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Encapsulate I/O

Put I/O values to their respective structs.
feature/data-structs
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81549f3616
12개의 변경된 파일139개의 추가작업 그리고 88개의 파일을 삭제
  1. +1
    -1
      CMakeLists.txt
  2. +7
    -18
      src/packages/game/IZ_app.c
  3. +5
    -13
      src/packages/game/IZ_app.h
  4. +18
    -0
      src/packages/game/input/IZ_input.c
  5. +18
    -0
      src/packages/game/input/IZ_input.h
  6. +5
    -0
      src/packages/game/input/IZ_joystick.c
  7. +2
    -3
      src/packages/game/input/IZ_joystick.h
  8. +5
    -0
      src/packages/game/input/IZ_keyboard.c
  9. +2
    -2
      src/packages/game/input/IZ_keyboard.h
  10. +3
    -43
      src/packages/game/main.c
  11. +59
    -6
      src/packages/game/output/IZ_video.c
  12. +14
    -2
      src/packages/game/output/IZ_video.h

+ 1
- 1
CMakeLists.txt 파일 보기

@@ -43,7 +43,7 @@ add_executable(
src/packages/game/input/IZ_keyboard.h
src/packages/game/IZ_config.c
src/packages/game/IZ_config.h
src/packages/game/geometry/IZ_point2d.c src/packages/game/geometry/IZ_point2d.h src/packages/game/geometry/IZ_vector2d.c src/packages/game/geometry/IZ_vector2d.h src/packages/game/geometry/IZ_rect.c src/packages/game/geometry/IZ_rect.h src/packages/game/core/IZ_object.c src/packages/game/core/IZ_object.h src/packages/game/core/IZ_creature.c src/packages/game/core/IZ_creature.h src/packages/game/core/IZ_entity.c src/packages/game/core/IZ_entity.h src/packages/game/memory/IZ_pool.c src/packages/game/memory/IZ_pool.h)
src/packages/game/geometry/IZ_point2d.c src/packages/game/geometry/IZ_point2d.h src/packages/game/geometry/IZ_vector2d.c src/packages/game/geometry/IZ_vector2d.h src/packages/game/geometry/IZ_rect.c src/packages/game/geometry/IZ_rect.h src/packages/game/core/IZ_object.c src/packages/game/core/IZ_object.h src/packages/game/core/IZ_creature.c src/packages/game/core/IZ_creature.h src/packages/game/core/IZ_entity.c src/packages/game/core/IZ_entity.h src/packages/game/memory/IZ_pool.c src/packages/game/memory/IZ_pool.h src/packages/game/input/IZ_input.c src/packages/game/input/IZ_input.h)

target_link_libraries(
game


+ 7
- 18
src/packages/game/IZ_app.c 파일 보기

@@ -13,29 +13,18 @@ IZ_ProcedureResult IZ_InitializeApp(IZ_App* app) {
char config_path[128];
IZ_GetConfigPath(config_path, 128);

IZ_LoadVideoConfig(config_path, &app->video_config);
if (IZ_SaveVideoConfig(config_path, &app->video_config)) {
fprintf_s(stderr, "Error committing video config.\n");
}
app->video_update_at = 0u;

if (IZ_InitializeVideo(&app->video_config, &app->window, &app->screen_surface)) {
if (IZ_InitializeVideo(config_path, &app->video_state)) {
return 2;
}

for (uint8_t p = 0; p < PLAYERS; p += 1) {
IZ_LoadKeyboardConfig(config_path, &app->keyboard_state->config, p);
if (IZ_SaveKeyboardConfig(config_path, &app->keyboard_state->config, p)) {
fprintf_s(stderr, "Error committing keyboard config for player %d.\n", p);
}

IZ_LoadJoystickConfig(config_path, &app->joystick_state->config, p);
if (IZ_SaveJoystickConfig(config_path, &app->joystick_state->config, p)) {
fprintf_s(stderr, "Error committing joystick config for player %d.\n", p);
}

app->actions[p] = 0;
IZ_InitializeInput(config_path, &app->input_state[p], p);
}

return 0;
}

void IZ_TeardownApp(IZ_App* app) {
IZ_TeardownVideo(&app->video_state);
SDL_Quit();
}

