_Font* load_font(const char* file, int size) {
int len = strlen(file);
resource_t res = (resource_t) {
.type = RESOURCETYPE_FONT,
.hash = hashstr(file),
.name = calloc(len+1, sizeof(char)),
.font = {
.size = size,
.font = TTF_OpenFont(file, size)
}
};
strcpy(res.name, file);
return insert_asset(&res)->font.font;
int len = strlen(file);
resource_t res = (resource_t) {
.type = RESOURCETYPE_FONT,
.hash = hashstr(file),
.name = calloc(len+1, sizeof(char)),
.font = {
.size = size,
.font = TTF_OpenFont(file, size)
}
};
strcpy(res.name, file);
return insert_asset(&res)->font.font;
}
SDL_Texture* get_texture(const char* file) {
resource_t* found = get_asset(file);
if(found != NULL && found->type == RESOURCETYPE_TEXTURE) {
return found->texture;
} else {
return load_texture(file);
}
resource_t* found = get_asset(file);
if(found != NULL && found->type == RESOURCETYPE_TEXTURE) {
return found->texture;
} else {
return load_texture(file);
}
}
TTF_Font* get_font(const char *file, int size) {
uint32_t hash = hashstr(file);
for(resource_t* res = g_assets; res != g_assets_endptr; ++res) {
if(res->hash == hash
&& strcmp(res->name, file) == 0
&& res->type == RESOURCETYPE_FONT
&& res->font.size == size) {
return res->font.font;
}
}
return load_font(file, size);
uint32_t hash = hashstr(file);
for(resource_t* res = g_assets; res != g_assets_endptr; ++res) {
if(res->hash == hash
&& strcmp(res->name, file) == 0
&& res->type == RESOURCETYPE_FONT
&& res->font.size == size) {
return res->font.font;
}
}
return load_font(file, size);
}
resource_t* get_asset(const char* file) {
uint32_t hash = hashstr(file);
for(resource_t* res = g_assets; res != g_assets_endptr; ++res) {
if(res->hash == hash
&& strcmp(res->name, file) == 0) {
return res;
}
}
return NULL;
uint32_t hash = hashstr(file);
for(resource_t* res = g_assets; res != g_assets_endptr; ++res) {
if(res->hash == hash
&& strcmp(res->name, file) == 0) {
return res;
}
}
return NULL;
}
static void _delete_referenced_asset(resource_t* res) {
free(res->name);
switch(res->type) {
default:
break;
case RESOURCETYPE_TEXTURE:
SDL_DestroyTexture(res->texture);
break;
case RESOURCETYPE_FONT:
TTF_CloseFont(res->font.font);
break;
case RESOURCETYPE_ARBITRARY:
res->arbitrary_type.deleter(res->arbitrary_type.memory);
break;
}
free(res->name);
switch(res->type) {
default:
break;
case RESOURCETYPE_TEXTURE:
SDL_DestroyTexture(res->texture);
break;
case RESOURCETYPE_FONT:
TTF_CloseFont(res->font.font);
break;
case RESOURCETYPE_ARBITRARY:
res->arbitrary_type.deleter(res->arbitrary_type.memory);
break;
}
}
int asset_exists(const char* name) {
return get_asset(name) != NULL;
return get_asset(name) != NULL;
}
resourcetype_t asset_type(const char* name) {
resource_t* r = get_asset(name);
if(r != NULL) {
return r->type;
} else {
return RESOURCETYPE_MIN;
}
resource_t* r = get_asset(name);
if(r != NULL) {
return r->type;
} else {
return RESOURCETYPE_MIN;
}
}
int delete_by_name(const char* name) {
resource_t* r = get_asset(name);
if(r == NULL) return 0;
_remove_asset(r);
return 1;
resource_t* r = get_asset(name);
if(r == NULL) return 0;
_remove_asset(r);
return 1;
}
void clean_assets() {
for(resource_t* res = g_assets; res != g_assets_endptr; ++res) {
_delete_referenced_asset(res);
}
g_assets_endptr = g_assets;
for(resource_t* res = g_assets; res != g_assets_endptr; ++res) {
_delete_referenced_asset(res);
}
g_assets_endptr = g_assets;
}
static void _remove_asset(resource_t* res) {
_delete_referenced_asset(res);
resource_t* last = g_assets_endptr - 1;
memmove(res, last, sizeof(resource_t));
--g_assets_endptr;
_delete_referenced_asset(res);
resource_t* last = g_assets_endptr - 1;
memmove(res, last, sizeof(resource_t));
--g_assets_endptr;
}

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@ -10,30 +10,30 @@ extern "C" {
#include "SDL2/SDL.h"
typedef enum resourcetype_t {
RESOURCETYPE_MIN,
RESOURCETYPE_TEXTURE,
RESOURCETYPE_FONT,
RESOURCETYPE_ARBITRARY,
RESOURCETYPE_MAX
RESOURCETYPE_MIN,
RESOURCETYPE_TEXTURE,
RESOURCETYPE_FONT,
RESOURCETYPE_ARBITRARY,
RESOURCETYPE_MAX
} resourcetype_t;
typedef void(*deleter_fn)(void* target);
typedef struct resource_t {
resourcetype_t type;
uintptr_t hash;
char* name;
union {
SDL_Texture* texture;
struct {
int size;
TTF_Font* font;
} font;
struct {
void* memory;
deleter_fn deleter;
} arbitrary_type;
};
resourcetype_t type;
uintptr_t hash;
char* name;
union {
SDL_Texture* texture;
struct {
int size;
TTF_Font* font;
} font;
struct {
void* memory;
deleter_fn deleter;
} arbitrary_type;
};
} resource_t;
extern void add_arbitrary_asset(void* memory, deleter_fn deleter);

View File

@ -5,32 +5,32 @@
#include <SDL2/SDL_messagebox.h>
context_t g_context = {
.window = NULL,
.renderer = NULL,
.running = 1
.window = NULL,
.renderer = NULL,
.running = 1
};
void init_context() {
if(SDL_Init(SDL_INIT_EVERYTHING) != 0) {
SDL_Log("ERROR LOADING SDL %s", SDL_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR LOADING SDL", SDL_GetError(), NULL);
exit(1);
}
if(IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) == 0) {
SDL_Log("ERROR LOADING IMG %s", IMG_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR LOADING IMG", IMG_GetError(), NULL);
exit(2);
}
if(TTF_Init() != 0) {
SDL_Log("ERROR LOADING TTF %s", TTF_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR LOADING IMG", IMG_GetError(), NULL);
}
if(SDL_Init(SDL_INIT_EVERYTHING) != 0) {
SDL_Log("ERROR LOADING SDL %s", SDL_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR LOADING SDL", SDL_GetError(), NULL);
exit(1);
}
if(IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) == 0) {
SDL_Log("ERROR LOADING IMG %s", IMG_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR LOADING IMG", IMG_GetError(), NULL);
exit(2);
}
if(TTF_Init() != 0) {
SDL_Log("ERROR LOADING TTF %s", TTF_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR LOADING IMG", IMG_GetError(), NULL);
}
}
void close_context() {
SDL_DestroyRenderer(g_context.renderer);
SDL_DestroyWindow(g_context.window);
TTF_Quit();
IMG_Quit();
SDL_Quit();
SDL_DestroyRenderer(g_context.renderer);
SDL_DestroyWindow(g_context.window);
TTF_Quit();
IMG_Quit();
SDL_Quit();
}

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@ -9,10 +9,10 @@ extern "C" {
#include "SDL2/SDL_events.h"
typedef struct context_t {
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Event event;
short running;
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Event event;
short running;
} context_t;
extern context_t g_context;

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@ -14,89 +14,89 @@ static struct timespec start_last_frame;
inline static
double timespec_to_sec(struct timespec spec) {
return (double)spec.tv_sec + (double)spec.tv_nsec * 1E-09;
return (double)spec.tv_sec + (double)spec.tv_nsec * 1E-09;
}
inline float delta_time() {
return (float)_delta_time;
return (float)_delta_time;
}
void set_frame_interval(double frame_interval) {
_min_frame_interval = frame_interval;
_min_frame_interval = frame_interval;
}
void set_frame_rate_limit(int fps) {
_min_frame_interval = 1.0/(double)fps;
_min_frame_interval = 1.0/(double)fps;
}
static inline
int _engine_start() {
init_context();
return 0;
init_context();
return 0;
}
static inline
int _engine_shutdown() {
game_exit();
clean_assets();
close_context();
exit(0);
game_exit();
clean_assets();
close_context();
exit(0);
}
static inline
void _handle_events() {
while(SDL_PollEvent(&g_context.event)) {
input_notify_event(g_context.event);
switch(g_context.event.type) {
case SDL_QUIT:
g_context.running = 0;
break;
}
}
while(SDL_PollEvent(&g_context.event)) {
input_notify_event(g_context.event);
switch(g_context.event.type) {
case SDL_QUIT:
g_context.running = 0;
break;
}
}
}
static inline
int _engine_run() {
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(0, &mode);
SDL_Window* window = SDL_CreateWindow("Tabletop", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mode.w, mode.h, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(0, &mode);
SDL_Window* window = SDL_CreateWindow("Tabletop", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mode.w, mode.h, SDL_WINDOW_FULLSCREEN_DESKTOP);
g_context = (context_t){
.window = window,
.renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED),
.running = 1,
};
g_context = (context_t){
.window = window,
.renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED),
.running = 1,
};
input_init();
world_clear();
start_game();
input_init();
world_clear();
start_game();
timespec_get(&start_last_frame, TIME_UTC);
struct timespec next_time;
while(g_context.running) {
timespec_get(&next_time, TIME_UTC);
_delta_time = timespec_to_sec(next_time) - timespec_to_sec(start_last_frame);
start_last_frame = next_time;
_handle_events();
update_input();
_render_mode = 1;
update_ui();
_render_mode = 0;
update_game();
world_update(); // update world objects
world_draw(); // draw world objects
swap_buffer();
do {
timespec_get(&next_time, TIME_UTC);
_delta_time = timespec_to_sec(next_time) - timespec_to_sec(start_last_frame);
SDL_PumpEvents();
} while(_delta_time < _min_frame_interval);
}
return 0;
timespec_get(&start_last_frame, TIME_UTC);
struct timespec next_time;
while(g_context.running) {
timespec_get(&next_time, TIME_UTC);
_delta_time = timespec_to_sec(next_time) - timespec_to_sec(start_last_frame);
start_last_frame = next_time;
_handle_events();
update_input();
_render_mode = 1;
update_ui();
_render_mode = 0;
update_game();
world_update(); // update world objects
world_draw(); // draw world objects
swap_buffer();
do {
timespec_get(&next_time, TIME_UTC);
_delta_time = timespec_to_sec(next_time) - timespec_to_sec(start_last_frame);
SDL_PumpEvents();
} while(_delta_time < _min_frame_interval);
}
return 0;
}
int main(int argc, char* argv[]) {
_engine_start();
_engine_run();
_engine_shutdown();
_engine_start();
_engine_run();
_engine_shutdown();
}

