Selaa lähdekoodia

Update loops

Declare variables early on.
feature/data-structs
TheoryOfNekomata 2 vuotta sitten
vanhempi
commit
464e013a46
9 muutettua tiedostoa jossa 204 lisäystä ja 87 poistoa
  1. +8
    -2
      src/packages/game/IZ_app.c
  2. +1
    -1
      src/packages/game/core/IZ_creature.h
  3. +3
    -2
      src/packages/game/input/IZ_input.c
  4. +24
    -15
      src/packages/game/input/IZ_joystick.c
  5. +19
    -12
      src/packages/game/input/IZ_keyboard.c
  6. +29
    -20
      src/packages/game/input/IZ_midi.c
  7. +45
    -0
      src/packages/game/memory/IZ_pool.c
  8. +23
    -2
      src/packages/game/memory/IZ_pool.h
  9. +52
    -33
      src/packages/game/output/IZ_video.c

+ 8
- 2
src/packages/game/IZ_app.c Näytä tiedosto

@@ -18,7 +18,12 @@ IZ_ProcedureResult IZ_InitializeApp(IZ_App* app) {
}

IZ_InitializeInput(config_path, &app->input_state);

IZ_InitializePool(&app->memory_pool);
void* p1 = IZ_PoolAllocate(&app->memory_pool, sizeof(u16))->pointer;
void* p2 = IZ_PoolAllocate(&app->memory_pool, sizeof(u8))->pointer;
void* p3 = IZ_PoolAllocate(&app->memory_pool, sizeof(u64))->pointer;
void* p4 = IZ_PoolAllocate(&app->memory_pool, sizeof(u32))->pointer;
printf("\n%p %p %p %p\n", p1, p2, p3, p4);
app->quit = false;
return 0;
}
@@ -75,8 +80,9 @@ IZ_ProcedureResult IZ_RunApp(IZ_App* app, u8 argc, char* argv[]) {
return init_result;
}

u64 ticks;
while (true) {
u64 ticks = SDL_GetTicks64();
ticks = SDL_GetTicks64();

// TODO do audio processing
// TODO do networking?


+ 1
- 1
src/packages/game/core/IZ_creature.h Näytä tiedosto

@@ -7,7 +7,7 @@
typedef struct {
IZ_Object as_object;

f32 hp;
u16 hp;
} IZ_Creature;

#endif

+ 3
- 2
src/packages/game/input/IZ_input.c Näytä tiedosto

@@ -27,8 +27,9 @@ void IZ_InitializeInput(const char* config_path, IZ_InputState* state) {
fprintf_s(stderr, "Error committing MIDI input config. Code: %u.\n", midi_input_result);
}

for (u8 p = 0; p < PLAYERS; p += 1) {
state->action[p] = 0;
u8 player_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
state->action[player_index] = 0;
}
}



+ 24
- 15
src/packages/game/input/IZ_joystick.c Näytä tiedosto

@@ -65,9 +65,10 @@ void IZ_HandleJoystickHatEvents(SDL_Event e, IZ_Action* action) {
}

void IZ_HandleJoystickButtonEvents(SDL_Event e, IZ_JoystickState* state, IZ_Action* action) {
for (u8 i = 4; i < CONTROLS; i += 1) {
if (e.jbutton.button == state->config.control_mapping[i]) {
const u16 bitflag = (0x1 << i);
u8 control_index;
for (control_index = 4; control_index < CONTROLS; control_index += 1) {
if (e.jbutton.button == state->config.control_mapping[control_index]) {
const u16 bitflag = (0x1 << control_index);

if (e.type == SDL_JOYBUTTONDOWN) {
*action |= bitflag;
@@ -83,7 +84,8 @@ void IZ_HandleJoystickButtonEvents(SDL_Event e, IZ_JoystickState* state, IZ_Acti
}

void IZ_HandleJoystickEvents(SDL_Event e, IZ_JoystickState(* state)[PLAYERS], IZ_Action(* action)[PLAYERS]) {
for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
IZ_HandleJoystickDeviceEvents(e, state[player_index]);
IZ_HandleJoystickAxisEvents(e, state[player_index], action[player_index]);
IZ_HandleJoystickHatEvents(e, action[player_index]);
@@ -94,14 +96,17 @@ void IZ_HandleJoystickEvents(SDL_Event e, IZ_JoystickState(* state)[PLAYERS], IZ
void IZ_LoadJoystickConfig(const char* config_path, IZ_JoystickState(* state)[PLAYERS]) {
char control_mapping_section_name[26];
char main_section_name[11];
for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {

