winter is comming: brace yourself

This commit is contained in:
Marc
2023-01-21 14:57:11 +01:00
parent 781f4ba7be
commit ebbd44d71d
8 changed files with 165 additions and 138 deletions
+1
View File
@@ -26,6 +26,7 @@ set(SRC
src/menu.c
src/input.c
src/scaller.c
src/scene.c
)
# add the executable
+14 -14
View File
@@ -1,6 +1,7 @@
#include "input.h"
#include "renderer.h"
#include "text.h"
#include "scene.h"
#include "menu.h"
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_image.h>
@@ -24,16 +25,14 @@ static void space(void) {
}
}
static void game_main(void) {
long delta = time(NULL) - timecode;
//main game code
Scene_t demo;
if(iter == 0) {
static void game_setup(void) {
menu_render();
RenderObject_t text;
SDL_Color white = {255, 255, 255, 255};
TTF_Init();
if(text_renderText(&text, 0.1f, 0.1f, 1000, 1, white, "./assets/fonts/arial.ttf", 25, "Hello World") < 0){
if(text_renderText(&text, 1000, 1, white, "./assets/fonts/arial.ttf", 25, "Hello World") < 0){
printf("error");
exit(1);
}
@@ -41,23 +40,24 @@ static void game_main(void) {
SDL_Surface* img = IMG_Load("./assets/img/pp.png");
RenderObject_t duck = {
1,
0.5,
0.5,
0,
0.50,
0.50,
0,
img
};
scaller(duck.surface, 1, &duck.width, &duck.height);
placer(duck.surface, 1, &duck.x, &duck.y);
renderer_renderObject(text);
renderer_renderObject(duck);
scaller(duck.surface, 1, &duck.width, &duck.height);
scene_addRenderObject(&demo, duck, CAMERA_WIDTH/2, CAMERA_HEIGHT/2);
scene_addRenderObject(&demo, text, CAMERA_WIDTH/2, CAMERA_HEIGHT/2);
input_listen(SDL_SCANCODE_SPACE, space);
}
}
static void game_loop(void) {
long delta = time(NULL) - timecode;
//main game code
//update time
timecode = time(NULL);
@@ -82,7 +82,7 @@ int main(void) {
timecode = time(NULL);
Mix_Init(MIX_INIT_MP3);
renderer_main(game_main);
renderer_main(game_setup, game_loop);
Mix_FreeMusic(prout);
+13 -84
View File
@@ -5,40 +5,23 @@
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_timer.h>
#include <bits/pthreadtypes.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include <math.h>
#include "input.h"
typedef struct RenderItem {
RenderObject_t object;
SDL_Texture * cache;
SDL_Rect rect;
RenderId_t id;
} RenderItem_t;
RenderItem_t * objects = NULL;
int objectCount = 0;
int objectStorageSize = 0;
MonitorSize_t monitorSize;
pthread_t thread;
pthread_mutex_t mutex;
SDL_Window* win;
#include "scene.h"
bool running;
MonitorSize_t monitorSize;
SDL_Window* win;
SDL_Renderer * renderer;
static int compartSort(const RenderItem_t * a, const RenderItem_t * b) {
return a->object.z - b->object.z;
}
Scene_t * scenes;
int scenesCount = 0;
//int (*compar)(const void [.size], const void [.size], void *)
void renderer_main(void(*game_main)(void)) {
void renderer_main(void(*game_setup)(void), void(*game_loop)(void)) {
// returns zero on success else non-zero
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
printf("error initializing SDL: %s\n", SDL_GetError());
@@ -58,17 +41,18 @@ void renderer_main(void(*game_main)(void)) {
}
SDL_GetRendererOutputSize(renderer, &monitorSize.width, &monitorSize.height);
objectStorageSize = 1000;
objects = malloc(objectStorageSize);
scenesCount = 10;
scenes = malloc(scenesCount);
input_init();
running = true;
game_setup();
while(running) {
SDL_RenderClear(renderer);
game_main();
game_loop();
SDL_Event event;
@@ -92,70 +76,15 @@ void renderer_main(void(*game_main)(void)) {
//no need to make an extra render pass
if(!running) break;
for(int i = 0; i < objectCount; i++) {
RenderItem_t * object = &objects[i];
int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &object->rect, object->object.angle_degre, NULL, SDL_FLIP_NONE);
if(error != 0) {
fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
exit(1);
}
for(int i = 0; i < scenesCount; i++) {
scene_render(scenes + i);
}
SDL_RenderPresent(renderer);
SDL_Delay(1000 / 400); //400fps or u a pussy
}
free(scenes);
}
static void buildCache(RenderItem_t * object) {
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->object.surface);
if(texture == NULL) {
fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->object.surface == NULL);
exit(1);
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
object->cache = texture;
}
RenderId_t renderer_renderObject(RenderObject_t object) {
RenderId_t itemId = objectCount++;
SDL_Rect rect = {
round(object.x * monitorSize.width),
round(object.y * monitorSize.height),
round(object.width * monitorSize.width),
round(object.height * monitorSize.height)
};
RenderItem_t item = {
object,
NULL,
rect,
itemId
};
buildCache(&item);
objects[itemId] = item;
//the objects are sorted
qsort(objects, objectCount, sizeof(RenderItem_t), (__compar_fn_t)compartSort);
return itemId;
}
void renderer_removeObject(RenderId_t id) {
bool found = false;
for(int i = 0; i < objectCount - 1; i++) {
if(objects[i].id == id) {
SDL_FreeSurface(objects[i].object.surface);
if(objects[i].cache != NULL) {
SDL_DestroyTexture(objects[i].cache);
}
}
if(found) {
objects[i] = objects[i + 1];
}
}
objectCount--;
}
MonitorSize_t renderer_getMonitorSize() {
return monitorSize;
+1 -14