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@ -8,18 +8,18 @@ extern "C" {
#include "string.h"
uintptr_t hashstr(const char* str) {
return hashmem(str, strlen(str));
return hashmem(str, strlen(str));
}
uintptr_t hashmem(const char* mem, size_t size) {
const size_t last4shift = sizeof(uintptr_t)*4 - 4;
uintptr_t hash = 0;
while(size --> 0) {
hash = (hash | *mem) << 1;
hash |= hash >> last4shift;
++mem;
}
return hash;
const size_t last4shift = sizeof(uintptr_t)*4 - 4;
uintptr_t hash = 0;
while(size --> 0) {
hash = (hash | *mem) << 1;
hash |= hash >> last4shift;
++mem;
}
return hash;
}
#ifdef __cplusplus

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@ -7,32 +7,32 @@
#include <SDL2/SDL_events.h>
enum INPUT_LISTENER_TYPE_T {
INPUT_LISTENER_MOUSE,
INPUT_LISTENER_AXIS,
INPUT_LISTENER_SCROLL,
INPUT_LISTENER_BUTTON,
INPUT_LISTENER_MOUSE,
INPUT_LISTENER_AXIS,
INPUT_LISTENER_SCROLL,
INPUT_LISTENER_BUTTON,
};
typedef struct input_listener_t {
enum INPUT_LISTENER_TYPE_T type;
union {
struct {
input_axis_fn delegate;
SDL_Scancode positive, negative;
int last_positive, last_negative;
} axis;
struct {
input_mouse_fn delegate;
} mouse;
struct {
input_button_fn delegate;
uint32_t button;
int last;
} button;
struct {
input_scroll_fn delegate;
} scroll;
};
enum INPUT_LISTENER_TYPE_T type;
union {
struct {
input_axis_fn delegate;
SDL_Scancode positive, negative;
int last_positive, last_negative;
} axis;
struct {
input_mouse_fn delegate;
} mouse;
struct {
input_button_fn delegate;
uint32_t button;
int last;
} button;
struct {
input_scroll_fn delegate;
} scroll;
};
} input_listener_t;
const Uint8* g_key_states = NULL;
@ -45,158 +45,158 @@ static uint32_t _mouse_left_seconds = 0;
static float _scroll_delta = 0;
void add_key_listener(SDL_Scancode negative, SDL_Scancode positive,
input_axis_fn delegate) {
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_AXIS;
g_key_listeners_endptr->axis.delegate = delegate;
g_key_listeners_endptr->axis.positive = positive;
g_key_listeners_endptr->axis.negative = negative;
g_key_listeners_endptr->axis.last_positive =
g_key_listeners_endptr->axis.last_negative = 0;
++g_key_listeners_endptr;
input_axis_fn delegate) {
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_AXIS;
g_key_listeners_endptr->axis.delegate = delegate;
g_key_listeners_endptr->axis.positive = positive;
g_key_listeners_endptr->axis.negative = negative;
g_key_listeners_endptr->axis.last_positive =
g_key_listeners_endptr->axis.last_negative = 0;
++g_key_listeners_endptr;
}
void add_mouse_listener(input_mouse_fn delegate) {
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_MOUSE;
g_key_listeners_endptr->mouse.delegate = delegate;
++g_key_listeners_endptr;
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_MOUSE;
g_key_listeners_endptr->mouse.delegate = delegate;
++g_key_listeners_endptr;
}
void add_mouse_button_listener(uint32_t button, input_button_fn delegate) {
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_BUTTON;
g_key_listeners_endptr->button.delegate = delegate;
g_key_listeners_endptr->button.button = button;
g_key_listeners_endptr->button.last = 0;
++g_key_listeners_endptr;
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_BUTTON;
g_key_listeners_endptr->button.delegate = delegate;
g_key_listeners_endptr->button.button = button;
g_key_listeners_endptr->button.last = 0;
++g_key_listeners_endptr;
}
void add_scroll_listener(input_scroll_fn delegate) {
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_SCROLL;
g_key_listeners_endptr->scroll.delegate = delegate;
++g_key_listeners_endptr;
memset(g_key_listeners_endptr, 0x0, sizeof(input_listener_t));
g_key_listeners_endptr->type = INPUT_LISTENER_SCROLL;
g_key_listeners_endptr->scroll.delegate = delegate;
++g_key_listeners_endptr;
}
void remove_listener_at(size_t index) {
input_listener_t* listener = g_key_listeners + index;
--g_key_listeners_endptr;
*listener = *g_key_listeners_endptr;
input_listener_t* listener = g_key_listeners + index;
--g_key_listeners_endptr;
*listener = *g_key_listeners_endptr;
}
void mouse_screen_position(float *ox, float *oy) {
*ox = _last_screen_mouse_x;
*oy = _last_screen_mouse_y;
*ox = _last_screen_mouse_x;
*oy = _last_screen_mouse_y;
}
void mouse_world_position(float *ox, float *oy) {
mouse_screen_position(ox, oy);
screen_to_view(ox, oy);
mouse_screen_position(ox, oy);
screen_to_view(ox, oy);
}
void input_init() {
g_key_states = SDL_GetKeyboardState(NULL);
g_key_states = SDL_GetKeyboardState(NULL);
}
static inline
void _process_mouse_listener(input_listener_t* listener, float dx, float dy) {
if(dx != 0.0 && dy != 0.0) {
listener->mouse.delegate(dx, dy);
}
if(dx != 0.0 && dy != 0.0) {
listener->mouse.delegate(dx, dy);
}
}
void update_input() {
float dx, dy;
int px, py;
SDL_GetMouseState(&px, &py);
int width, height;
SDL_GetRendererOutputSize(g_context.renderer, &width, &height);
dx = (float)(px - _last_mouse_x)/width; dy = (float)(py - _last_mouse_y)/width;
float dx, dy;
int px, py;
SDL_GetMouseState(&px, &py);
int width, height;
SDL_GetRendererOutputSize(g_context.renderer, &width, &height);
dx = (float)(px - _last_mouse_x)/width; dy = (float)(py - _last_mouse_y)/width;
for(input_listener_t* listener = g_key_listeners; listener != g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_MOUSE) {
_process_mouse_listener(listener, dx, dy);
}
}
for(input_listener_t* listener = g_key_listeners; listener != g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_MOUSE) {
_process_mouse_listener(listener, dx, dy);
}
}
_last_mouse_x = px; _last_mouse_y = py;
_last_screen_mouse_x = (float)px / width;
_last_screen_mouse_y = (float)py / width;
_scroll_delta = 0;
_last_mouse_x = px; _last_mouse_y = py;
_last_screen_mouse_x = (float)px / width;
_last_screen_mouse_y = (float)py / width;
_scroll_delta = 0;
}
static inline
void _handle_key_event(const SDL_Event event) {
for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_AXIS) {
const SDL_Scancode scode = event.key.keysym.scancode;
int changed = 0;
if(listener->axis.positive == scode) {
int new = event.key.state == SDL_PRESSED;
changed = new != listener->axis.last_positive;
listener->axis.last_positive = new;
}
else if(listener->axis.negative == scode) {
int new = event.key.state == SDL_PRESSED;
changed = new != listener->axis.last_negative;
listener->axis.last_negative = new;
}
for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_AXIS) {
const SDL_Scancode scode = event.key.keysym.scancode;
int changed = 0;
if(listener->axis.positive == scode) {
int new = event.key.state == SDL_PRESSED;
changed = new != listener->axis.last_positive;
listener->axis.last_positive = new;
}
else if(listener->axis.negative == scode) {
int new = event.key.state == SDL_PRESSED;
changed = new != listener->axis.last_negative;
listener->axis.last_negative = new;
}
if(changed)
listener->axis.delegate(listener->axis.last_positive - listener->axis.last_negative);
}
}
if(changed)
listener->axis.delegate(listener->axis.last_positive - listener->axis.last_negative);
}
}
}
static inline
void _handle_scroll_event(const SDL_Event event) {
_scroll_delta = event.wheel.y;
for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_SCROLL) {
listener->scroll.delegate(_scroll_delta);
}
}
_scroll_delta = event.wheel.y;
for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_SCROLL) {
listener->scroll.delegate(_scroll_delta);
}
}
}
static inline
void _handle_mousebutton_event(const SDL_Event event) {
for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_BUTTON
|| listener->button.button == event.button.button) {
listener->button.last = event.button.state == SDL_PRESSED;
listener->button.delegate(listener->button.last);
}
}
for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
if(listener->type == INPUT_LISTENER_BUTTON
|| listener->button.button == event.button.button) {
listener->button.last = event.button.state == SDL_PRESSED;
listener->button.delegate(listener->button.last);
}
}
}
void input_notify_event(SDL_Event event) {
switch(event.type) {
default:
return;
case SDL_KEYUP:
case SDL_KEYDOWN:
_handle_key_event(event);
return;
case SDL_MOUSEWHEEL:
_handle_scroll_event(event);
return;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
_handle_mousebutton_event(event);
return;
}
switch(event.type) {
default:
return;
case SDL_KEYUP:
case SDL_KEYDOWN:
_handle_key_event(event);
return;
case SDL_MOUSEWHEEL:
_handle_scroll_event(event);
return;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
_handle_mousebutton_event(event);
return;
}
}
int input_get_keydown(SDL_Scancode scancode) {
return g_key_states[scancode];
return g_key_states[scancode];
}
int input_get_mousedown(int mousebtn) {
uint32_t mask = SDL_BUTTON(mousebtn);
return (SDL_GetMouseState(NULL, NULL) & mask) != 0;
uint32_t mask = SDL_BUTTON(mousebtn);
return (SDL_GetMouseState(NULL, NULL) & mask) != 0;
}
void input_disconnect_all() {
g_key_listeners_endptr = g_key_listeners;
g_key_listeners_endptr = g_key_listeners;
}

View File

@ -15,7 +15,7 @@ typedef void(*input_scroll_fn)(float delta);
extern const Uint8* g_key_states;
extern void add_key_listener(SDL_Scancode negative, SDL_Scancode positive,
input_axis_fn delegate);
input_axis_fn delegate);
extern void add_mouse_listener(input_mouse_fn delegate);
extern void add_mouse_button_listener(uint32_t button, input_button_fn delegate);
extern void add_scroll_listener(input_scroll_fn delegate);

View File

@ -5,9 +5,9 @@
extern "C" {
#endif
#define RLAYER_TILEMAP 100
#define RLAYER_SPRITES 0
#define RLAYER_UI -100
#define RLAYER_TILEMAP 100
#define RLAYER_SPRITES 0
#define RLAYER_UI -100
#ifdef __cplusplus
}

