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-rw-r--r--platform.c100
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);
-}