+ 5
- 13
src/packages/game/IZ_app.h 파일 보기

@@ -2,28 +2,20 @@
#define IZ_APP_H

#include <SDL.h>
#include "input/IZ_keyboard.h"
#include "input/IZ_joystick.h"
#include "input/IZ_input.h"
#include "output/IZ_video.h"
#include "memory/IZ_pool.h"
#include "input/IZ_action.h"

typedef struct {
IZ_Action actions[PLAYERS];

// input
IZ_KeyboardState keyboard_state[PLAYERS];
IZ_JoystickState joystick_state[PLAYERS];

// output, video state
IZ_VideoConfig video_config;
uint64_t video_update_at;
SDL_Window* window;
SDL_Surface* screen_surface;
IZ_InputState input_state[PLAYERS];
IZ_VideoState video_state;

IZ_Pool memory_pool;
} IZ_App;

IZ_ProcedureResult IZ_InitializeApp(IZ_App*);

void IZ_TeardownApp(IZ_App*);

#endif

+ 18
- 0
src/packages/game/input/IZ_input.c 파일 보기

@@ -0,0 +1,18 @@
#include "IZ_input.h"

void IZ_HandleInputEvents(SDL_Event e, IZ_InputState* state) {
IZ_HandleJoystickEvents(e, &state->joystick_state, &state->action);
IZ_HandleKeyboardEvents(e, &state->keyboard_state, &state->action);
}

void IZ_InitializeInput(const char* config_path, IZ_InputState* state, uint8_t p) {
if (IZ_InitializeKeyboardConfig(config_path, &state->keyboard_state.config, p)) {
fprintf_s(stderr, "Error committing keyboard config for player %d.\n", p);
}

if (IZ_InitializeJoystickConfig(config_path, &state->joystick_state.config, p)) {
fprintf_s(stderr, "Error committing joystick config for player %d.\n", p);
}

state->action = 0;
}

+ 18
- 0
src/packages/game/input/IZ_input.h 파일 보기

@@ -0,0 +1,18 @@
#ifndef IZ_INPUT_H
#define IZ_INPUT_H

#include "IZ_action.h"
#include "IZ_keyboard.h"
#include "IZ_joystick.h"

typedef struct {
IZ_Action action;
IZ_KeyboardState keyboard_state;
IZ_JoystickState joystick_state;
} IZ_InputState;

void IZ_HandleInputEvents(SDL_Event, IZ_InputState*);

void IZ_InitializeInput(const char*, IZ_InputState*, uint8_t);

#endif

+ 5
- 0
src/packages/game/input/IZ_joystick.c 파일 보기

@@ -130,3 +130,8 @@ IZ_ProcedureResult IZ_SaveJoystickConfig(const char* config_path, IZ_JoystickCon

return 0;
}

IZ_ProcedureResult IZ_InitializeJoystickConfig(const char* config_path, IZ_JoystickConfig* config, uint8_t p) {
IZ_LoadJoystickConfig(config_path, config, p);
return IZ_SaveJoystickConfig(config_path, config, p);
}

+ 2
- 3
src/packages/game/input/IZ_joystick.h 파일 보기

@@ -22,7 +22,6 @@ typedef struct {

typedef struct {
SDL_Joystick* joystick_instance;

IZ_JoystickConfig config;
} IZ_JoystickState;

@@ -47,10 +46,10 @@ static IZ_PadButton IZ_DEFAULT_JOYSTICK_CONTROLS[PLAYERS][CONTROLS] = {
},
};

void IZ_LoadJoystickConfig(const char*, IZ_JoystickConfig*, uint8_t);

IZ_ProcedureResult IZ_SaveJoystickConfig(const char*, IZ_JoystickConfig*, uint8_t);

void IZ_HandleJoystickEvents(SDL_Event, IZ_JoystickState*, IZ_Action*);

IZ_ProcedureResult IZ_InitializeJoystickConfig(const char*, IZ_JoystickConfig*, uint8_t);