u8 player_index;
u8 control_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
sprintf_s(control_mapping_section_name, 26, "Joystick.%d.ControlMapping", player_index);

for (u8 i = 4; i < CONTROLS; i += 1) {
state[player_index]->config.control_mapping[i] = ini_getl(
for (control_index = 4; control_index < CONTROLS; control_index += 1) {
state[player_index]->config.control_mapping[control_index] = ini_getl(
control_mapping_section_name,
ACTION_NAMES[i],
IZ_DEFAULT_JOYSTICK_STATE[player_index].config.control_mapping[i],
ACTION_NAMES[control_index],
IZ_DEFAULT_JOYSTICK_STATE[player_index].config.control_mapping[control_index],
config_path
);
}
@@ -118,13 +123,15 @@ IZ_ProcedureResult IZ_SaveJoystickConfig(const char* config_path, IZ_JoystickSta
char control_mapping_section_name[26];
char main_section_name[11];

for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
u8 control_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
sprintf_s(control_mapping_section_name, 26, "Joystick.%d.ControlMapping", player_index);
for (u8 i = 4; i < CONTROLS; i += 1) {
for (control_index = 4; control_index < CONTROLS; control_index += 1) {
if (!ini_putl(
control_mapping_section_name,
ACTION_NAMES[i],
state[player_index]->config.control_mapping[i],
ACTION_NAMES[control_index],
state[player_index]->config.control_mapping[control_index],
config_path
)) {
return 1;
@@ -163,7 +170,8 @@ IZ_ProcedureResult IZ_InitializeJoystickState(const char* config_path, IZ_Joysti
}

u8 joysticks_count = SDL_NumJoysticks();
for (u8 player_index = 0; player_index < joysticks_count; player_index += 1) {
u8 player_index;
for (player_index = 0; player_index < joysticks_count; player_index += 1) {
state[player_index]->device = SDL_JoystickOpen(state[player_index]->config.device_id);
}

@@ -171,7 +179,8 @@ IZ_ProcedureResult IZ_InitializeJoystickState(const char* config_path, IZ_Joysti
}

void IZ_TeardownJoystickState(IZ_JoystickState(* state)[PLAYERS]) {
for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
if (!state[player_index]->device) {
continue;
}


+ 19
- 12
src/packages/game/input/IZ_keyboard.c Näytä tiedosto

@@ -1,9 +1,10 @@
#include "IZ_keyboard.h"

void IZ_HandleKewyboardKeyUpDownEvents(SDL_Event e, IZ_KeyboardState* state, IZ_Action* action) {
for (u8 i = 0; i < CONTROLS; i += 1) {
if (e.key.keysym.sym == state->config.control_mapping[i]) {
const u16 bitflag = (0x1 << i);
u8 control_index;
for (control_index = 0; control_index < CONTROLS; control_index += 1) {
if (e.key.keysym.sym == state->config.control_mapping[control_index]) {
const u16 bitflag = (0x1 << control_index);
if (e.type == SDL_KEYDOWN) {
*action |= bitflag;
return;
@@ -25,13 +26,16 @@ void IZ_HandleKeyboardEvents(SDL_Event e, IZ_KeyboardState(* state)[PLAYERS], IZ
IZ_ProcedureResult IZ_SaveKeyboardConfig(const char* config_path, IZ_KeyboardState(* state)[PLAYERS]) {
u8 problem = 0;
char control_mapping_section_name[26];
for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {

u8 player_index;
u8 control_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
sprintf_s(control_mapping_section_name, 26, "Keyboard.%d.ControlMapping", player_index);
for (u8 i = 0; i < CONTROLS; i += 1) {
for (control_index = 0; control_index < CONTROLS; control_index += 1) {
if (!ini_puts(
control_mapping_section_name,
ACTION_NAMES[i],
SDL_GetKeyName(state[player_index]->config.control_mapping[i]),
ACTION_NAMES[control_index],
SDL_GetKeyName(state[player_index]->config.control_mapping[control_index]),
config_path
)) {
problem |= (1 << player_index);
@@ -45,19 +49,22 @@ IZ_ProcedureResult IZ_SaveKeyboardConfig(const char* config_path, IZ_KeyboardSta
void IZ_LoadKeyboardConfig(const char* config_path, IZ_KeyboardState(* state)[PLAYERS]) {
char buffer[128];
char keyboard_section_name[26];
for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {

