added source code

This commit is contained in:
Sara 2023-09-18 08:32:11 +02:00
parent 267d73167b
commit c1207d8b8a
8 changed files with 403 additions and 0 deletions

11
src/fencer.c Normal file
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#include "program.h"
#include "tilemap.h"
int main(int argc, char* argv[]) {
struct ProgramSettings config = {
.target_fps = 0, // unbounded speed
.title = "fencer",
.view_resolution = {160, 140}
};
return program_run(&config);
}

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#include "program.h"
#include <SDL2/SDL_video.h>
struct Program g_program;
#define INITFLAGS SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER
int program_run(const struct ProgramSettings* settings) {
SDL_Init(INITFLAGS);
g_program.window = SDL_CreateWindow(
settings->title,
SDL_WINDOWPOS_CENTERED_DISPLAY(0),
SDL_WINDOWPOS_CENTERED_DISPLAY(0),
settings->view_resolution.x,
settings->view_resolution.y,
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE);
g_program.render_context = render_init(&g_program, settings);
for(;;) {
SDL_Delay(1);
program_handle_events(&g_program);
render_present(g_program.render_context);
}
return 1;
}
void program_quit(struct Program* self) {
render_destroy(self->render_context);
SDL_DestroyWindow(self->window);
SDL_Quit();
exit(0);
}
void program_handle_events(struct Program* self) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
default: break;
case SDL_WINDOWEVENT:
if(event.window.windowID == SDL_GetWindowID(self->window)) {
program_handle_windowevent(self, &event.window);
}
break;
case SDL_QUIT:
program_quit(self);
break;
}
}
}
void program_handle_windowevent(struct Program* self, SDL_WindowEvent* event) {
switch(event->type) {
default:
render_handle_resize(self->render_context);
break;
}
}

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src/program.h Normal file
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#ifndef _fencer_program_h
#define _fencer_program_h
#include <SDL2/SDL.h>
#include <SDL2/SDL_render.h>
#include "vmath.h"
#include "render.h"
extern struct Program g_program;
struct ProgramSettings {
const char* title;
IVector view_resolution;
int target_fps;
};
struct Program {
SDL_Window* window;
struct RenderContext* render_context;
double delta_time;
double start_frame;
};
extern int program_run(const struct ProgramSettings* settings);
extern void program_quit(struct Program* self);
extern void program_handle_events(struct Program* self);
extern void program_handle_windowevent(struct Program* self, SDL_WindowEvent* event);
#endif // !_fencer_program_h

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#include "render.h"
#include "program.h"
#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_render.h>
struct RenderContext* render_init(const struct Program* program, const struct ProgramSettings* settings) {
struct RenderContext* self = malloc(sizeof(struct RenderContext));
// create renderer, needs to be able to target textures, preferably hardware accelerated
self->renderer = SDL_CreateRenderer(program->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
// create render target texture
self->render_target = SDL_CreateTexture(
self->renderer,
SDL_PIXELFORMAT_ARGB32,
SDL_TEXTUREACCESS_TARGET,
settings->view_resolution.x, settings->view_resolution.y);
// store the desired view resolution
self->render_resolution = settings->view_resolution;
// get the destination area for rendering the target onto the window
render_calculate_render_area(self);
// clear target black
SDL_SetRenderTarget(self->renderer, self->render_target);
SDL_SetRenderDrawColor(self->renderer, 0, 0, 0, 255);
SDL_RenderClear(self->renderer);
return self;
}
void render_destroy(struct RenderContext* self) {
// clear up allocated SDL objects
SDL_DestroyTexture(self->render_target);
SDL_DestroyRenderer(self->renderer);
}
void render_present(struct RenderContext* self) {
// clear window white
SDL_SetRenderTarget(self->renderer, NULL);
SDL_SetRenderDrawColor(self->renderer, 0, 0, 0, 255);
SDL_RenderClear(self->renderer);
// copy render target
SDL_Rect source_rect = {0, 0, self->render_resolution.x, self->render_resolution.y};
SDL_RenderCopy(self->renderer, self->render_target, &source_rect, &self->render_area);
SDL_RenderPresent(self->renderer);
// clear render target
SDL_SetRenderTarget(self->renderer, self->render_target);
SDL_SetRenderDrawColor(self->renderer, 0, 0, 0, 255);
SDL_RenderClear(self->renderer);
}
void render_calculate_render_area(struct RenderContext* self) {
// get aspect ratios of both the window and the rendertexture
IVector window_resolution = render_get_window_size(self);
float window_aspect = (float)window_resolution.x / (float)window_resolution.y;
float target_aspect = (float)self->render_resolution.x / (float)self->render_resolution.y;
// calculate the largest area that will fit the entire rendertexture into the window space
self->render_area = (SDL_Rect) {0, 0, window_resolution.x, window_resolution.y};
if(window_aspect <= target_aspect) {
self->render_area.h = window_resolution.x / target_aspect;
self->render_area.y = (window_resolution.y - self->render_area.h) / 2;
} else {
self->render_area.w = window_resolution.y * target_aspect;
self->render_area.x += (window_resolution.x - self->render_area.w) / 2;
}
}
IVector render_get_window_size(struct RenderContext* self) {
// select window as target (store target to reset)
SDL_Texture* target = SDL_GetRenderTarget(self->renderer);
SDL_SetRenderTarget(self->renderer, NULL);
// fetch output size (= window size) of renderer
int window_width, window_height;
SDL_GetRendererOutputSize(self->renderer, &window_width, &window_height);
// reset render target
SDL_SetRenderTarget(self->renderer, target);
// construct IVector from fetched output size
return (IVector){window_width, window_height};
}
void render_handle_resize(struct RenderContext* self) {
render_calculate_render_area(self);
}