#endif

+ 5
- 0
src/packages/game/input/IZ_keyboard.c 파일 보기

@@ -50,3 +50,8 @@ void IZ_LoadKeyboardConfig(const char* config_path, IZ_KeyboardConfig* config, u
config->control_mapping[i] = SDL_GetKeyFromName(buffer);
}
}

IZ_ProcedureResult IZ_InitializeKeyboardConfig(const char* config_path, IZ_KeyboardConfig* config, uint8_t p) {
IZ_LoadKeyboardConfig(config_path, config, p);
return IZ_SaveKeyboardConfig(config_path, config, p);
}

+ 2
- 2
src/packages/game/input/IZ_keyboard.h 파일 보기

@@ -35,10 +35,10 @@ static const SDL_KeyCode IZ_DEFAULT_KEYBOARD_CONTROLS[PLAYERS][CONTROLS] = {
},
};

void IZ_LoadKeyboardConfig(const char*, IZ_KeyboardConfig*, uint8_t);

IZ_ProcedureResult IZ_SaveKeyboardConfig(const char*, IZ_KeyboardConfig*, uint8_t);

void IZ_HandleKeyboardEvents(SDL_Event, IZ_KeyboardState*, IZ_Action*);

IZ_ProcedureResult IZ_InitializeKeyboardConfig(const char*, IZ_KeyboardConfig*, uint8_t);

#endif

+ 3
- 43
src/packages/game/main.c 파일 보기

@@ -1,7 +1,6 @@
#include <SDL.h>
#include <stdbool.h>

#include "input/IZ_action.h"
#include "IZ_app.h"

int main(int argc, char* args[]) {
@@ -18,7 +17,6 @@ int main(int argc, char* args[]) {
uint64_t ticks = SDL_GetTicks64();

// TODO do audio processing

// TODO do networking?

// process events
@@ -29,8 +27,7 @@ int main(int argc, char* args[]) {
}

for (uint8_t p = 0; p < PLAYERS; p += 1) {
IZ_HandleJoystickEvents(e, &(app.joystick_state[p]), &app.actions[p]);
IZ_HandleKeyboardEvents(e, &(app.keyboard_state[p]), &app.actions[p]);
IZ_HandleInputEvents(e, &(app.input_state[p]));
}
}

@@ -38,46 +35,9 @@ int main(int argc, char* args[]) {
break;
}

if (ticks - app.video_update_at > 1000 / app.video_config.max_fps) {
// Update window
SDL_FillRect(app.screen_surface, NULL, SDL_MapRGB(app.screen_surface->format, 0x00, 0x00, 0x00));
for (uint8_t i = 0; i < 64; i += 1) {
const uint8_t column = (64 - i) % 32;
const uint8_t row = i / 32;
const uint64_t bitflag = (0x1lu << i);
const uint8_t size = 4;
if (ticks & bitflag) {
SDL_FillRect(app.screen_surface, &(SDL_Rect) {
column * size,
app.video_config.height - ((row + 1) * size),
size,
size
}, SDL_MapRGB(app.screen_surface->format, 0x00, 0xff, 0xff));
}
}

for (uint8_t p = 0; p < PLAYERS; p += 1) {
for (uint8_t i = 0; i < CONTROLS; i += 1) {
const uint8_t column = (i % 4) + (p * 4);
const uint8_t row = i / 4;
const IZ_Action bitflag = (0x1 << i);
const uint8_t size = 4;
if (app.actions[p] & bitflag) {
SDL_FillRect(app.screen_surface, &(SDL_Rect) {
column * size,
row * size,
size,
size
}, SDL_MapRGB(app.screen_surface->format, 0xff, 0xff, 0x00));
}
}
}
SDL_UpdateWindowSurface(app.window);
app.video_update_at = ticks;
}
IZ_UpdateVideo(&app.video_state, &app.input_state, ticks);
}
SDL_DestroyWindow(app.window);
SDL_Quit();

IZ_TeardownApp(&app);
return 0;
}

+ 59
- 6
src/packages/game/output/IZ_video.c 파일 보기

@@ -20,19 +20,72 @@ void IZ_LoadVideoConfig(const char* config_path, IZ_VideoConfig* config) {
config->max_fps = ini_getl("Video", "MaxFps", 30, config_path);
}