u8 player_index;
u8 control_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
sprintf_s(keyboard_section_name, 26, "Keyboard.%d.ControlMapping", player_index);
for (u8 i = 0; i < CONTROLS; i += 1) {
for (control_index = 0; control_index < CONTROLS; control_index += 1) {
ini_gets(
keyboard_section_name,
ACTION_NAMES[i],
SDL_GetKeyName(IZ_DEFAULT_KEYBOARD_STATE[player_index].config.control_mapping[i]),
ACTION_NAMES[control_index],
SDL_GetKeyName(IZ_DEFAULT_KEYBOARD_STATE[player_index].config.control_mapping[control_index]),
buffer,
128,
config_path
);

state[player_index]->config.control_mapping[i] = SDL_GetKeyFromName(buffer);
state[player_index]->config.control_mapping[control_index] = SDL_GetKeyFromName(buffer);
}
}
}


+ 29
- 20
src/packages/game/input/IZ_midi.c Näytä tiedosto

@@ -33,9 +33,10 @@ u8 IZ_GetMIDINoteFromName(char* name) {

if (strlen(name_copy) == 2) {
octave = name_copy[1] - '0';
for (u8 i = 0; i < 12; i += 1) {
if (base_pitch_name[i] == name_copy[0]) {
return (octave * 12) + i;
u8 pitch_index;
for (pitch_index = 0; pitch_index < 12; pitch_index += 1) {
if (base_pitch_name[pitch_index] == name_copy[0]) {
return (octave * 12) + pitch_index;
}
}
return 255u;
@@ -67,15 +68,16 @@ void IZ_HandleMIDINoteOnOffEvents(PmEvent e, IZ_MIDIInputState* state, IZ_Action
u8 data1 = (message >> 8) & 0xFFu;
// u8 data2 = (message >> 16) & 0xFFu;

for (u8 i = 0; i < CONTROLS; i += 1) {
u8 control_index;
for (control_index = 0; control_index < CONTROLS; control_index += 1) {
if (
data1 == state->config.control_mapping[i]
data1 == state->config.control_mapping[control_index]
&& (
(state->config.channel < 16 && channel == state->config.channel)
|| state->config.channel >= 16
)
) {
const u16 bitflag = (0x1 << i);
const u16 bitflag = (0x1 << control_index);
if (status == IZ_MIDI_NOTE_ON) {
*action |= bitflag;
return;
@@ -89,7 +91,8 @@ void IZ_HandleMIDINoteOnOffEvents(PmEvent e, IZ_MIDIInputState* state, IZ_Action
}

void IZ_HandleMIDIInputEvents(PmEvent e, IZ_MIDIInputState(* state)[PLAYERS], IZ_Action(* action)[PLAYERS]) {
for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
IZ_HandleMIDINoteOnOffEvents(e, state[player_index], action[player_index]);
}
}
@@ -100,13 +103,15 @@ IZ_ProcedureResult IZ_SaveMIDIInputConfig(const char* config_path, IZ_MIDIInputS
char control_mapping_section_name[27];
char main_section_name[12];

for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
u8 control_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
sprintf_s(control_mapping_section_name, 27, "MIDIInput.%d.ControlMapping", player_index);
for (u8 i = 0; i < CONTROLS; i += 1) {
for (control_index = 0; control_index < CONTROLS; control_index += 1) {
if (!ini_puts(
control_mapping_section_name,
ACTION_NAMES[i],
IZ_GetMIDINoteName(state[player_index]->config.control_mapping[i]),
ACTION_NAMES[control_index],
IZ_GetMIDINoteName(state[player_index]->config.control_mapping[control_index]),
config_path
)) {
problem |= (1 << player_index);
@@ -141,19 +146,21 @@ void IZ_LoadMIDIInputConfig(const char* config_path, IZ_MIDIInputState(* state)[
char control_mapping_section_name[27];
char main_section_name[12];