View File

@ -3,13 +3,13 @@
object_t object_default() {
return (object_t){
.active = 1,
.physics = physics_default(),
.evt_draw = &object_draw_sprite,
.evt_update = NULL,
.sprite = sprite_default(),
.physics = physics_default(),
.evt_draw = &object_draw_sprite,
.evt_update = NULL,
.sprite = sprite_default(),
};
}
void object_draw_sprite(object_t* object) {
draw_sprite(&object->sprite);
draw_sprite(&object->sprite);
}

View File

@ -10,15 +10,15 @@ typedef void(*tick_fn)(struct object_t*);
typedef void(*draw_fn)(struct object_t*);
struct object_t {
sprite_t sprite;
int active; // 1 if this object's events should be triggered by the game world update.
int wants_to_be_deleted;
physics_t physics; // the collider to use for this object's physics interaction.
sprite_t sprite;
int active; // 1 if this object's events should be triggered by the game world update.
int wants_to_be_deleted;
physics_t physics; // the collider to use for this object's physics interaction.
uintptr_t timer; // free to use for whatever
uintptr_t timer; // free to use for whatever
tick_fn evt_update;
draw_fn evt_draw;
tick_fn evt_update;
draw_fn evt_draw;
};
object_t object_default();
@ -26,7 +26,7 @@ object_t object_default();
void object_draw_sprite(object_t* object);
static inline
int object_is_valid(const object_t* object) {
return object != NULL && object->wants_to_be_deleted == 0;
return object != NULL && object->wants_to_be_deleted == 0;
}
#endif /* _object_h */

View File

@ -5,268 +5,268 @@
static inline
float fclampf(float x, float min_, float max_) {
return fminf(max_, fmaxf(min_, x));
return fminf(max_, fmaxf(min_, x));
}
physics_t physics_default() {
return (physics_t) {
.type=COLLIDERTYPE_NONE,
.velocity_x = 0.f,
.velocity_y = 0.f,
.solver = &solve_collision_slide
};
return (physics_t) {
.type=COLLIDERTYPE_NONE,
.velocity_x = 0.f,
.velocity_y = 0.f,
.solver = &solve_collision_slide
};
}
void object_broadcast_collision(object_t* this, object_t* other) {
if(this->physics.evt_collision != NULL) {
this->physics.evt_collision(this, other);
}
if(this->physics.evt_collision != NULL) {
this->physics.evt_collision(this, other);
}
}
short can_collide(const object_t* this) {
return object_is_valid(this);
return object_is_valid(this);
}
static inline
int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
return
(
(aminx < bmaxx && aminx > bminx)
||
(bminx < amaxx && bminx > aminx)
) && (
(aminy < bmaxy && aminy > bminy)
||
(bminy < amaxy && bminy > aminy)
);
return
(
(aminx < bmaxx && aminx > bminx)
||
(bminx < amaxx && bminx > aminx)
) && (
(aminy < bmaxy && aminy > bminy)
||
(bminy < amaxy && bminy > aminy)
);
}
static inline
short _collision_aabb_aabb(const object_t* a, const object_t* b) {
const float aminx = a->physics.aabb.x + a->sprite.x,
aminy = a->physics.aabb.y + a->sprite.y;
const float amaxx = aminx + a->physics.aabb.w,
amaxy = aminy + a->physics.aabb.h;
const float aminx = a->physics.aabb.x + a->sprite.x,
aminy = a->physics.aabb.y + a->sprite.y;
const float amaxx = aminx + a->physics.aabb.w,
amaxy = aminy + a->physics.aabb.h;
const float bminx = b->physics.aabb.x + b->sprite.x,
bminy = b->physics.aabb.y + b->sprite.y;
const float bmaxx = bminx + b->physics.aabb.w,
bmaxy = bminy + b->physics.aabb.h;
const float bminx = b->physics.aabb.x + b->sprite.x,
bminy = b->physics.aabb.y + b->sprite.y;
const float bmaxx = bminx + b->physics.aabb.w,
bmaxy = bminy + b->physics.aabb.h;
return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
}
static inline
short _collision_circle_circle(const object_t* a, const object_t* b) {
const float ax = a->sprite.x + a->physics.circle.x,
ay = a->sprite.y + a->physics.circle.y,
bx = b->sprite.x + b->physics.circle.x,
by = b->sprite.y + b->physics.circle.y;
const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
const float sqrdist = dx*dx+dy*dy;
const float mindist = a->physics.circle.radius + b->physics.circle.radius;
const float mindistsqr = mindist*mindist;
return sqrdist < mindistsqr;
const float ax = a->sprite.x + a->physics.circle.x,
ay = a->sprite.y + a->physics.circle.y,
bx = b->sprite.x + b->physics.circle.x,
by = b->sprite.y + b->physics.circle.y;
const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
const float sqrdist = dx*dx+dy*dy;
const float mindist = a->physics.circle.radius + b->physics.circle.radius;
const float mindistsqr = mindist*mindist;
return sqrdist < mindistsqr;
}
static inline
short _collision_circle_aabb(const object_t* circle, const object_t* aabb) {
// generate a point on the edge of the rectangle that is closest to the circle
const float bbminx = aabb->physics.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->physics.aabb.w,
bbminy = aabb->physics.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->physics.aabb.h;
const float cx = circle->sprite.x + circle->physics.circle.x,
cy = circle->sprite.y + circle->physics.circle.y;
const float x = fclampf(cx, bbminx, bbmaxx),
y = fclampf(cy, bbminy, bbmaxy);
const float dx = fabsf(cx - x), dy = fabsf(cy - y);
// generate a point on the edge of the rectangle that is closest to the circle
const float bbminx = aabb->physics.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->physics.aabb.w,
bbminy = aabb->physics.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->physics.aabb.h;
const float cx = circle->sprite.x + circle->physics.circle.x,
cy = circle->sprite.y + circle->physics.circle.y;
const float x = fclampf(cx, bbminx, bbmaxx),
y = fclampf(cy, bbminy, bbmaxy);
const float dx = fabsf(cx - x), dy = fabsf(cy - y);
// calculate the square distance from the centre of the circle to the edge of the aabb
const float distsqr = dx*dx+dy*dy;
const float rsqr = circle->physics.circle.radius*circle->physics.circle.radius;
// calculate the square distance from the centre of the circle to the edge of the aabb
const float distsqr = dx*dx+dy*dy;
const float rsqr = circle->physics.circle.radius*circle->physics.circle.radius;
// return if the square distance is larger than the square of the radius
return distsqr < rsqr;
// return if the square distance is larger than the square of the radius
return distsqr < rsqr;
}
static inline
short _collision_check(const object_t* a, const object_t* b) {
if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_AABB) {
return _collision_aabb_aabb(a, b);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _collision_circle_circle(a, b);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_AABB) {
return _collision_circle_aabb(a, b);
} else if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _collision_circle_aabb(b, a);
}
return 0;
if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_AABB) {
return _collision_aabb_aabb(a, b);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _collision_circle_circle(a, b);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_AABB) {
return _collision_circle_aabb(a, b);
} else if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _collision_circle_aabb(b, a);
}
return 0;
}
static inline
float _solve_circle_aabb(const object_t* circle, const object_t* aabb, float* out_px, float* out_py) {
// generate a point on the edge of the rectangle that is closest to the circle
const float bbminx = aabb->physics.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->physics.aabb.w,
bbminy = aabb->physics.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->physics.aabb.h;
// the centre of the circle in world space
const float cx = circle->sprite.x + circle->physics.circle.x,
cy = circle->sprite.y + circle->physics.circle.y;
// the point on the rectangle closest to the centre of the circle
const float x = fclampf(cx, bbminx, bbmaxx),
y = fclampf(cy, bbminy, bbmaxy);
// the relative position of the point on the rectangle
const float dif_x = cx - x,
dif_y = cy - y;
// absolute difference for use in calculating euclidean distance
const float dist_x = fabsf(dif_x),
dist_y = fabsf(dif_y);
// euclidean distance
const float dist = sqrt(dist_x*dist_x + dist_y*dist_y);
const float solve_distance = circle->physics.circle.radius - dist;
// distance to solve collision
float solve_x, solve_y;
normalize(dif_x, dif_y, &solve_x, &solve_y);
*out_px = solve_x * solve_distance;
*out_py = solve_y * solve_distance;
return solve_distance;
// generate a point on the edge of the rectangle that is closest to the circle
const float bbminx = aabb->physics.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->physics.aabb.w,
bbminy = aabb->physics.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->physics.aabb.h;
// the centre of the circle in world space
const float cx = circle->sprite.x + circle->physics.circle.x,
cy = circle->sprite.y + circle->physics.circle.y;
// the point on the rectangle closest to the centre of the circle
const float x = fclampf(cx, bbminx, bbmaxx),
y = fclampf(cy, bbminy, bbmaxy);
// the relative position of the point on the rectangle
const float dif_x = cx - x,
dif_y = cy - y;
// absolute difference for use in calculating euclidean distance
const float dist_x = fabsf(dif_x),
dist_y = fabsf(dif_y);
// euclidean distance
const float dist = sqrt(dist_x*dist_x + dist_y*dist_y);
const float solve_distance = circle->physics.circle.radius - dist;
// distance to solve collision
float solve_x, solve_y;
normalize(dif_x, dif_y, &solve_x, &solve_y);
*out_px = solve_x * solve_distance;
*out_py = solve_y * solve_distance;
return solve_distance;
}
static inline
float _solve_circle_circle(const object_t* a, const object_t* b, float* out_px, float* out_py) {
const float x1 = a->physics.circle.x + a->sprite.x, y1 = a->physics.circle.y + a->sprite.y;
const float x2 = b->physics.circle.x + b->sprite.x, y2 = b->physics.circle.y + b->sprite.y;
const float dif_x = x1 - x2, dif_y = y1 - y2;
const float difference = sqrtf(fabsf(dif_x*dif_x) + fabsf(dif_y*dif_y));
const float target_difference = a->physics.circle.radius + b->physics.circle.radius;
float dir_x, dir_y;
normalize(dif_x, dif_y, &dir_x, &dir_y);
*out_px = dir_x * target_difference;
*out_py = dir_y * target_difference;
return target_difference;
const float x1 = a->physics.circle.x + a->sprite.x, y1 = a->physics.circle.y + a->sprite.y;
const float x2 = b->physics.circle.x + b->sprite.x, y2 = b->physics.circle.y + b->sprite.y;
const float dif_x = x1 - x2, dif_y = y1 - y2;
const float difference = sqrtf(fabsf(dif_x*dif_x) + fabsf(dif_y*dif_y));
const float target_difference = a->physics.circle.radius + b->physics.circle.radius;
float dir_x, dir_y;
normalize(dif_x, dif_y, &dir_x, &dir_y);
*out_px = dir_x * target_difference;
*out_py = dir_y * target_difference;
return target_difference;
}
static inline
float _solve_aabb_aabb(const object_t* a, const object_t* b, float* out_px, float* out_py) {
float aminx = a->physics.aabb.x + a->sprite.x;
float amaxx = aminx + a->physics.aabb.w;
float bminx = b->physics.aabb.x + b->sprite.x;
float bmaxx = bminx + b->physics.aabb.w;
float aminx = a->physics.aabb.x + a->sprite.x;
float amaxx = aminx + a->physics.aabb.w;
float bminx = b->physics.aabb.x + b->sprite.x;
float bmaxx = bminx + b->physics.aabb.w;
float aminy = a->physics.aabb.y + a->sprite.y;
float amaxy = aminy + a->physics.aabb.h;
float bminy = b->physics.aabb.y + b->sprite.y;
float bmaxy = bminy + b->physics.aabb.h;
float aminy = a->physics.aabb.y + a->sprite.y;
float amaxy = aminy + a->physics.aabb.h;
float bminy = b->physics.aabb.y + b->sprite.y;
float bmaxy = bminy + b->physics.aabb.h;
float right = bmaxx - aminx;
float left = bminx - amaxx;
float top = bminy - amaxy;
float bottom = bmaxy - aminy;
float right = bmaxx - aminx;
float left = bminx - amaxx;
float top = bminy - amaxy;
float bottom = bmaxy - aminy;
float ret = right;
*out_px = right;
*out_py = 0.f;
if(fabsf(left) < fabsf(ret)) {
*out_px = left;
*out_py = 0.f;
ret = left;
}
if(fabsf(top) < fabsf(ret)) {
*out_px = 0.f;
*out_py = top;
ret = top;
}
float ret = right;
*out_px = right;
*out_py = 0.f;
if(fabsf(left) < fabsf(ret)) {
*out_px = left;
*out_py = 0.f;
ret = left;
}
if(fabsf(top) < fabsf(ret)) {
*out_px = 0.f;
*out_py = top;
ret = top;
}
if(fabsf(bottom) < fabsf(ret)) {
*out_px = 0.f;
*out_py = bottom;
return bottom;
}
if(fabsf(bottom) < fabsf(ret)) {
*out_px = 0.f;
*out_py = bottom;
return bottom;
}
return ret;
return ret;
}
float get_solve_force(const object_t* a, const object_t* b, float* out_px, float* out_py) {
if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_AABB) {
return _solve_aabb_aabb(a, b, out_px, out_py);
} else if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_CIRCLE) {
float penetration_distance = _solve_circle_aabb(b, a, out_px, out_py);
*out_px = -(*out_px);
*out_py = -(*out_py);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_AABB) {
return _solve_circle_aabb(a, b, out_px, out_py);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _solve_circle_circle(a, b, out_px, out_py);
}
if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_AABB) {
return _solve_aabb_aabb(a, b, out_px, out_py);
} else if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_CIRCLE) {
float penetration_distance = _solve_circle_aabb(b, a, out_px, out_py);
*out_px = -(*out_px);
*out_py = -(*out_py);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_AABB) {
return _solve_circle_aabb(a, b, out_px, out_py);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _solve_circle_circle(a, b, out_px, out_py);
}
}
void solve_collision_slide(object_t* left, object_t* right) {
float dx, dy;
get_solve_force(left, right, &dx, &dy);
left->sprite.x += dx;
left->sprite.y += dy;
float dx, dy;
get_solve_force(left, right, &dx, &dy);
left->sprite.x += dx;
left->sprite.y += dy;
}
static inline
void _solve_move(object_t* this) {
// loop over all objects and check collision if applicable
for(int i = 0; i < world_num_objects(); ++i) {
// get pointer to other object
object_t* other = world_get_object(i);
// check collision, return if found
if(can_collide(other) && this != other && _collision_check(other, this)) {
object_broadcast_collision(other, this);
object_broadcast_collision(this, other);
this->physics.solver(this, other);
}
}
// loop over all objects and check collision if applicable
for(int i = 0; i < world_num_objects(); ++i) {
// get pointer to other object
object_t* other = world_get_object(i);
// check collision, return if found
if(can_collide(other) && this != other && _collision_check(other, this)) {
object_broadcast_collision(other, this);
object_broadcast_collision(this, other);
this->physics.solver(this, other);
}
}
}
void physics_move(object_t* this, float delta_time) {
const float max_step_size = this->physics.max_interpolate_step_size;
// calculate step delta
float dx = this->physics.velocity_x * delta_time, dy = this->physics.velocity_y * delta_time;
const float target_x = this->sprite.x + dx,
target_y = this->sprite.y + dy;
if(dx == 0 && dy == 0)
return;
const float max_step_size = this->physics.max_interpolate_step_size;
// calculate step delta
float dx = this->physics.velocity_x * delta_time, dy = this->physics.velocity_y * delta_time;
const float target_x = this->sprite.x + dx,
target_y = this->sprite.y + dy;
if(dx == 0 && dy == 0)
return;
// calculate direction x,y
float m = sqrtf(dx*dx + dy*dy);
dx = dx / m * max_step_size;
dy = dy / m * max_step_size;
// calculate direction x,y
float m = sqrtf(dx*dx + dy*dy);
dx = dx / m * max_step_size;
dy = dy / m * max_step_size;
const int step_count = max_step_size / m;
const int step_count = max_step_size / m;
// ensure this object would ever collide
// if it wouldn't collide anyway, just set position
if(!can_collide(this)) {
this->sprite.x = target_x;
this->sprite.y = target_y;
return;
}
// ensure this object would ever collide
// if it wouldn't collide anyway, just set position
if(!can_collide(this)) {
this->sprite.x = target_x;
this->sprite.y = target_y;
return;
}
if(step_count == 0) {
this->sprite.x = target_x;
this->sprite.y = target_y;
_solve_move(this);
return;
}
if(step_count == 0) {
this->sprite.x = target_x;
this->sprite.y = target_y;
_solve_move(this);
return;
}
/*
* 1. move towards target
* 2. check collision with every other object
*/
for(int steps = 0; steps <= step_count && (this->sprite.x != target_x || this->sprite.y != target_y); ++steps) {
// move towards target, snap to target if distance is too low
const float distx = fabsf(this->sprite.x - target_x), disty = fabsf(this->sprite.y - target_y);
const float sqdist = distx*distx + disty*disty;
if(sqdist > max_step_size*max_step_size) {
this->sprite.x += dx;
this->sprite.y += dy;
} else {
this->sprite.x = target_x;
this->sprite.y = target_y;
}
/*
* 1. move towards target
* 2. check collision with every other object
*/
for(int steps = 0; steps <= step_count && (this->sprite.x != target_x || this->sprite.y != target_y); ++steps) {
// move towards target, snap to target if distance is too low
const float distx = fabsf(this->sprite.x - target_x), disty = fabsf(this->sprite.y - target_y);
const float sqdist = distx*distx + disty*disty;
if(sqdist > max_step_size*max_step_size) {
this->sprite.x += dx;
this->sprite.y += dy;
} else {
this->sprite.x = target_x;
this->sprite.y = target_y;
}
_solve_move(this);
}
_solve_move(this);
}
}

