257 lines
8.3 KiB
C
257 lines
8.3 KiB
C
/******
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******/
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#include "../globals.h"
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#include "interface.h"
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#include "r_gl.h"
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#include "r_soft.h"
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int interfaceInit() {
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g_video_width = getTablePairValueInt(g_settings, "v_width");
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g_video_height = getTablePairValueInt(g_settings, "v_height");
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g_video_fullscreen = getTablePairValueInt(g_settings, "v_fullscreen");
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#if _WIN32 | _WIN64 | __APPLE__
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SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER);
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#else
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SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_EVENTTHREAD);
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#endif
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interfaceSetRenderer(getTablePairValueInt(g_settings, "v_renderer"));
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/* load our global fonts */
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g_font_large = newFont();
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loadFontFromMemory(g_font_large, badfont_large_png, badfont_large_png_length, 16, 32);
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setFontScale(g_font_large, 2.0f, 2.0f);
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g_font_medium = newFont();
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loadFontFromMemory(g_font_medium, badfont_medium_png, badfont_medium_png_length, 16, 32);
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setFontScale(g_font_medium, 2.0f, 2.0f);
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/* load our ui sprites */
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spritesheet_ui = newSpritesheet();
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loadSpritesheetFromMemory(spritesheet_ui, ui_png, ui_png_length, 64, 64, 8);
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setSpritesheetScale(spritesheet_ui, 2.0f, 2.0f);
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/* load menu bg */
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menu_bg = newSpritesheet();
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loadSpritesheetFromMemory(menu_bg, menu_bg_png, menu_bg_png_length, 1280, 480, 1);
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setSpritesheetScale(menu_bg, 2.0f, 2.0f);
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/* set up our display */
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g_r_Init();
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g_screen = screen; // for state(s) to access 'em
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SDL_Delay(100);
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g_video_width = (SDL_GetVideoSurface())->w;
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g_video_height = (SDL_GetVideoSurface())->h;
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/* reinit to deal with some window managers on X */
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g_r_Reinit();
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SDL_WM_SetCaption("timesynk", NULL);
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/* set our video tickrate/refresh vars */
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vid_tickrate = (1000.0f / getTablePairValueFloat(g_settings, "v_fps")); // target 60 tickrate
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g_cap_framerate = getTablePairValueInt(g_settings, "v_framecap");
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setPTime(&g_tick_time, 0, 0, getTablePairValueInt(g_settings, "tickrate"));
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vid_frames = 0;
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/* */
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/* set up our tickrate into a PTime structure */
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sleep_time.n = (1000000000/53);
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sleep_time.m = sleep_time.n/1000000;
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printf("tickrate: %ld\n", sleep_time.n);
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/* set up unicode, important to TSEvent */
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SDL_EnableUNICODE(SDL_ENABLE);
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/* load global elements, i.e., fps counter */
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g_elements = newElementList();
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struct Dimension dimen = { 0, 0, 128, 32 };
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g_element_fps = newElement(E_TYPE_TEXT, 0, g_r_setupElement, dimen);
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setElementValue(g_element_fps, 0);
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setElementFont(g_element_fps, g_font_medium);
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g_element_fps->target = g_screen;
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addElementToList(g_elements, g_element_fps);
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/* is it wrong to use function pointers to (vaguely) mimic Object oriented states? */
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g_initState = initModulesState;
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g_freeState = freeModulesState;
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g_handleState = handleModulesState;
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g_processState = processModulesState;
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g_renderState = renderModulesState;
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g_switch_state = 0;
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return 0;
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}
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int interfaceRun() {
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struct PTime current_time; // time at start of loop
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struct PTime last_time; // time at end of last loop
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struct PTime delta_time; // difference between current_time and last_time
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getPTime(¤t_time);
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SDL_Event event;
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struct TSEvent ts_event; // SDL->TS event structure
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/* begin our main loop */
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g_initState();
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while(g_running) {
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last_time = current_time;
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getPTime(¤t_time);
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getPTimeDiff(&delta_time, ¤t_time, &last_time);
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// handle input and pass to state
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_KEYDOWN:
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ts_event.type = TS_KEYBOARD;
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ts_event.keyboard.key.scancode = event.key.keysym.scancode;
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ts_event.keyboard.key.mod = event.key.keysym.mod;
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ts_event.keyboard.key.sym = event.key.keysym.sym;
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ts_event.keyboard.key.unicode = event.key.keysym.unicode;
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ts_event.keyboard.state = TS_KEYDOWN;
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g_handleState(ts_event);
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break;
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case SDL_KEYUP:
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ts_event.type = TS_KEYBOARD;
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ts_event.keyboard.key.scancode = event.key.keysym.scancode;
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ts_event.keyboard.key.mod = event.key.keysym.mod;
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ts_event.keyboard.key.sym = event.key.keysym.sym;
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ts_event.keyboard.key.unicode = event.key.keysym.unicode;
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ts_event.keyboard.state = TS_KEYUP;
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g_handleState(ts_event);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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ts_event.type = TS_MOUSECLICK;
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ts_event.mouseclick.button = event.button.button;
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ts_event.mouseclick.state = event.button.state;
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ts_event.mouseclick.x = event.button.x;
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ts_event.mouseclick.y = event.button.y;
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g_handleState(ts_event);
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break;
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// TODO: USER_EVENT will call here, with a subtype of GAME_TICK as called by subtype of NET_RECEIVE. Within GAME_TICK, we will run game logic (gameTick() or some such) if a game is indeed running.