View File
@@ -5,28 +5,15 @@
#include <SDL2/SDL_render.h>
#include <stdbool.h>
typedef int RenderId_t;
//goes to false on exit
extern bool running;
extern SDL_Renderer * renderer;
typedef struct RenderObject {
float x,y;
int z;
float width, height; //ratio between 0 & 1 of the monitor resolution
float angle_degre;
SDL_Surface * surface;
} RenderObject_t;
typedef struct MonitorSize {
int width, height;
} MonitorSize_t;
void renderer_main(void(*game_main)(void)) ;
RenderId_t renderer_renderObject(RenderObject_t);
void renderer_removeObject(RenderId_t);
void renderer_main(void(*game_setup)(void), void(*game_loop)(void));
MonitorSize_t renderer_getMonitorSize(void);
#endif
+80
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@@ -0,0 +1,80 @@
#include "renderer.h"
#include "scene.h"
static int compartSort(const SceneObject_t * a, const SceneObject_t * b) {
return a->renderObj.z - b->renderObj.z;
}
void scene_render(Scene_t * scene) {
MonitorSize_t monitorSize = renderer_getMonitorSize();
int minX = scene->x - CAMERA_WIDTH/2;
int minY = scene->y - CAMERA_HEIGHT/2;
int maxX = scene->x - CAMERA_WIDTH/2;
int maxY = scene->y - CAMERA_HEIGHT/2;
for(int i = 0; i < scene->objectCount; i++) {
SceneObject_t * object = &scene->objects[i];
if(object->x > minX && object->x < maxX && object->y > minY && object->y < maxY) {
int x = (object->x - minX) / CAMERA_WIDTH;
int y = (object->y - minY) / CAMERA_HEIGHT;
//the object is to be rendered
SDL_Rect rect = {
round(x * monitorSize.width) ,
round(y * monitorSize.height),
round(object->renderObj.width * monitorSize.width),
round(object->renderObj.height * monitorSize.height)
};
int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, NULL, SDL_FLIP_NONE);
if(error != 0) {
fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
exit(1);
}
}
}
}
static void buildCache(SceneObject_t * object) {
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->renderObj.surface);
if(texture == NULL) {
fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->renderObj.surface == NULL);
exit(1);
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
object->cache = texture;
}
RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y) {
RenderId_t itemId = scene->objectCount++;
SceneObject_t item = {
x, y,
object,
NULL,
itemId
};
buildCache(&item);
scene->objects[itemId] = item;
//the objects are sorted
qsort(scene->objects, scene->objectCount, sizeof(RenderObject_t), (__compar_fn_t)compartSort);
return itemId;
}
void scene_removeRenderObject(Scene_t * scene, RenderId_t id) {
bool found = false;
for(int i = 0; i < scene->objectCount - 1; i++) {
if(scene->objects[i].id == id) {
SDL_FreeSurface(scene->objects[i].renderObj.surface);
if(scene->objects[i].cache != NULL) {
SDL_DestroyTexture(scene->objects[i].cache);
}
}
if(found) {
scene->objects[i] = scene->objects[i + 1];
}
}
scene->objectCount--;
}
+35
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@@ -0,0 +1,35 @@
#ifndef __SCENE_H__
#define __SCENE_H__
#include <SDL2/SDL.h>
#define CAMERA_WIDTH 160
#define CAMERA_HEIGHT 90
typedef int RenderId_t;
typedef struct RenderObject {
int z;
float width, height; //ratio between 0 & 1 of the monitor resolution
float angle_degre;
SDL_Surface * surface;
} RenderObject_t;
typedef struct SceneObject {
float x,y;
RenderObject_t renderObj;
SDL_Texture * cache;
RenderId_t id;
} SceneObject_t;
typedef struct Scene {
SceneObject_t * objects;
int objectCount;
int x,y;
} Scene_t;
void scene_render(Scene_t * scene);
void scene_removeRenderObject(Scene_t * scene, RenderId_t id);
RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y);
#endif
+1 -5
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@@ -25,7 +25,7 @@ void text_freeFontCache(void){
fontCacheSize = 0;
}
int text_renderText(RenderObject_t* renderObject, float x, float y, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...){
int text_renderText(RenderObject_t* renderObject, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...) {
if(access(fontFilename, F_OK) != 0) {
fprintf(stderr, "Font file not found: %s\n", fontFilename);
return -1;
@@ -70,14 +70,10 @@ int text_renderText(RenderObject_t* renderObject, float x, float y, int z, float
TTF_SizeText(font, text, &w, &h);
MonitorSize_t monitor = renderer_getMonitorSize();
renderObject->x = x;
renderObject->y = y;
renderObject->z = z;
renderObject->angle_degre = 0;
renderObject->surface = surface;
scaller(surface, scale, &renderObject->width, &renderObject->height);
placer(renderObject->surface, scale, &renderObject->x, &renderObject->y);
return 0;
}
+2 -3
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@@ -1,7 +1,7 @@
#ifndef __TEXT_H__
#define __TEXT_H__
#include "renderer.h"
#include "scene.h"
#include <SDL2/SDL_ttf.h>
@@ -11,8 +11,7 @@ typedef struct {
int z;
} Position;
int text_renderText(RenderObject_t* renderObject, float x, float y, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...);
int text_renderText(RenderObject_t* renderObject, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...);
void text_freeFontCache(void);
#endif