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#ifndef _fencer_render_h
#define _fencer_render_h
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_rect.h>
#include "vmath.h"
struct Program;
struct ProgramSettings;
struct RenderContext {
// renderer created from window in Program passed to render_init
SDL_Renderer* renderer;
// render target
SDL_Texture* render_target;
// area of window to render render_target to
SDL_Rect render_area;
// size of render_target
IVector render_resolution;
// current world location of camera
IVector camera_offset;
};
extern struct RenderContext* render_init(const struct Program* program, const struct ProgramSettings* settings);
extern void render_destroy(struct RenderContext* self);
extern void render_present(struct RenderContext* self);
extern void render_calculate_render_area(struct RenderContext* self);
extern IVector render_get_window_size(struct RenderContext* self);
extern void render_handle_resize(struct RenderContext* self);
#endif // !_fencer_render_h

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#include "tilemap.h"
#include "program.h"
#include <SDL2/SDL_image.h>
#include <stdio.h>
struct Tilemap tilemap_load(const char* tilemap_file, const char* tileset_file) {
struct Tilemap self = {
.dimensions = {1,1},
.tiles = NULL
};
FILE* fs = fopen(tilemap_file, "r");
int n = 0;
do {
n = fgetc(fs);
if(n == ',') {
self.dimensions.x++;
}
} while(n != '\n');
do {
n = fgetc(fs);
if(n == '\n') {
self.dimensions.y++;
}
} while(n != '\0');
rewind(fs);
self.tiles = malloc(self.dimensions.x * self.dimensions.y * sizeof(int));
char csv_buffer[6];
csv_buffer[5] = '\0';
char* writer = csv_buffer;
int* tile = self.tiles;
do {
n = fgetc(fs);
if(isalnum(n)) {
*writer = n;
++writer;
} else if(n == ',' || n == '\0' || n == '\n') {
*writer = '\0';
writer = csv_buffer;
*tile = atoi(csv_buffer);
++tile;
}
} while(n != '\0');
fclose(fs);
self.tileset = tileset_load(tileset_file);
return self;
}
static inline
int is_path_char(int n) {
return isalnum(n) || n == '/';
}
struct Tileset tileset_load(const char* filename) {
char* texture_path = NULL;
char* writer = NULL;
char num_buffer[6];
num_buffer[5] = '\0';
int n = 0;
struct Tileset self = {
.texture = NULL,
.tile_size = {0,0}
};
size_t len = 1;
FILE* fs = fopen(filename, "r");
do {
n = fgetc(fs);
if(is_path_char(n)) {
++len;
}
} while(n != ',');
texture_path = malloc(len * sizeof(char));
rewind(fs);
writer = texture_path;
do {
n = fgetc(fs);
if(is_path_char(n)) {
*writer = n;
++writer;
} else if(n == ',') {
*writer = '\0';
}
} while(n != ',');
self.texture = IMG_LoadTexture(g_program.render_context->renderer, texture_path);
SDL_QueryTexture(self.texture, NULL, NULL, &self.texture_resolution.x, &self.texture_resolution.y);
self.shear = floor((float)self.texture_resolution.x / self.tile_size.x);
writer = num_buffer;
do {
n = fgetc(fs);
if(isdigit(n) || n == '-') {
*writer= n;
++writer;
} else if(n == ',' || feof(fs) || n == '\n') {
*writer = '\0';
writer = num_buffer;
if(self.tile_size.x == 0) {
self.tile_size.x = atoi(num_buffer);
} else {
self.tile_size.y = atoi(num_buffer);
}
}
} while(!feof(fs));
fclose(fs);
return self;
}
SDL_Rect tileset_index_to_rect(struct Tileset* self, size_t index) {
SDL_Rect rect = {0,0, self->tile_size.x, self->tile_size.y};
rect.x = (index % self->shear) * rect.w;
rect.y = (index / self->shear) * rect.h;
return rect;
}
void tilemap_render(struct Tilemap* self, struct RenderContext* render) {
size_t num_tiles = self->dimensions.x * self->dimensions.y;
SDL_Rect source_rect = {0, 0, self->tileset.tile_size.x, self->tileset.tile_size.y};
SDL_Rect dest_rect = source_rect;
for(int i = 0; i < num_tiles; ++i) {
source_rect = tileset_index_to_rect(&self->tileset, self->tiles[i]);
dest_rect.x = (i % self->dimensions.x) * dest_rect.w;
dest_rect.y = (i / self->dimensions.y) * dest_rect.h;
SDL_RenderCopy(render->renderer, self->tileset.texture, &source_rect, &dest_rect);
}
}

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#ifndef _fencer_tilemap_h
#define _fencer_tilemap_h
#include "vmath.h"
#include "render.h"
#include <SDL2/SDL.h>
struct Tileset {
SDL_Texture* texture;
IVector tile_size;
IVector texture_resolution;
int shear;
};
struct Tilemap {
IVector dimensions;
int* tiles;
struct Tileset tileset;
};
extern struct Tilemap tilemap_load(const char* tilemap_file, const char* tileset_file);
extern struct Tileset tileset_load(const char* filename);
extern SDL_Rect tileset_index_to_rect(struct Tileset* self, size_t index);
extern void tilemap_render(struct Tilemap* map, struct RenderContext* render);
#endif // !_fencer_tilemap_h

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#ifndef _fencer_vmath_h
#define _fencer_vmath_h
typedef struct Vector {
float x;
float y;
} Vector;
typedef struct IVector {
int x;
int y;
} IVector;
#endif // !_fencer_vmath_h