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author | Juan Manuel Tomas <jtomas1815@gmail.com> | 2022-01-23 00:40:36 -0300 |
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committer | Juan Manuel Tomas <jtomas1815@gmail.com> | 2022-01-23 00:40:36 -0300 |
commit | aadd4703f6b8381f1218f4bb9f6c2de25f340f2c (patch) | |
tree | e66e64fbe1d22a3497561e5fd0d0b6c78b12baa0 /platform.c | |
parent | aca708aa91f9db51a69f27e3e855b24144bd26ed (diff) | |
download | cannons-aadd4703f6b8381f1218f4bb9f6c2de25f340f2c.tar.gz cannons-aadd4703f6b8381f1218f4bb9f6c2de25f340f2c.zip |
Refactor main loop
Diffstat (limited to 'platform.c')
-rw-r--r-- | platform.c | 100 |
1 files changed, 0 insertions, 100 deletions
diff --git a/platform.c b/platform.c deleted file mode 100644 index 24f5394..0000000 --- a/platform.c +++ /dev/null @@ -1,100 +0,0 @@ -#include <SDL2/SDL.h> - -#define WINDOW_W 1280 -#define WINDOW_H 720 - -SDL_Renderer *context = 0; -SDL_Texture *background = 0; -SDL_Texture *foreground = 0; -SDL_Texture *terrain = 0; -SDL_Texture *mask_texture = 0; - -double GetCurrentTimestamp() { - return (double) SDL_GetTicks64() / 1000.0; -} - -SDL_Texture *CreateTiledTexture(SDL_Renderer *context, const char *filename, int width, int height) { - SDL_Surface *texture_surface = SDL_LoadBMP(filename); - SDL_Texture *texture_tile = SDL_CreateTextureFromSurface(context, texture_surface); - int tile_w = texture_surface->w; - int tile_h = texture_surface->h; - SDL_FreeSurface(texture_surface); - - SDL_Texture *texture = SDL_CreateTexture(context, - SDL_PIXELFORMAT_RGBA8888, - SDL_TEXTUREACCESS_TARGET, - width, height); - SDL_SetRenderTarget(context, texture); - for (int y = 0; y < height; y += tile_h) { - for (int x = 0; x < width; x += tile_w) { - SDL_Rect tile_rect = { x, y, tile_w, tile_h }; - SDL_RenderCopy(context, texture_tile, 0, &tile_rect); - } - } - SDL_DestroyTexture(texture_tile); - SDL_SetRenderTarget(context, 0); - return texture; -} - -void PlatformMain(void (*GameMain)(void)) { - SDL_Init(SDL_INIT_VIDEO); - - SDL_Window *window = SDL_CreateWindow("Cannons", - SDL_WINDOWPOS_UNDEFINED, - SDL_WINDOWPOS_UNDEFINED, - WINDOW_W, - WINDOW_H, - 0); - - context = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); - - background = CreateTiledTexture(context, "background.bmp", WINDOW_W, WINDOW_H); - - foreground = CreateTiledTexture(context, "foreground.bmp", WINDOW_W, WINDOW_H); - SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_MOD); - - terrain = SDL_CreateTexture(context, - SDL_PIXELFORMAT_RGBA8888, - SDL_TEXTUREACCESS_TARGET, - WINDOW_W, WINDOW_H); - SDL_SetTextureBlendMode(terrain, SDL_BLENDMODE_BLEND); - - mask_texture = SDL_CreateTexture(context, - SDL_PIXELFORMAT_RGBA8888, - SDL_TEXTUREACCESS_STREAMING, - WINDOW_W, WINDOW_H); - - GameMain(); - - SDL_DestroyRenderer(context); - SDL_DestroyWindow(window); - SDL_Quit(); -} - -void RenderScene(float *mask, int player_x, int player_y) { - void *pixels; - int pitch; - SDL_LockTexture(mask_texture, 0, &pixels, &pitch); - Uint32 *p = (Uint32 *) pixels; - for (int j = 0; j < WINDOW_H; j++) { - for (int i = 0; i < WINDOW_W; i++) { - p[i + j * WINDOW_W] = mask[i + (WINDOW_H - j) * WINDOW_W] ? 0xffffffff : 0x00000000; - } - } - SDL_UnlockTexture(mask_texture); - - SDL_SetRenderDrawColor(context, 40, 40, 40, 255); - SDL_RenderClear(context); - SDL_RenderCopy(context, background, 0, 0); - SDL_SetRenderTarget(context, terrain); - SDL_SetRenderDrawColor(context, 0, 0, 0, 0); - SDL_RenderClear(context); - SDL_RenderCopy(context, mask_texture, 0, 0); - SDL_RenderCopy(context, foreground, 0, 0); - SDL_SetRenderTarget(context, 0); - SDL_RenderCopy(context, terrain, 0, 0); - SDL_SetRenderDrawColor(context, 255, 0, 0, 255); - SDL_Rect player_rect = {player_x - 5, WINDOW_H - player_y - 10, 10, 10 }; - SDL_RenderFillRect(context, &player_rect); - SDL_RenderPresent(context); -} |