172 lines
4.9 KiB
C
172 lines
4.9 KiB
C
/******
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******/
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#include "../globals.h"
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#include "interface.h"
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int interfaceInit() {
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g_video_width = 1024;
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g_video_height = 768;
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g_video_fullscreen = 0;
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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(R_OPENGL);
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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_start_time = SDL_GetTicks();
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vid_tickrate = (1000/60); // target 60 tickrate
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vid_current_time = vid_start_time;
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vid_last_time = vid_start_time;
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vid_delta = 0;
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vid_frames = 0;
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/* set up unicode, important to TSEvent */
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SDL_EnableUNICODE(SDL_ENABLE);
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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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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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/* 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, E_STATE_NORMAL, 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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dimen.x = g_video_width/2;
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dimen.y = g_video_height/2;
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struct Element *element = newElement(E_TYPE_TEXT, 1, E_STATE_NORMAL, dimen);
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setElementText(element, "TESTING :)");
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//setElementValue(element, 10);
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setElementFont(element, g_font_large);
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element->target = g_screen;
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addElementToList(g_elements, element);
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/* is it wrong to use function pointers to (vaguely) mimic Object oriented states? */
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g_initState = initMenuState;
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g_freeState = freeMenuState;
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g_handleState = handleMenuState;
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g_processState = processMenuState;
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/* okay, load up our first state */
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g_initState();
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return 0;
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}
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int interfaceRun() {
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struct TSEvent ts_event;
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SDL_Event event;
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/* begin our main loop */
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while(g_running) {
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vid_current_time = SDL_GetTicks();
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int delta = vid_current_time - vid_last_time;
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vid_delta = delta;
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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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// 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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/* clear out the screen :) */
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g_clearScreen();
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/* do state processing, includes rendering */
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g_processState(delta);
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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 (vid_current_time - vid_frame_time >= 100) {
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float seconds = (vid_current_time - vid_frame_time) / 1000.0f;
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int fps = vid_frames / seconds;
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vid_frame_time = vid_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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/* delay to framerate cap */
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vid_last_time = vid_current_time;
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if (vid_delta > vid_tickrate)
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vid_delta = vid_tickrate;
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SDL_Delay(vid_tickrate - vid_delta);
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}
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return 0;
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}
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int interfaceClose() {
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SDL_FreeSurface(screen);
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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_renderElements = &r_gl_renderElements;
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g_renderElement = &r_gl_renderElement;
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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_renderScreen = &r_gl_renderScreen;
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g_clearScreen = &r_gl_clearScreen;
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return R_OPENGL;
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break;
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case R_SOFTWARE:
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g_renderElements = &r_soft_renderElements;
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g_renderElement = &r_soft_renderElement;
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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_renderScreen = &r_soft_renderScreen;
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g_clearScreen = &r_soft_clearScreen;
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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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