for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
u8 control_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
sprintf_s(control_mapping_section_name, 27, "MIDIInput.%d.ControlMapping", player_index);
for (u8 i = 0; i < CONTROLS; i += 1) {
for (control_index = 0; control_index < CONTROLS; control_index += 1) {
ini_gets(
control_mapping_section_name,
ACTION_NAMES[i],
IZ_GetMIDINoteName(IZ_DEFAULT_MIDI_INPUT_STATE[player_index].config.control_mapping[i]),
ACTION_NAMES[control_index],
IZ_GetMIDINoteName(IZ_DEFAULT_MIDI_INPUT_STATE[player_index].config.control_mapping[control_index]),
buffer,
128,
config_path
);

state[player_index]->config.control_mapping[i] = IZ_GetMIDINoteFromName(buffer);
state[player_index]->config.control_mapping[control_index] = IZ_GetMIDINoteFromName(buffer);
}

sprintf_s(main_section_name, 12, "MIDIInput.%d", player_index);
@@ -173,7 +180,8 @@ IZ_ProcedureResult IZ_InitializeMIDIInput(const char* config_path, IZ_MIDIInputS
return 2;
}

for (u8 player_index = 0; player_index < PLAYERS; player_index += 1) {
u8 player_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
state[player_index]->device_info = Pm_GetDeviceInfo(state[player_index]->config.device_id);
state[player_index]->stream = NULL;
Pm_OpenInput(
@@ -190,10 +198,11 @@ IZ_ProcedureResult IZ_InitializeMIDIInput(const char* config_path, IZ_MIDIInputS
}

void IZ_TeardownMIDIInput(IZ_MIDIInputState(* state)[PLAYERS]) {
for (u8 i = 0; i < PLAYERS; i += 1) {
if (!state[i]->stream) {
u8 player_index;
for (player_index = 0; player_index < PLAYERS; player_index += 1) {
if (!state[player_index]->stream) {
continue;
}
Pm_Close(state[i]->stream);
Pm_Close(state[player_index]->stream);
}
}

+ 45
- 0
src/packages/game/memory/IZ_pool.c Näytä tiedosto

@@ -1 +1,46 @@
#include "IZ_pool.h"

void IZ_InitializePool(IZ_Pool* pool) {
SDL_memset(pool->items, 0, POOL_MAX_ITEMS * sizeof(IZ_PoolItem));
pool->top = 0;
pool->memory = SDL_malloc(POOL_MAX_SIZE);
SDL_memset(pool->memory, 0, POOL_MAX_SIZE);
pool->next_address = 0;
}

IZ_PoolItem* IZ_PoolAllocate(IZ_Pool* pool, size_t size) {
// 1. check next free allocation for size
// 2. if 1. returns non-null,

// u64 alloc_end = pool->next_address + size;
//
// for (u64 i = 0; i < POOL_MAX_ALLOCATIONS; i += 1) {
// if (pool->allocation[i].length == 0) {
// continue;
// }
// }

void* pointer = &pool->memory[pool->next_address];
IZ_PoolItem* next_allocation = &pool->items[pool->top];
pool->items[pool->top] = (IZ_PoolItem) {
.pool = pool,
.size = size,
.pointer = pointer,
};
pool->top = (pool->top + 1) % POOL_MAX_ITEMS;
pool->next_address = (pool->next_address + size) % POOL_MAX_SIZE;
return next_allocation;
}

void IZ_PoolDeallocate(IZ_PoolItem* item) {
u64 i;
for (i = 0; i < POOL_MAX_ITEMS; i += 1) {
if (&item->pool->items[i] != item) {
continue;
}
item->pool->items[i].pool = NULL;
item->pool->items[i].size = 0;
item->pool->items[i].pointer = NULL;
return;
}
}

+ 23
- 2
src/packages/game/memory/IZ_pool.h Näytä tiedosto

@@ -1,10 +1,31 @@
#ifndef IZ_POOL_H
#define IZ_POOL_H

#define POOL_MAX_SIZE 256
#include <SDL_stdinc.h>
#include "../IZ_common.h"

#define POOL_MAX_ITEMS (1000) // 16 million allocations max
#define POOL_MAX_SIZE (1l << 23) // 16MB

struct IZ_Pool;

typedef struct {
// TODO allocate and implement pool memory management!
void* pointer;
size_t size;
struct IZ_Pool* pool;
} IZ_PoolItem;

typedef struct IZ_Pool {
u16 top;
IZ_PoolItem items[POOL_MAX_ITEMS];
u64 next_address;
void* memory;
} IZ_Pool;

void IZ_InitializePool(IZ_Pool*);

