1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
#include "GL/glew.h"
#include "SDL2/SDL.h"
#include "prge.h"
#include "game.h"
#include "game.c"
void process_mouse_pos(Input *input, S32 x, S32 y)
{
V2 pos = v2((F32)x, (F32)y);
if (input->first_mouse) {
input->mouse_pos = pos;
input->first_mouse = 0;
}
input->last_mouse_pos = input->mouse_pos;
input->mouse_pos = pos;
input->mouse_offset = v2sub(input->mouse_pos,
input->last_mouse_pos);
}
void process_window_resize()
{
}
void process_key(U8 state, Key *key)
{
key->state = (state == SDL_PRESSED) ? KeyState_PRESS : KeyState_RELEASE;
}
void process_keyboard(Input *input, SDL_KeyboardEvent *key)
{
switch (key->keysym.scancode) {
case SDL_SCANCODE_D:
process_key(key->state, &input->move_right);
break;
case SDL_SCANCODE_W:
process_key(key->state, &input->move_forward);
break;
case SDL_SCANCODE_A:
process_key(key->state, &input->move_left);
break;
case SDL_SCANCODE_S:
process_key(key->state, &input->move_backward);
break;
case SDL_SCANCODE_E:
process_key(key->state, &input->move_up);
break;
case SDL_SCANCODE_Q:
process_key(key->state, &input->move_down);
break;
case SDL_SCANCODE_SPACE:
process_key(key->state, &input->jump);
break;
case SDL_SCANCODE_RIGHT:
process_key(key->state, &input->action_right);
break;
case SDL_SCANCODE_UP:
process_key(key->state, &input->action_up);
break;
case SDL_SCANCODE_LEFT:
process_key(key->state, &input->action_left);
break;
case SDL_SCANCODE_DOWN:
process_key(key->state, &input->action_down);
break;
case SDL_SCANCODE_ESCAPE:
process_key(key->state, &input->exit);
break;
default:
break;
}
}
void handle_events(Input *input)
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
process_keyboard(input, &event.key);
break;
case SDL_MOUSEMOTION:
process_mouse_pos(input, event.motion.x, event.motion.y);
break;
case SDL_WINDOWEVENT_RESIZED:
process_window_resize();
break;
default:
break;
}
}
}
F32 get_elapsed_seconds(U64 cur, U64 last)
{
F32 result = ((F32)cur-(F32)last)/1000.0f;
return result;
}
F32 lock_framerate(U64 last, F32 target)
{
F32 target_mspf = 1000.0f/target;
F32 elapsed = get_elapsed_seconds(SDL_GetTicks64(), last)*1000.0f;
if (elapsed < target_mspf) {
/* F32 sleep = target_mspf-elapsed-1.0f; */
F32 sleep = target_mspf-elapsed;
if (sleep > 0.0f)
SDL_Delay(sleep);
/*
do {
elapsed = get_elapsed_seconds(SDL_GetTicks64(), last)*1000.0f;
} while (elapsed < target_mspf);
*/
}
F32 dt = get_elapsed_seconds(SDL_GetTicks64(), last);
return dt;
}
B32 sdl_init(S32 width, S32 height,
SDL_Window **window,
SDL_GLContext **context)
{
if (SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("[ERROR] : SDL : %s\n", SDL_GetError());
return 0;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
U32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
(*window) = SDL_CreateWindow("prge game example",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
width, height, flags);
if (!(*window)) {
SDL_Log("[ERROR] : SDL : %s\n", SDL_GetError());
return 0;
}
(*context) = SDL_GL_CreateContext((*window));
if (!(*context)) {
SDL_Log("[ERROR] : SDL : %s\n", SDL_GetError());
return 0;
}
GLenum error = glewInit();
if (error != GLEW_OK) {
SDL_Log("[ERROR] : GLEW : %s\n", glewGetErrorString(error));
return 0;
}
return 1;
}
int main(void)
{
/* NOTE(pryazha): Engine init */
Input input = input_init();
S32 width = 800, height = 600;
/* NOTE(pryazha): SDL init */
SDL_Window *window;
SDL_GLContext *context;
if (!sdl_init(width, height, &window, &context)) {
SDL_Quit();
return 1;
}
/* NOTE(pryazha): Game init */
State state = {0};
game_init(&state);
U64 last = SDL_GetTicks64();
while (input.is_running) {
handle_events(&input);
input.dt = lock_framerate(last, 60.0f);
last = SDL_GetTicks64();
game_update_and_render(&state, &input);
input_update(&input);
SDL_GL_SwapWindow(window);
}
game_clear(&state);
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
|