View File

@ -9,28 +9,28 @@ typedef void(*collided_fn)(object_t*, object_t*);
typedef void(*solver_fn)(object_t* left, object_t* right);
typedef enum collider_type_t {
COLLIDERTYPE_MIN,
COLLIDERTYPE_NONE,
COLLIDERTYPE_CIRCLE,
COLLIDERTYPE_AABB,
COLLIDERTYPE_MAX,
COLLIDERTYPE_MIN,
COLLIDERTYPE_NONE,
COLLIDERTYPE_CIRCLE,
COLLIDERTYPE_AABB,
COLLIDERTYPE_MAX,
} collider_type_t;
typedef struct circle_t {
float x, y;
float radius;
float x, y;
float radius;
} circle_t;
typedef struct physics_t {
collider_type_t type;
collided_fn evt_collision;
solver_fn solver;
float velocity_x, velocity_y;
float max_interpolate_step_size;
union {
circle_t circle;
SDL_FRect aabb;
};
collider_type_t type;
collided_fn evt_collision;
solver_fn solver;
float velocity_x, velocity_y;
float max_interpolate_step_size;
union {
circle_t circle;
SDL_FRect aabb;
};
} physics_t;
extern physics_t physics_default();

View File

@ -13,9 +13,9 @@
#define NUM_DRAWCMDS 2048
drawcmd_t g_drawdata[NUM_DRAWCMDS];
drawcmd_t* g_drawdata_endptr = g_drawdata;
int _render_mode = 0;
drawcmd_t g_drawdata[NUM_DRAWCMDS];
drawcmd_t* g_drawdata_endptr = g_drawdata;
int _render_mode = 0;
#define DEFAULT_VIEW (view_t){.x=0.0,.y=0.0,.width=1.0}
@ -27,474 +27,474 @@ view_t g_active_view = DEFAULT_VIEW;
int d_debug_next_frame = 0;
void screen_to_view(float *x, float *y) {
float xx = *x, yy = *y;
float xx = *x, yy = *y;
xx *= g_active_view.width;
yy *= g_active_view.width;
xx *= g_active_view.width;
yy *= g_active_view.width;
xx += g_active_view.x - g_active_view.width * 0.5f;
yy += g_active_view.y - g_active_view.width * _aspect_ratio * 0.5f;
xx += g_active_view.x - g_active_view.width * 0.5f;
yy += g_active_view.y - g_active_view.width * _aspect_ratio * 0.5f;
*x = xx;
*y = yy;
*x = xx;
*y = yy;
}
void clear_buffer() {
SDL_SetRenderDrawBlendMode(g_context.renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(g_context.renderer, 0, 0, 0, 255);
SDL_RenderClear(g_context.renderer);
SDL_SetRenderDrawBlendMode(g_context.renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(g_context.renderer, 0, 0, 0, 255);
SDL_RenderClear(g_context.renderer);
}
void get_scaling_factors(float* width, float* height,
float* width_mul, float* height_mul, short ui) {
float aspectr;
(*width)=_render_width; (*height)=_render_height;
aspectr = _aspect_ratio;
if(ui == 0) {
(*width_mul) = (*width)/g_active_view.width;
(*height_mul) = (*height)/(g_active_view.width*aspectr);
} else {
(*height_mul) = (*width_mul) = (*width);
}
(*width) = g_active_view.width;
(*height) = (*width)*aspectr;
float* width_mul, float* height_mul, short ui) {
float aspectr;
(*width)=_render_width; (*height)=_render_height;
aspectr = _aspect_ratio;
if(ui == 0) {
(*width_mul) = (*width)/g_active_view.width;
(*height_mul) = (*height)/(g_active_view.width*aspectr);
} else {
(*height_mul) = (*width_mul) = (*width);
}
(*width) = g_active_view.width;
(*height) = (*width)*aspectr;
}
SDL_FRect get_dest_with_size(SDL_FRect untransformed, int ui) {
float fw, fh, fwm, fhm;
get_scaling_factors(&fw, &fh, &fwm, &fhm, ui);
SDL_FRect r = (SDL_FRect) {
.x=((-g_active_view.x)+(fw*0.5f)+untransformed.x)*fwm,
.y=((-g_active_view.y)+(fh*0.5f)+untransformed.y)*fwm,
.w=untransformed.w*fwm,
.h=untransformed.h*fwm
};
if(ui) {
r.x = untransformed.x * fwm;
r.y = untransformed.y * fhm;
}
return r;
float fw, fh, fwm, fhm;
get_scaling_factors(&fw, &fh, &fwm, &fhm, ui);
SDL_FRect r = (SDL_FRect) {
.x=((-g_active_view.x)+(fw*0.5f)+untransformed.x)*fwm,
.y=((-g_active_view.y)+(fh*0.5f)+untransformed.y)*fwm,
.w=untransformed.w*fwm,
.h=untransformed.h*fwm
};
if(ui) {
r.x = untransformed.x * fwm;
r.y = untransformed.y * fhm;
}
return r;
}
static
void _exec_sprite_cmd(const drawcmd_t* cmd) {
const sprite_t* sprite = &cmd->sprite;
SDL_FRect untransformed = {sprite->x, sprite->y, sprite->sx, sprite->sy};
untransformed.x -= sprite->origin.x;
untransformed.y -= sprite->origin.y;
SDL_FRect destrect = get_dest_with_size(untransformed, cmd->ui);
SDL_FPoint origin = {destrect.w * sprite->origin.x, destrect.h * sprite->origin.y};
SDL_RenderCopyExF(g_context.renderer, sprite->texture,
&sprite->uv, &destrect, sprite->rot,
&origin, sprite->flip);
const sprite_t* sprite = &cmd->sprite;
SDL_FRect untransformed = {sprite->x, sprite->y, sprite->sx, sprite->sy};
untransformed.x -= sprite->origin.x;
untransformed.y -= sprite->origin.y;
SDL_FRect destrect = get_dest_with_size(untransformed, cmd->ui);
SDL_FPoint origin = {destrect.w * sprite->origin.x, destrect.h * sprite->origin.y};
SDL_RenderCopyExF(g_context.renderer, sprite->texture,
&sprite->uv, &destrect, sprite->rot,
&origin, sprite->flip);
}
static
void _exec_rect_cmd(const drawcmd_t* cmd) {
float w, h, wm, hm;
get_scaling_factors(&w, &h, &wm, &hm, cmd->ui);
SDL_FRect rect = (SDL_FRect) {
.x=((-g_active_view.x)+(w*0.5f)+cmd->rect.x)*wm,
.y=((-g_active_view.y)+(h*0.5f)+cmd->rect.y)*hm,
.w=cmd->rect.w*wm, .h=cmd->rect.h*hm
};
if(cmd->ui) {
rect.x = cmd->rect.x * wm;
rect.y = cmd->rect.y * hm;
}
SDL_Color c = cmd->rect.background;
SDL_SetRenderDrawColor(g_context.renderer, c.r, c.g, c.b, c.a);
SDL_RenderFillRectF(g_context.renderer, &rect);
c = cmd->rect.line;
SDL_SetRenderDrawColor(g_context.renderer, c.r, c.g, c.b, c.a);
float w, h, wm, hm;
get_scaling_factors(&w, &h, &wm, &hm, cmd->ui);
SDL_FRect rect = (SDL_FRect) {
.x=((-g_active_view.x)+(w*0.5f)+cmd->rect.x)*wm,
.y=((-g_active_view.y)+(h*0.5f)+cmd->rect.y)*hm,
.w=cmd->rect.w*wm, .h=cmd->rect.h*hm
};
if(cmd->ui) {
rect.x = cmd->rect.x * wm;
rect.y = cmd->rect.y * hm;
}
SDL_Color c = cmd->rect.background;
SDL_SetRenderDrawColor(g_context.renderer, c.r, c.g, c.b, c.a);
SDL_RenderFillRectF(g_context.renderer, &rect);
c = cmd->rect.line;
SDL_SetRenderDrawColor(g_context.renderer, c.r, c.g, c.b, c.a);
SDL_FRect r = {
rect.x, rect.y,
cmd->rect.line_width*wm, rect.h
};
SDL_RenderFillRectF(g_context.renderer, &r);
r = (SDL_FRect){
rect.x, rect.y,
rect.w, cmd->rect.line_width*hm
};
SDL_RenderFillRectF(g_context.renderer, &r);
r = (SDL_FRect){
rect.x, rect.y+rect.h-cmd->rect.line_width*hm,
rect.w, cmd->rect.line_width*hm
};
SDL_RenderFillRectF(g_context.renderer, &r);
r = (SDL_FRect){
rect.x+rect.w-cmd->rect.line_width*wm, rect.y,
cmd->rect.line_width*wm, rect.h
};
SDL_RenderFillRectF(g_context.renderer, &r);
SDL_FRect r = {
rect.x, rect.y,
cmd->rect.line_width*wm, rect.h
};
SDL_RenderFillRectF(g_context.renderer, &r);
r = (SDL_FRect){
rect.x, rect.y,
rect.w, cmd->rect.line_width*hm
};
SDL_RenderFillRectF(g_context.renderer, &r);
r = (SDL_FRect){
rect.x, rect.y+rect.h-cmd->rect.line_width*hm,
rect.w, cmd->rect.line_width*hm
};
SDL_RenderFillRectF(g_context.renderer, &r);
r = (SDL_FRect){
rect.x+rect.w-cmd->rect.line_width*wm, rect.y,
cmd->rect.line_width*wm, rect.h
};
SDL_RenderFillRectF(g_context.renderer, &r);
}
static
void _exec_sliced_cmd(const drawcmd_t* cmd) {
const nineslice_t* sliced = &cmd->sliced;
const nineslice_t* sliced = &cmd->sliced;
// target rect in world space
SDL_FRect rect = sliced->rect;
// sliced texture
SDL_Texture* t = sliced->texture;
// target rect in world space
SDL_FRect rect = sliced->rect;
// sliced texture
SDL_Texture* t = sliced->texture;
// width and height of sliced texture
int tw, th;
SDL_QueryTexture(t, NULL, NULL, &tw, &th);
// width and height of sliced texture
int tw, th;
SDL_QueryTexture(t, NULL, NULL, &tw, &th);
// top-left
SDL_Rect srcr = {
0, 0, sliced->corner_size, sliced->corner_size
};
SDL_FRect dstr = get_dest_with_size((SDL_FRect){
rect.x, rect.y, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// top-left
SDL_Rect srcr = {
0, 0, sliced->corner_size, sliced->corner_size
};
SDL_FRect dstr = get_dest_with_size((SDL_FRect){
rect.x, rect.y, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// top - centre
srcr = (SDL_Rect) {
sliced->corner_size, 0,
tw - sliced->corner_size*2, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect){