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case SDL_QUIT:
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g_running = 0;
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break;
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default:
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break;
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}
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}
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// do state processing
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g_processState(delta_time.n);
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// now we move on to rendering
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// clear out the screen :)
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g_clearScreen();
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// draw state
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g_renderState();
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// draw global elements
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g_renderElements(g_elements);
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// update fps counter
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vid_frames++;
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if (current_time.s - count_time.s >= 1) {
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struct PTime delta_fps_time;
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getPTimeDiff(&delta_fps_time, ¤t_time, &count_time);
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int fps = vid_frames / delta_fps_time.s;
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count_time = current_time;
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vid_frames = 0;
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setElementValue(g_element_fps, fps);
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}
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// render updates to screen
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g_renderScreen();
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// cap framerate if bool is set!
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if (g_cap_framerate) {
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int64_t delay_ns = sleep_time.n - delta_time.n;
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if (delay_ns < 0) {
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printf("uhoh, delay took %ld, so we wait for %ld\n", delta_time.n, delay_ns);
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delay_ns = 0;
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}
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doNanoSleep(delay_ns);
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}
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// switch states if running state requested it.
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if (g_switch_state == 1) {
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g_freeState(); // free old state
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g_initState(); // init new state, setting up state pointers
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g_switch_state = 0;
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}
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}
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return 0;
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}
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int interfaceClose() {
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g_freeState();
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g_r_Close();
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SDL_FreeSurface(screen);
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SDL_Quit();
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return 0;
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}
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int interfaceSetVideo() {
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if ((screen = SDL_SetVideoMode(g_video_width, g_video_height, 32, SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_RESIZABLE|g_video_fullscreen)) == NULL){
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return 1;
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}
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return 0;
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}
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int interfaceSetRenderer(int render_id) {
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switch(render_id) {
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case R_OPENGL:
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g_loadSpritesheet = &r_gl_loadSpritesheet;
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g_renderElements = &r_gl_renderElements;
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g_renderElement = &r_gl_renderElement;
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g_renderSprite = &r_gl_renderSprite;
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g_r_Init = &r_gl_Init;
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g_r_Reinit = &r_gl_Init;
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g_r_Close = &r_gl_Close;
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g_renderScreen = &r_gl_renderScreen;
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g_clearScreen = &r_gl_clearScreen;
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g_r_setupElement = &r_gl_setupElement;
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g_r_cleanElement = &r_gl_cleanElement;
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return R_OPENGL;
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break;
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case R_SOFTWARE:
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g_loadSpritesheet = &loadSpritesheetFromFile;
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g_renderElements = &r_soft_renderElements;
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g_renderElement = &r_soft_renderElement;
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g_renderSprite = &r_soft_drawSprite;
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g_r_Init = &r_soft_Init;
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g_r_Reinit = &r_soft_Init;
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g_r_Close = &r_soft_Close;
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g_renderScreen = &r_soft_renderScreen;
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g_clearScreen = &r_soft_clearScreen;
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g_r_setupElement = &r_soft_setupElement;
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g_r_cleanElement = &r_soft_cleanElement;
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return R_SOFTWARE;
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break;
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default:
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return -1;
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break;
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}
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return -2;
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}
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void genElementDimensions(struct Element *element) {
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if (element == NULL) return;
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int width;
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//int height;
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int temp = 0;
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switch(element->type) {
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case E_TYPE_TEXT:
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element->dimen.w = ((struct TextElement *)element->data)->length * ((struct Font*)element->font)->s_width;
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element->dimen.h = ((struct Font*)element->font)->s_height;
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break;
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case E_TYPE_BUTTON:
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width = ((struct TextElement *)element->data)->length * ((struct Font*)element->font)->s_width + (6*spritesheet_ui->scale_x);
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temp = spritesheet_ui->s_width*2; // minimum width
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element->dimen.w = ( temp > width ? temp : width );
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element->dimen.h = spritesheet_ui->s_height;
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break;
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}
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}
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int getElementX(struct Element *element) {
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return element->dimen.x+(element->sx*(g_video_width/3));
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}
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int getElementY(struct Element *element) {
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return element->dimen.y+(element->sy*(g_video_height/3));
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}
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