IZ_ProcedureResult IZ_InitializeVideo(IZ_VideoConfig* config, SDL_Window** window, SDL_Surface** screen_surface) {
*window = SDL_CreateWindow(
IZ_ProcedureResult IZ_InitializeVideo(const char* config_path, IZ_VideoState* state) {
IZ_LoadVideoConfig(config_path, &state->config);
if (IZ_SaveVideoConfig(config_path, &state->config)) {
fprintf_s(stderr, "Error committing video config.\n");
}
state->last_update_at = 0u;

SDL_Window* window = SDL_CreateWindow(
APP_NAME,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
config->width,
config->height,
state->config.width,
state->config.height,
SDL_WINDOW_SHOWN
);
if (*window == NULL) {
if (window == NULL) {
fprintf_s(stderr, "Window could not be created! SDL_Error: %s\n", SDL_GetError());
return 1;
}
*screen_surface = SDL_GetWindowSurface(*window);
state->window = window;
state->surface = SDL_GetWindowSurface(window);

return 0;
}

void IZ_UpdateVideo(IZ_VideoState* video_state, IZ_InputState(* input_states)[PLAYERS], uint64_t ticks) {
if (ticks - video_state->last_update_at > 1000 / video_state->config.max_fps) {
// Update window
SDL_FillRect(video_state->surface, NULL, SDL_MapRGB(video_state->surface->format, 0x00, 0x00, 0x00));
for (uint8_t i = 0; i < 64; i += 1) {
const uint8_t column = (64 - i) % 32;
const uint8_t row = i / 32;
const uint64_t bitflag = (0x1lu << i);
const uint8_t size = 4;
if (ticks & bitflag) {
SDL_FillRect(video_state->surface, &(SDL_Rect) {
column * size,
video_state->config.height - ((row + 1) * size),
size,
size
}, SDL_MapRGB(video_state->surface->format, 0x00, 0xff, 0xff));
}
}

// TODO refer to app's state
for (uint8_t p = 0; p < PLAYERS; p += 1) {
for (uint8_t i = 0; i < CONTROLS; i += 1) {
const uint8_t column = (i % 4) + (p * 4);
const uint8_t row = i / 4;
const IZ_Action bitflag = (0x1 << i);
const uint8_t size = 4;
if (input_states[p]->action & bitflag) {
SDL_FillRect(video_state->surface, &(SDL_Rect) {
column * size,
row * size,
size,
size
}, SDL_MapRGB(video_state->surface->format, 0xff, 0xff, 0x00));
}
}
}
SDL_UpdateWindowSurface(video_state->window);
video_state->last_update_at = ticks;
}
}

void IZ_TeardownVideo(IZ_VideoState* state) {
SDL_DestroyWindow(state->window);
}

+ 14
- 2
src/packages/game/output/IZ_video.h 파일 보기

@@ -4,6 +4,9 @@
#include <stdio.h>
#include <minIni.h>
#include <SDL_video.h>

// TODO move this out from video, refer to app's state instead
#include "../input/IZ_input.h"
#include "../IZ_common.h"
#include "../IZ_config.h"

@@ -13,10 +16,19 @@ typedef struct {
uint8_t max_fps;
} IZ_VideoConfig;

typedef struct {
IZ_VideoConfig config;
uint64_t last_update_at;
SDL_Window* window;
SDL_Surface* surface;
} IZ_VideoState;

IZ_ProcedureResult IZ_InitializeVideo(const char*, IZ_VideoState*);

IZ_ProcedureResult IZ_SaveVideoConfig(const char*, IZ_VideoConfig*);

void IZ_LoadVideoConfig(const char*, IZ_VideoConfig*);
void IZ_UpdateVideo(IZ_VideoState*, IZ_InputState(*)[PLAYERS], uint64_t);

IZ_ProcedureResult IZ_InitializeVideo(IZ_VideoConfig*, SDL_Window**, SDL_Surface**);
void IZ_TeardownVideo(IZ_VideoState*);

#endif

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