IZ_PoolItem* IZ_PoolAllocate(IZ_Pool*, size_t);

void IZ_PoolDeallocate(IZ_PoolItem*);

#endif

+ 52
- 33
src/packages/game/output/IZ_video.c Näytä tiedosto

@@ -47,49 +47,68 @@ IZ_ProcedureResult IZ_InitializeVideo(const char* config_path, IZ_VideoState* st
return 0;
}

void IZ_UpdateVideo(IZ_VideoState* video_state, IZ_InputState* input_states, uint64_t ticks) {
if (ticks - video_state->last_update_at > 1000 / video_state->config.max_fps) {
// Update window
SDL_SetRenderDrawColor(video_state->renderer, 0x00, 0x00, 0x00, 0xff);
SDL_RenderClear(video_state->renderer);
void IZ_UpdateVideoForDebugTicks(IZ_VideoState* video_state, uint64_t ticks) {
SDL_SetRenderDrawColor(video_state->renderer, 0x00, 0xff, 0xff, 0xff);
u64 the_ticks = ticks;
u8 column;
u8 row;
const u8 size = 4;

u8 i;
for (i = 0; i < 64; i += 1) {
column = i % 32;
row = i / 32;

if (the_ticks & 0x1) {
SDL_RenderFillRectF(video_state->renderer, &(SDL_FRect) {
(f32) (video_state->config.width - ((column + 1) * size)),
(f32) (video_state->config.height - ((row + 1) * size)),
size,
size
});
}
the_ticks >>= 1;
}
}

void IZ_UpdateVideoForDebugInput(IZ_VideoState* video_state, IZ_InputState* input_states) {
SDL_SetRenderDrawColor(video_state->renderer, 0xff, 0xff, 0x00, 0xff);
u8 column;
u8 row;
const u8 size = 4;

SDL_SetRenderDrawColor(video_state->renderer, 0x00, 0xff, 0xff, 0xff);
uint64_t the_ticks = ticks;
for (u8 i = 0; i < 64; i += 1) {
const u8 column = i % 32;
const u8 row = i / 32;
const u8 size = 4;
u8 p;
u8 i;
for (p = 0; p < PLAYERS; p += 1) {
IZ_Action the_action = input_states->action[p];
for (i = 0; i < CONTROLS; i += 1) {
column = (i % 4) + (p * 4);
row = i / 4;

if (the_ticks & 0x1) {
if (the_action & 0x1) {
SDL_RenderFillRectF(video_state->renderer, &(SDL_FRect) {
video_state->config.width - ((column + 1) * size),
video_state->config.height - ((row + 1) * size),
(f32) (column * size),
(f32) (row * size),
size,
size
});
}
the_ticks >>= 1;
the_action >>= 1;
}
}
}

SDL_SetRenderDrawColor(video_state->renderer, 0xff, 0xff, 0x00, 0xff);
// TODO refer to app's state
for (u8 p = 0; p < PLAYERS; p += 1) {
for (u8 i = 0; i < CONTROLS; i += 1) {
const u8 column = (i % 4) + (p * 4);
const u8 row = i / 4;
const IZ_Action bitflag = (0x1 << i);
const u8 size = 4;
if (input_states->action[p] & bitflag) {
SDL_RenderFillRectF(video_state->renderer, &(SDL_FRect) {
column * size,
row * size,
size,
size
});
}
}
}
void IZ_UpdateVideoForDebug(IZ_VideoState* video_state, IZ_InputState* input_states, uint64_t ticks) {
IZ_UpdateVideoForDebugTicks(video_state, ticks);
IZ_UpdateVideoForDebugInput(video_state, input_states);
}

void IZ_UpdateVideo(IZ_VideoState* video_state, IZ_InputState* input_states, uint64_t ticks) {
if (ticks - video_state->last_update_at > 1000 / video_state->config.max_fps) {
// Update window
SDL_SetRenderDrawColor(video_state->renderer, 0x00, 0x00, 0x00, 0xff);
SDL_RenderClear(video_state->renderer);
IZ_UpdateVideoForDebug(video_state, input_states, ticks);
SDL_RenderPresent(video_state->renderer);
video_state->last_update_at = ticks;
}


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