rect.x + sliced->radius, rect.y, sliced->rect.w - sliced->radius * 2, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// top - centre
srcr = (SDL_Rect) {
sliced->corner_size, 0,
tw - sliced->corner_size*2, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect){
rect.x + sliced->radius, rect.y, sliced->rect.w - sliced->radius * 2, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// top-right
srcr = (SDL_Rect) {
tw - sliced->corner_size, 0, sliced->corner_size, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect){
rect.x + rect.w - sliced->radius, rect.y, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// top-right
srcr = (SDL_Rect) {
tw - sliced->corner_size, 0, sliced->corner_size, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect){
rect.x + rect.w - sliced->radius, rect.y, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// centre-left
srcr = (SDL_Rect) {
0, sliced->corner_size, sliced->corner_size, th - sliced->corner_size * 2
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x, rect.y + sliced->radius, sliced->radius, rect.h - sliced->radius * 2
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// centre-left
srcr = (SDL_Rect) {
0, sliced->corner_size, sliced->corner_size, th - sliced->corner_size * 2
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x, rect.y + sliced->radius, sliced->radius, rect.h - sliced->radius * 2
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// centre-centre
srcr = (SDL_Rect) {
sliced->corner_size, sliced->corner_size, tw - sliced->corner_size * 2, th - sliced->corner_size * 2
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + sliced->radius, rect.y + sliced->radius, rect.w - sliced->radius * 2, rect.h - sliced->radius * 2
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// centre-centre
srcr = (SDL_Rect) {
sliced->corner_size, sliced->corner_size, tw - sliced->corner_size * 2, th - sliced->corner_size * 2
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + sliced->radius, rect.y + sliced->radius, rect.w - sliced->radius * 2, rect.h - sliced->radius * 2
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// centre-right
srcr = (SDL_Rect) {
tw - sliced->corner_size, sliced->corner_size, sliced->corner_size, th - sliced->corner_size * 2
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + rect.w - sliced->radius, rect.y + sliced->radius, sliced->radius, rect.h - sliced->radius * 2
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// centre-right
srcr = (SDL_Rect) {
tw - sliced->corner_size, sliced->corner_size, sliced->corner_size, th - sliced->corner_size * 2
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + rect.w - sliced->radius, rect.y + sliced->radius, sliced->radius, rect.h - sliced->radius * 2
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// bottom-left
srcr = (SDL_Rect) {
0, th - sliced->corner_size, sliced->corner_size, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect){
rect.x, rect.y + rect.h - sliced->radius, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// bottom-left
srcr = (SDL_Rect) {
0, th - sliced->corner_size, sliced->corner_size, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect){
rect.x, rect.y + rect.h - sliced->radius, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// bottom-centre
srcr = (SDL_Rect) {
sliced->corner_size, th - sliced->corner_size, tw - sliced->corner_size * 2, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + sliced->radius, rect.y + rect.h - sliced->radius, rect.w - sliced->radius * 2, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// bottom-centre
srcr = (SDL_Rect) {
sliced->corner_size, th - sliced->corner_size, tw - sliced->corner_size * 2, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + sliced->radius, rect.y + rect.h - sliced->radius, rect.w - sliced->radius * 2, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// bottom-right
srcr = (SDL_Rect) {
tw - sliced->corner_size, th - sliced->corner_size, sliced->corner_size, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + rect.w - sliced->radius, rect.y + rect.h - sliced->radius, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
// bottom-right
srcr = (SDL_Rect) {
tw - sliced->corner_size, th - sliced->corner_size, sliced->corner_size, sliced->corner_size
};
dstr = get_dest_with_size((SDL_FRect) {
rect.x + rect.w - sliced->radius, rect.y + rect.h - sliced->radius, sliced->radius, sliced->radius
}, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &dstr);
}
static
void _exec_text_cmd(const drawcmd_t* cmd) {
SDL_FRect r = cmd->text.area;
int fh = TTF_FontHeight(cmd->text.style.font);
int wrap = (int)(fh * r.w / cmd->text.style.size);
SDL_Surface* s = TTF_RenderText_Solid_Wrapped(cmd->text.style.font, cmd->text.text, cmd->text.style.color, wrap);
if(s != NULL) {
SDL_Rect srcr = {0,0,s->w, s->h};
SDL_Texture* t = SDL_CreateTextureFromSurface(g_context.renderer, s);
SDL_FreeSurface(s);
SDL_FRect r = cmd->text.area;
int fh = TTF_FontHeight(cmd->text.style.font);
int wrap = (int)(fh * r.w / cmd->text.style.size);
SDL_Surface* s = TTF_RenderText_Solid_Wrapped(cmd->text.style.font, cmd->text.text, cmd->text.style.color, wrap);
if(s != NULL) {
SDL_Rect srcr = {0,0,s->w, s->h};
SDL_Texture* t = SDL_CreateTextureFromSurface(g_context.renderer, s);
SDL_FreeSurface(s);
float asp_dst = r.w / r.h;
float asp_src = (float)srcr.w / (float)srcr.h;
if((float)s->h / fh * cmd->text.style.size > r.h) {
srcr.h = srcr.w / asp_dst;
}
float asp_dst = r.w / r.h;
float asp_src = (float)srcr.w / (float)srcr.h;
if((float)s->h / fh * cmd->text.style.size > r.h) {
srcr.h = srcr.w / asp_dst;
}
r.w = (float)srcr.w / fh * cmd->text.style.size;
r.h = (float)srcr.h / fh * cmd->text.style.size;
r.w = (float)srcr.w / fh * cmd->text.style.size;
r.h = (float)srcr.h / fh * cmd->text.style.size;
r = get_dest_with_size(r, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &r);
SDL_DestroyTexture(t);
}
free(cmd->text.text);
r = get_dest_with_size(r, cmd->ui);
SDL_RenderCopyF(g_context.renderer, t, &srcr, &r);
SDL_DestroyTexture(t);
}
free(cmd->text.text);
}
sprite_t sprite_default() {
return (sprite_t){
.texture = NULL,
.x = 0.f, .y = 0.f,
.origin = (SDL_FPoint){0.f, 0.f},
.sx = 1.f, .sy = 1.f,
.rot = 0.f,
.depth = RLAYER_SPRITES,
.uv = (SDL_Rect){0.f, 0.f, 0.f, 0.f},
.flip = SDL_FLIP_NONE,
};
return (sprite_t){
.texture = NULL,
.x = 0.f, .y = 0.f,
.origin = (SDL_FPoint){0.f, 0.f},
.sx = 1.f, .sy = 1.f,
.rot = 0.f,
.depth = RLAYER_SPRITES,
.uv = (SDL_Rect){0.f, 0.f, 0.f, 0.f},
.flip = SDL_FLIP_NONE,
};
}
sprite_t render_text(const char* str, SDL_FRect area, text_style_t style) {
SDL_FRect r = area;
int fh = TTF_FontHeight(style.font);
int wrap = (int)(fh * r.w / style.size);
SDL_Surface* s = TTF_RenderText_Solid_Wrapped(style.font, str, style.color, wrap);
if(s != NULL) {
SDL_Rect srcr = {0,0,s->w, s->h};
SDL_Texture* t = SDL_CreateTextureFromSurface(g_context.renderer, s);
SDL_FreeSurface(s);
SDL_FRect r = area;
int fh = TTF_FontHeight(style.font);
int wrap = (int)(fh * r.w / style.size);
SDL_Surface* s = TTF_RenderText_Solid_Wrapped(style.font, str, style.color, wrap);
if(s != NULL) {
SDL_Rect srcr = {0,0,s->w, s->h};
SDL_Texture* t = SDL_CreateTextureFromSurface(g_context.renderer, s);
SDL_FreeSurface(s);
float asp_dst = r.w / r.h;
float asp_src = (float)srcr.w / (float)srcr.h;
if((float)s->h / fh * style.size > r.h) {
srcr.h = srcr.w / asp_dst;
}
float asp_dst = r.w / r.h;
float asp_src = (float)srcr.w / (float)srcr.h;
if((float)s->h / fh * style.size > r.h) {
srcr.h = srcr.w / asp_dst;
}
r.w = (float)srcr.w / fh * style.size;
r.h = (float)srcr.h / fh * style.size;
r.w = (float)srcr.w / fh * style.size;
r.h = (float)srcr.h / fh * style.size;
return (sprite_t) {
.depth=RLAYER_SPRITES,
.origin={0,0},
.rot=0,
.sx=area.w, .sy=area.h,
.x=area.x, .y=area.y,
.texture=t,
.uv=srcr,
.flip=SDL_FLIP_NONE,
};
}
return (sprite_t) {
.depth=0,
.origin={0,0}, .rot=0,
.sx=0, .sy=0,
.texture=NULL,
.uv={0,0,0,0},
