#include #include #include #include "util/font.h" #include "util/audio.h" #include "tiles/tile.h" #include "tiles/belt.h" #include "items/item.h" #include "stdlib.h" #include "player/player.h" //Screen dimension constants const int SCREEN_WIDTH = DISPLAY_WIDTH; const int SCREEN_HEIGHT = DISPLAY_HEIGHT; const int targetFPS = 60; const int delayNeeded = 1000 / targetFPS; //The window we'll be rendering to SDL_Window *window = NULL; volatile bool running = true; //The surface contained by the window SDL_Renderer *renderer = NULL; #define biggerFont fonts[0] #define smallFont fonts[1] #define smallerFont fonts[2] #define fontCount 3 BitmapFont fonts[fontCount]; unsigned long frames = 0; bool cursor = true; void msleep(unsigned int milliseconds) { struct timespec ts; ts.tv_sec = milliseconds / 1000; ts.tv_nsec = (milliseconds % 1000) * 1000000; nanosleep(&ts, NULL); } int init() { //Initialize SDL srand(0); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, NULL); SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError()); return 1; } //Initialize SDL_ttf if (TTF_Init() == -1) { printf("SDL_ttf could not initialize! SDL_ttf Error: %s\n", TTF_GetError()); return 1; } //Create window window = SDL_CreateWindow("Factory game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); if (window == NULL) { printf("Window could not be created! SDL_Error: %s\n", SDL_GetError()); return 1; } //Get window surface renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (renderer == NULL) { printf("Renderer could not be created SDL_Error: %s\n", SDL_GetError()); return 1; } loadItems(renderer); loadTiles(renderer); // Create OpenGL context SDL_GLContext glContext = SDL_GL_CreateContext(window); if (!glContext) { fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError()); exit(1); } // Use OpenGL context SDL_GL_MakeCurrent(window, glContext); // Make sure OpenGL context is current before any OpenGL rendering SDL_AudioSpec spec = {0}; spec.freq = SAMPLE_RATE; spec.format = AUDIO_F32SYS; spec.channels = 1; spec.samples = 4096; spec.callback = audio_callback; spec.userdata = &audioData; SDL_AudioDeviceID dev = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0); if (dev == 0) { printf("Failed to open audio: %s\n", SDL_GetError()); SDL_Quit(); } SDL_PauseAudioDevice(dev, 0); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); SDL_SetRenderTarget(renderer, NULL); SDL_Rect viewport = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT}; SDL_RenderSetViewport(renderer, &viewport); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); biggerFont = prepText(renderer, 16, "PublicPixel.ttf", 255, 255, 255, 255); smallFont = prepText(renderer, 12, "PublicPixel.ttf", 255, 255, 255, 255); smallerFont = prepText(renderer, 8, "PublicPixel.ttf", 255, 255, 255, 255); SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT); generateTestMap(); return 0; } int render() { SDL_SetRenderDrawColor(renderer, 32, 32, 32, 255); SDL_RenderClear(renderer); SDL_Rect rect2; rect2.x = 20; rect2.y = 20; rect2.w = 0; rect2.h = 0; renderAllBelts(renderer); SDL_RenderPresent(renderer); frames++; if (!(frames % 60)) { cursor = !cursor; } return 0; } int processEvent(SDL_Event e) { if (e.type == SDL_QUIT) { return 0; } else if (e.type == SDL_WINDOWEVENT && e.window.event == SDL_WINDOWEVENT_RESIZED) { int newWidth = e.window.data1; int newHeight = e.window.data2; // Adjust the viewport to match the new window size; SDL_Rect viewport = {0, 0, newWidth, newHeight}; SDL_RenderSetViewport(renderer, &viewport); } else if (e.type == SDL_KEYDOWN) { int keySym = e.key.keysym.sym; int keyMod = e.key.keysym.mod; cursor = true; switch (keySym) { default: break; } } else if (e.type == SDL_MOUSEBUTTONDOWN) { SDL_Rect viewport; SDL_RenderGetViewport(renderer, &viewport); SDL_Rect mouset; mouset.w = 1; mouset.h = 1; SDL_GetMouseState(&mouset.x, &mouset.y); // Translate mouse coordinates to viewport space SDL_Rect mouse; mouse.w = 1; mouse.h = 1; mouse.x = ((mouset.x - viewport.x) * SCREEN_WIDTH) / viewport.w; mouse.y = (mouset.y - viewport.y) * SCREEN_HEIGHT / viewport.h; } return 1; } int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) { int status = init(); if (status) { return status; } uint8_t type = 0; for (int x = 142; x < 154; x+=3) { for(int y = 80; y < 94; y+=3) { putItem(x, y, type++ % ITEMREGISTRY_SIZE, 0, 0); } } //Hack to get window to stay up SDL_Event e; Uint64 start; Uint64 end; while (running) { start = SDL_GetTicks64(); while (SDL_PollEvent(&e)) { running = processEvent(e); } updateItems(); status = render(); if (status) { return status; } end = SDL_GetTicks64(); const unsigned long timeNeeded = end - start; if (timeNeeded < delayNeeded) { SDL_Delay(delayNeeded - timeNeeded); } } for (uint8_t i = 0; i < fontCount; i++) { destroyFont(&fonts[i]); } puts(SDL_GetError()); if (renderer) SDL_DestroyRenderer(renderer); if (window) SDL_DestroyWindow(window); SDL_Quit(); return 0; }