.x=0,.y=0,
.flip=SDL_FLIP_NONE,
};
return (sprite_t) {
.depth=RLAYER_SPRITES,
.origin={0,0},
.rot=0,
.sx=area.w, .sy=area.h,
.x=area.x, .y=area.y,
.texture=t,
.uv=srcr,
.flip=SDL_FLIP_NONE,
};
}
return (sprite_t) {
.depth=0,
.origin={0,0}, .rot=0,
.sx=0, .sy=0,
.texture=NULL,
.uv={0,0,0,0},
.x=0,.y=0,
.flip=SDL_FLIP_NONE,
};
}
typedef void(*drawcmd_delegate)(const drawcmd_t*);
static drawcmd_delegate const drawcmd_funcs[] = {
&_exec_sprite_cmd,
&_exec_rect_cmd,
&_exec_sliced_cmd,
&_exec_text_cmd,
&_exec_sprite_cmd,
&_exec_rect_cmd,
&_exec_sliced_cmd,
&_exec_text_cmd,
};
static inline
void _exec_buffer() {
if(d_debug_next_frame) printf("debug capture of draw buffer\ncount: %zu\n", (size_t)(g_drawdata_endptr - g_drawdata));
for(const drawcmd_t* cmd = g_drawdata; cmd != g_drawdata_endptr; ++cmd) {
if(cmd->type > DRAWCMDTYPE_MIN && cmd->type < DRAWCMDTYPE_MAX) {
if(d_debug_next_frame) {
printf("depth: %d, type: %d\n", cmd->depth, cmd->type);
}
drawcmd_funcs[cmd->type](cmd);
}
}
if(d_debug_next_frame) printf("debug capture of draw buffer\ncount: %zu\n", (size_t)(g_drawdata_endptr - g_drawdata));
for(const drawcmd_t* cmd = g_drawdata; cmd != g_drawdata_endptr; ++cmd) {
if(cmd->type > DRAWCMDTYPE_MIN && cmd->type < DRAWCMDTYPE_MAX) {
if(d_debug_next_frame) {
printf("depth: %d, type: %d\n", cmd->depth, cmd->type);
}
drawcmd_funcs[cmd->type](cmd);
}
}
}
void swap_buffer() {
clear_buffer();
int iw, ih;
SDL_GetRendererOutputSize(g_context.renderer, &iw, &ih);
_render_width = (float)iw; _render_height = (float)ih;
_aspect_ratio = _render_height/_render_width;
_exec_buffer();
SDL_RenderPresent(g_context.renderer);
g_drawdata_endptr = g_drawdata;
clear_buffer();
int iw, ih;
SDL_GetRendererOutputSize(g_context.renderer, &iw, &ih);
_render_width = (float)iw; _render_height = (float)ih;
_aspect_ratio = _render_height/_render_width;
_exec_buffer();
SDL_RenderPresent(g_context.renderer);
g_drawdata_endptr = g_drawdata;
}
static inline
void _insert_drawcmd_at(size_t index, const drawcmd_t* cmd) {
drawcmd_t* insertpoint = g_drawdata + index;
drawcmd_t* dest = insertpoint + 1;
size_t size = (size_t)(g_drawdata_endptr - g_drawdata);
++g_drawdata_endptr;
if(size > index) {
size_t count = (size - index);
if(size > 0)
{
memmove(dest, insertpoint, count*sizeof(drawcmd_t));
}
}
*insertpoint = *cmd;
insertpoint->ui = _render_mode == 1;
drawcmd_t* insertpoint = g_drawdata + index;
drawcmd_t* dest = insertpoint + 1;
size_t size = (size_t)(g_drawdata_endptr - g_drawdata);
++g_drawdata_endptr;
if(size > index) {
size_t count = (size - index);
if(size > 0)
{
memmove(dest, insertpoint, count*sizeof(drawcmd_t));
}
}
*insertpoint = *cmd;
insertpoint->ui = _render_mode == 1;
}
static inline
void _draw(const drawcmd_t* cmd) {
if(g_drawdata_endptr == g_drawdata) {
_insert_drawcmd_at(0, cmd);
return;
}
long top = (size_t)(g_drawdata_endptr - g_drawdata),
bot = 0,
med = 0;
if(g_drawdata_endptr == g_drawdata) {
_insert_drawcmd_at(0, cmd);
return;
}
long top = (size_t)(g_drawdata_endptr - g_drawdata),
bot = 0,
med = 0;
if(top != bot) {
while(bot <= top) {
med = floor((float)(top + bot) / 2);
if(g_drawdata[med].depth > cmd->depth) {
bot = med+1;
} else if(g_drawdata[med].depth < cmd->depth) {
top = med-1;
} else {
break;
}
}
}
size_t count = (g_drawdata_endptr - g_drawdata);
int diff = g_drawdata[med].depth - cmd->depth;
while(diff > 0 && med < count) {
med++;
diff = g_drawdata[med].depth - cmd->depth;
}
_insert_drawcmd_at(med, cmd);
if(top != bot) {
while(bot <= top) {
med = floor((float)(top + bot) / 2);
if(g_drawdata[med].depth > cmd->depth) {
bot = med+1;
} else if(g_drawdata[med].depth < cmd->depth) {
top = med-1;
} else {
break;
}
}
}
size_t count = (g_drawdata_endptr - g_drawdata);
int diff = g_drawdata[med].depth - cmd->depth;
while(diff > 0 && med < count) {
med++;
diff = g_drawdata[med].depth - cmd->depth;
}
_insert_drawcmd_at(med, cmd);
}
void draw_sprite(const sprite_t* sprite) {
drawcmd_t d = {
.type=DRAWCMDTYPE_SPRITE,
.depth=sprite->depth,
.sprite=*sprite
};
_draw(&d);
drawcmd_t d = {
.type=DRAWCMDTYPE_SPRITE,
.depth=sprite->depth,
.sprite=*sprite
};
_draw(&d);
}
void draw_rect(const rectshape_t* rect) {
drawcmd_t d = {
.type=DRAWCMDTYPE_RECT,
.depth=rect->depth,
.rect=*rect
};
_draw(&d);
drawcmd_t d = {
.type=DRAWCMDTYPE_RECT,
.depth=rect->depth,
.rect=*rect
};
_draw(&d);
}
void draw_sliced(const nineslice_t *sliced) {
drawcmd_t d = {
.type=DRAWCMDTYPE_SLICED,
.depth=sliced->depth,
.sliced=*sliced
};
_draw(&d);
drawcmd_t d = {
.type=DRAWCMDTYPE_SLICED,
.depth=sliced->depth,
.sliced=*sliced
};
_draw(&d);
}
void draw_text(const char *str, SDL_FRect area, text_style_t style, depth_t depth) {
int len = strlen(str);
textarea_t t = {
.text = calloc(len+1, sizeof(char)),
.area = area,
.style = style,
};
strcpy(t.text, str);
drawcmd_t d = {
.type=DRAWCMDTYPE_TEXT,
.text=t,
.depth=depth,
};
_draw(&d);
int len = strlen(str);
textarea_t t = {
.text = calloc(len+1, sizeof(char)),
.area = area,
.style = style,
};
strcpy(t.text, str);
drawcmd_t d = {
.type=DRAWCMDTYPE_TEXT,
.text=t,
.depth=depth,
};
_draw(&d);
}
spritesheet_t make_spritesheet(const char *file, int tiles_x, int tiles_y) {
spritesheet_t sheet=(spritesheet_t){
.texture=get_texture(file),
.w=0,.h=0,
};
SDL_QueryTexture(sheet.texture, NULL, NULL, &sheet.w, &sheet.h);
sheet.tile_width = sheet.w / tiles_x;
sheet.tile_height = sheet.h / tiles_y;
return sheet;
spritesheet_t sheet=(spritesheet_t){
.texture=get_texture(file),
.w=0,.h=0,
};
SDL_QueryTexture(sheet.texture, NULL, NULL, &sheet.w, &sheet.h);
sheet.tile_width = sheet.w / tiles_x;
sheet.tile_height = sheet.h / tiles_y;
return sheet;
}
nineslice_t make_nineslice(const char *file, int corner_px, float radius) {
nineslice_t sliced = {
.depth = RLAYER_UI,
.corner_size = corner_px,
.radius = radius,
.rect= {0.0, 0.0, 1.0, 1.0},
.texture=get_texture(file)
};
return sliced;
nineslice_t sliced = {
.depth = RLAYER_UI,
.corner_size = corner_px,
.radius = radius,
.rect= {0.0, 0.0, 1.0, 1.0},
.texture=get_texture(file)
};
return sliced;
}
sprite_t make_sprite(const char* file, float x, float y) {
sprite_t sprite=(sprite_t){
.texture=get_texture(file),
.x=x,.y=y,
.origin=(SDL_FPoint){.x=0.0,.y=0.0},
.sx=1.0,.sy=1.0,
.rot=0,
.depth=RLAYER_SPRITES,
.uv=(SDL_Rect){0,0,0,0},
.flip=SDL_FLIP_NONE,
};
SDL_QueryTexture(sprite.texture, NULL, NULL, &sprite.uv.w, &sprite.uv.h);
return sprite;
sprite_t sprite=(sprite_t){
.texture=get_texture(file),
.x=x,.y=y,
.origin=(SDL_FPoint){.x=0.0,.y=0.0},
.sx=1.0,.sy=1.0,
.rot=0,
.depth=RLAYER_SPRITES,
.uv=(SDL_Rect){0,0,0,0},
.flip=SDL_FLIP_NONE,
};
SDL_QueryTexture(sprite.texture, NULL, NULL, &sprite.uv.w, &sprite.uv.h);
return sprite;
}
sprite_t sprite_from_spritesheet(spritesheet_t *sheet, int index) {
SDL_Rect rect = get_srcrect_from(sheet, index);
return (sprite_t) {
.texture=sheet->texture,
.x=0, .y=0,
.origin=(SDL_FPoint){0,0},
.sx=1.0, .sy=1.0,
.rot=0,
.depth=RLAYER_SPRITES,
.uv=rect,
.flip=SDL_FLIP_NONE,
};
SDL_Rect rect = get_srcrect_from(sheet, index);
return (sprite_t) {
.texture=sheet->texture,
.x=0, .y=0,
.origin=(SDL_FPoint){0,0},
.sx=1.0, .sy=1.0,
.rot=0,
.depth=RLAYER_SPRITES,
.uv=rect,
.flip=SDL_FLIP_NONE,
};
}
text_style_t make_text_style(const char *font, SDL_Color color, int dpi, float size) {
TTF_Font* fnt = get_font(font, dpi);
return (text_style_t){
.font = fnt,
.size = size,
.color = color
};
TTF_Font* fnt = get_font(font, dpi);
return (text_style_t){
.font = fnt,
.size = size,
.color = color
};
}
SDL_Rect get_srcrect_from(spritesheet_t *sheet, int index) {
int pixels = index * sheet->tile_width;
int w = sheet->w / sheet->tile_width;
return (SDL_Rect) {
pixels%sheet->w, index/w * sheet->tile_height,
sheet->tile_width, sheet->tile_height,
};
int pixels = index * sheet->tile_width;
int w = sheet->w / sheet->tile_width;
return (SDL_Rect) {
pixels%sheet->w, index/w * sheet->tile_height,
sheet->tile_width, sheet->tile_height,
};
}

View File

@ -13,74 +13,74 @@ typedef int depth_t;
extern int d_debug_next_frame;
typedef enum drawcmdtype_t {
DRAWCMDTYPE_MIN = -1,
DRAWCMDTYPE_SPRITE = 0,
DRAWCMDTYPE_RECT = 1,
DRAWCMDTYPE_SLICED = 2,
DRAWCMDTYPE_TEXT = 3,
DRAWCMDTYPE_MAX
DRAWCMDTYPE_MIN = -1,
DRAWCMDTYPE_SPRITE = 0,
DRAWCMDTYPE_RECT = 1,
DRAWCMDTYPE_SLICED = 2,
DRAWCMDTYPE_TEXT = 3,
DRAWCMDTYPE_MAX
} drawcmdtype_t;
typedef struct text_style_t {
TTF_Font* font;
float size;
SDL_Color color;
TTF_Font* font;
float size;
SDL_Color color;
} text_style_t;
typedef struct spritesheet_t {
SDL_Texture* texture;
int w, h; // width and height of texture
int tile_width, tile_height; // the width and height of each tile of each
} spritesheet_t; // sliced up sheet of sprites
SDL_Texture* texture;
int w, h; // width and height of texture
int tile_width, tile_height; // the width and height of each tile of each
} spritesheet_t; // sliced up sheet of sprites
typedef struct nineslice_t {
SDL_Texture* texture;
SDL_FRect rect; // the rectangle to fit into
depth_t depth;
float radius;
int corner_size;
} nineslice_t; // nine-sliced texture for ui
SDL_Texture* texture;
SDL_FRect rect; // the rectangle to fit into
depth_t depth;
float radius;
int corner_size;
} nineslice_t; // nine-sliced texture for ui
typedef struct textarea_t {
char* text;
text_style_t style;
SDL_FRect area;
char* text;
text_style_t style;
SDL_FRect area;
} textarea_t;
typedef struct sprite_t {
SDL_Texture* texture;
float x, y; // positions of x,y
SDL_FPoint origin; // the origin point on the sprite
float sx, sy; // the x and y scale of the sprite
float rot; // rotation around origin of the sprite
depth_t depth; // depth to render at, lower is on top, higher is on bottom
SDL_Rect uv; // the source rect to render from the texture
SDL_RendererFlip flip; // the flipped state of the sprite
} sprite_t; // a drawable and transformable texture sprite
SDL_Texture* texture;
float x, y; // positions of x,y
SDL_FPoint origin; // the origin point on the sprite
float sx, sy; // the x and y scale of the sprite
float rot; // rotation around origin of the sprite
depth_t depth; // depth to render at, lower is on top, higher is on bottom
SDL_Rect uv; // the source rect to render from the texture
SDL_RendererFlip flip; // the flipped state of the sprite
} sprite_t; // a drawable and transformable texture sprite
typedef struct rectshape_t {
float x, y, w, h; // the top-left, width and height of a rect
float line_width; // the width of the lines
int depth; // the depth to render at, lower is on top, higher is on bottom
SDL_Color background; // the colour of the background
SDL_Color line; // the colour of the line
} rectshape_t; // a drawable rectangle with outline and background
float x, y, w, h; // the top-left, width and height of a rect
float line_width; // the width of the lines
int depth; // the depth to render at, lower is on top, higher is on bottom
SDL_Color background; // the colour of the background
SDL_Color line; // the colour of the line
} rectshape_t; // a drawable rectangle with outline and background
typedef struct drawcmd_t {
drawcmdtype_t type; // the thing to render
depth_t depth; // the depth to render at
short ui; // 0 if this should be rendered in world space, 1 if this should be rendered in ui space
union {
sprite_t sprite; // if type is sprite, render this
rectshape_t rect; // if type is rect, render this
nineslice_t sliced;
textarea_t text;
};
} drawcmd_t; // an orderable command to render, should not be directly used, use draw_* functions instead
drawcmdtype_t type; // the thing to render
depth_t depth; // the depth to render at
short ui; // 0 if this should be rendered in world space, 1 if this should be rendered in ui space
union {
sprite_t sprite; // if type is sprite, render this
rectshape_t rect; // if type is rect, render this
nineslice_t sliced;
textarea_t text;
};
} drawcmd_t; // an orderable command to render, should not be directly used, use draw_* functions instead
typedef struct view_t {
float x, y; // the x,y position of the centre of the screen
float width; // the width of the camera
float x, y; // the x,y position of the centre of the screen
float width; // the width of the camera
} view_t;
extern int _render_mode;

View File

@ -14,9 +14,9 @@
static
struct type_handler_t {
uintptr_t hash;
char* type;
type_handler_fn handler;
uintptr_t hash;
char* type;
type_handler_fn handler;
} _type_handlers[99];
static
@ -24,197 +24,197 @@ int _type_handler_num = 0;
static
struct type_handler_t* _find_handler_for(const char* type) {
uintptr_t hash = hashstr(type);
for(int i = 0; i < 99; ++i) {
if(_type_handlers[i].hash == hash && strcmp(type, _type_handlers[i].type) == 0) {
return _type_handlers + i;
}
}
return NULL;
uintptr_t hash = hashstr(type);
for(int i = 0; i < 99; ++i) {
if(_type_handlers[i].hash == hash && strcmp(type, _type_handlers[i].type) == 0) {
return _type_handlers + i;
}
}
return NULL;
}
static
struct type_handler_t* _new_handler_for(const char* type) {
_type_handlers[_type_handler_num].type = malloc(strlen(type) * sizeof(char));
strcpy(_type_handlers[_type_handler_num].type, type);
_type_handlers[_type_handler_num].hash = hashstr(type);
struct type_handler_t* ptr = _type_handlers + _type_handler_num;
++_type_handler_num;
return ptr;
_type_handlers[_type_handler_num].type = malloc(strlen(type) * sizeof(char));
strcpy(_type_handlers[_type_handler_num].type, type);
_type_handlers[_type_handler_num].hash = hashstr(type);
struct type_handler_t* ptr = _type_handlers + _type_handler_num;
++_type_handler_num;
return ptr;
}
void set_type_handler(const char* type, type_handler_fn handler) {
struct type_handler_t* ptr = _find_handler_for(type);
if(ptr == NULL) {
ptr = _new_handler_for(type);
}
ptr->handler = handler;
struct type_handler_t* ptr = _find_handler_for(type);
if(ptr == NULL) {
ptr = _new_handler_for(type);
}
ptr->handler = handler;
}
static
int fpeekc(FILE* file) {
int c = fgetc(file);
ungetc(c, file);
return c;
int c = fgetc(file);
ungetc(c, file);
return c;
}
static
void freadto(FILE* file, char c) {
char read;
do {
read = fgetc(file);
} while(read != c);
char read;
do {
read = fgetc(file);
} while(read != c);
}
static
int nextnw(FILE* file) {
int next;
char c;
do {
next = fgetc(file);
c = (char)next;
} while(isspace(c));
return next;
int next;
char c;
do {
next = fgetc(file);
c = (char)next;
} while(isspace(c));
return next;
}
static
int _parse_key(FILE* file, char* out) {
char c;
do {
c = fgetc(file);
if(c == ':' || c == ';') {
*out = '\0';
} else if(c == '#') {
freadto(file, '\n');
} else if(!isspace(c)) {
*out = c;
++out;
}
} while(c != ':' && c != ';');
char c;
do {
c = fgetc(file);
if(c == ':' || c == ';') {
*out = '\0';
} else if(c == '#') {
freadto(file, '\n');
} else if(!isspace(c)) {
*out = c;
++out;
}
} while(c != ':' && c != ';');
return c == ':';
return c == ':';
}
static
void _parse_value(FILE* file, char* out, int* _argc, char** argv) {
char c;
int argc = 0;
argv[argc] = out;
++argc;
do {
c = fgetc(file);
switch(c) {
case '#':
freadto(file, '\n');
// fall through
case '\n':
ungetc(nextnw(file), file);
break;
case ';':
*out = '\0';
break;
case ',':
*out = '\0';
++out;
argv[argc] = out;
++argc;
ungetc(nextnw(file), file);
break;
default:
*out = c;
++out;
break;
}
} while(c != ';');
*_argc = argc;
char c;
int argc = 0;
argv[argc] = out;
++argc;
do {
c = fgetc(file);
switch(c) {
case '#':
freadto(file, '\n');
// fall through
case '\n':
ungetc(nextnw(file), file);
break;
case ';':
*out = '\0';
break;
case ',':
*out = '\0';
++out;
argv[argc] = out;
++argc;
ungetc(nextnw(file), file);
break;
default:
*out = c;
++out;
break;
}
} while(c != ';');
*_argc = argc;
}
static
void _parse_config(FILE* file) {
char key[24];
char value[128];
int argc = 0;
char* argv[24];
char key[24];
char value[128];
int argc = 0;
char* argv[24];
char begin = nextnw(file);
ungetc(begin, file);
char begin = nextnw(file);
ungetc(begin, file);
int has_args = _parse_key(file, key);
ungetc(nextnw(file), file);
if(has_args) {
_parse_value(file, value, &argc, argv);
}
int has_args = _parse_key(file, key);
ungetc(nextnw(file), file);
if(has_args) {
_parse_value(file, value, &argc, argv);
}
struct type_handler_t* handler = _find_handler_for(key);
struct type_handler_t* handler = _find_handler_for(key);
if(handler != NULL) {
if(begin == '!') {
handler->handler(NULL, argc, argv);
} else {
handler->handler(make_object(), argc, argv);
}
}
if(fpeekc(file) == EOF) return;
if(handler != NULL) {
if(begin == '!') {
handler->handler(NULL, argc, argv);
} else {
handler->handler(make_object(), argc, argv);
}
}
if(fpeekc(file) == EOF) return;
}
static
void _parse_scene(FILE* file) {
int next;
do {
_parse_config(file);
next = nextnw(file);
ungetc(next, file);
} while(next != EOF);
int next;
do {
_parse_config(file);
next = nextnw(file);
ungetc(next, file);
} while(next != EOF);
}
static
int _validate_config(FILE* file) {
char c;
int colon_count = 0;
do {
c = nextnw(file);
switch(c) {
default: break;
case ':':
colon_count++;
break;
}
} while(c != ';');
char c;
int colon_count = 0;
do {
c = nextnw(file);
switch(c) {
default: break;
case ':':
colon_count++;
break;
}
} while(c != ';');
return colon_count <= 1;
return colon_count <= 1;
}
static
int _validate_scene(FILE* file) {
if(file == NULL) return 0;
if(file == NULL) return 0;
int next;
int validated;
do {
validated = _validate_config(file);
next = nextnw(file);
ungetc(next, file);
} while(validated == 1 && next != EOF);
int next;
int validated;
do {
validated = _validate_config(file);
next = nextnw(file);
ungetc(next, file);
} while(validated == 1 && next != EOF);
rewind(file);
rewind(file);
return validated;
return validated;
}
void load_scene(const char* filename) {
FILE* file = fopen(filename, "r");
if(_validate_scene(file)) {
input_disconnect_all();
world_clear();
_parse_scene(file);
fclose(file);
}
FILE* file = fopen(filename, "r");
if(_validate_scene(file)) {
input_disconnect_all();
world_clear();
_parse_scene(file);
fclose(file);
}
}
void load_scene_additive(const char* filename) {
FILE* file = fopen(filename, "r");
if(_validate_scene(file)) {
_parse_scene(file);
fclose(file);
}
FILE* file = fopen(filename, "r");
if(_validate_scene(file)) {
_parse_scene(file);
fclose(file);
}
}

View File

@ -5,118 +5,118 @@
#include "object.h"
struct {
size_t num;
object_t** objects;
size_t num;
object_t** objects;
} _world_objects = {
.num = 0,
.objects = NULL
.num = 0,
.objects = NULL
};
static inline
int _expand_world() {
size_t new_num = _world_objects.num * 2;
if(new_num == 0) {
new_num = 16;
}
object_t** new_list = realloc(_world_objects.objects, new_num * sizeof(object_t*));
size_t new_num = _world_objects.num * 2;
if(new_num == 0) {
new_num = 16;
}
object_t** new_list = realloc(_world_objects.objects, new_num * sizeof(object_t*));
if(new_list == NULL) {
assert(!"ERROR: Out of memory");
exit(-10);
}
if(new_list == NULL) {
assert(!"ERROR: Out of memory");
exit(-10);
}
for(size_t i = _world_objects.num; i < new_num; ++i) {
new_list[i] = NULL;
}
for(size_t i = _world_objects.num; i < new_num; ++i) {
new_list[i] = NULL;
}
_world_objects.objects = new_list;
_world_objects.num = new_num;
return 1;
_world_objects.objects = new_list;
_world_objects.num = new_num;
return 1;
}
static inline
size_t _find_free_object() {
for(int i = 0; i < _world_objects.num; ++i) {
if(!object_is_valid(_world_objects.objects[i])) {
return i;
}
}
size_t num = _world_objects.num;
_expand_world();
return num;
for(int i = 0; i < _world_objects.num; ++i) {
if(!object_is_valid(_world_objects.objects[i])) {
return i;
}
}
size_t num = _world_objects.num;
_expand_world();
return num;
}
void world_clear() {
// free all allocated objects
for(int i = 0; i < _world_objects.num; ++i) {
object_t* object = _world_objects.objects[i];
if(object != NULL) {
free(object);
}
}
// free world array
free(_world_objects.objects);
// reset world objects struct
_world_objects.objects = NULL;
_world_objects.num = 0;
// free all allocated objects
for(int i = 0; i < _world_objects.num; ++i) {
object_t* object = _world_objects.objects[i];
if(object != NULL) {
free(object);
}
}
// free world array
free(_world_objects.objects);
// reset world objects struct
_world_objects.objects = NULL;
_world_objects.num = 0;
}
object_t* make_object() {
// acquire pointer to empty slot
size_t index = _find_free_object();
// allocate new object
if(_world_objects.objects[index] == NULL) {
_world_objects.objects[index] = malloc(sizeof(object_t));
}
// initialize object to default
object_t* o = _world_objects.objects[index];
*o = object_default();
// acquire pointer to empty slot
size_t index = _find_free_object();
// allocate new object
if(_world_objects.objects[index] == NULL) {
_world_objects.objects[index] = malloc(sizeof(object_t));
}
// initialize object to default
object_t* o = _world_objects.objects[index];
*o = object_default();
return o;
return o;
}
object_t* instantiate_object(const object_t *original) {
// create new object with default settings
object_t* obj = make_object();
*obj = *original;
obj->active = 1;
return obj;
// create new object with default settings
object_t* obj = make_object();
*obj = *original;
obj->active = 1;
return obj;
}
void world_update() {
for(int i = 0; i < _world_objects.num; ++i) {
object_t* object = world_get_object(i);
if(object_is_valid(object)
&& object->evt_update != NULL) {
object->evt_update(object);
}
}
for(int i = 0; i < _world_objects.num; ++i) {
object_t* object = world_get_object(i);
if(object_is_valid(object)
&& object->evt_update != NULL) {
object->evt_update(object);
}
}
}
void world_draw() {
for(int i = 0; i < _world_objects.num; ++i) {
object_t* object = world_get_object(i);
if(object_is_valid(object)
&& object->evt_draw != NULL) {
object->evt_draw(object);
}
}
for(int i = 0; i < _world_objects.num; ++i) {
object_t* object = world_get_object(i);
if(object_is_valid(object)
&& object->evt_draw != NULL) {
object->evt_draw(object);
}
}
}
object_t* world_get_object(size_t at) {
if(at < _world_objects.num) {
return _world_objects.objects[at];
} else {
return NULL;
}
if(at < _world_objects.num) {
return _world_objects.objects[at];
} else {
return NULL;
}
}
size_t world_num_objects() {
return _world_objects.num;
return _world_objects.num;
}
void world_reserve_objects(size_t min) {
while(_world_objects.num < min) {
_expand_world();
}
while(_world_objects.num < min) {
_expand_world();
}
}

View File

@ -6,19 +6,19 @@
#include "corelib/layers.h"
void start_game() {
// called when the game is done initializing the backend and ready to start
// called when the game is done initializing the backend and ready to start
}
void update_game() {
// called every frame,
// render calls made in this function will be in *world* space
// called every frame,
// render calls made in this function will be in *world* space
}
void update_ui() {
// called every frame,
// render calls made in this function will be in *screen* space
// called every frame,
// render calls made in this function will be in *screen* space
}
void game_exit() {
// called when the game shuts down
// called when the game shuts down
}