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vlib: sdl module + tVintris example
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@ -110,7 +110,7 @@ fn C.RegOpenKeyExW(hKey voidptr, lpSubKey &u16, ulOptions u32, samDesired u32, p
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fn C.RegCloseKey()
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fn C.RegQueryValueEx() voidptr
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fn C.RemoveDirectory() int
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fn C.GetStdHandle() int
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fn C.GetStdHandle() voidptr
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fn C.SetConsoleMode()
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fn C.GetConsoleMode() int
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fn C._putws()
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@ -131,7 +131,7 @@ fn C._putenv() int
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fn C._waccess() int
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fn C._wremove()
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fn C.ReadConsole()
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fn C.fgetws() int
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fn C.fgetws() voidptr
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fn C.GetModuleFileName() int
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fn C._wchdir()
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fn C._wgetcwd() int
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@ -838,7 +838,7 @@ pub fn is_dir(path string) bool {
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$if windows {
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_path := path.replace('/', '\\')
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attr := C.GetFileAttributesW(_path.to_wide())
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if int(attr) == C.INVALID_FILE_ATTRIBUTES {
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if attr == u32(C.INVALID_FILE_ATTRIBUTES) {
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return false
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}
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if int(attr) & C.FILE_ATTRIBUTE_DIRECTORY != 0 {
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21
vlib/sdl/LICENSE
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21
vlib/sdl/LICENSE
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@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2019 Nicolas Sauzede
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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54
vlib/sdl/README.md
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54
vlib/sdl/README.md
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@ -0,0 +1,54 @@
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# sdl
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SDL2 V module -- libSDL2 wrapper
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Current APIs available/tested in examples :
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- basic graphics (2D drawing)
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- [Image](image/README.md)
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- TTF font (text rendering)
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- input handling (keyboard/joystick events)
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- sounds (WAV mixing)
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- music (MOD mixing)
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- more to come.. (networking ?)
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# Support
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sdl is supported on :
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- linux (major distros)
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- MacOS (brew)
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- windows (msys2/mingw64 only for now)
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# Examples
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[tVintris](examples/tvintris)
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![tVintris screenshot](examples/tvintris/images/tvintris.png)
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You can run the tVintris example from the V root folder like this :
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```
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v run vlib/sdl/examples/tvintris/tvintris.v
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```
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# Dependencies
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## Linux
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Fedora :
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`$ sudo dnf install SDL2-devel SDL2_ttf-devel SDL2_mixer-devel SDL2_image-devel`
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Ubuntu :
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`$ sudo apt install libsdl2-ttf-dev libsdl2-mixer-dev libsdl2-image-dev`
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ClearLinux :
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`$ sudo swupd bundle-add devpkg-SDL2_ttf devpkg-SDL2_mixer devpkg-SDL2_image`
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## MacOS
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Brew :
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`$ brew install sdl2 sdl2_gfx sdl2_ttf sdl2_mixer sdl2_image sdl2_net`
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## Windows
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Windows/MSYS2 :
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`$ pacman -S mingw-w64-x86_64-SDL2_ttf mingw-w64-x86_64-SDL2_mixer mingw-w64-x86_64-SDL2_image`
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# Contributions
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nsauzede
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spytheman
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adlesh
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17
vlib/sdl/examples/tvintris/README.md
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17
vlib/sdl/examples/tvintris/README.md
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@ -0,0 +1,17 @@
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# tVintris
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tvintris.v is a dual-player (local) version based on original source from <a href='https://github.com/vlang/v/examples/tetris'>tetris example</a> by Alex M.
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It is largely inspired by ancient game Twintris.
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-uses vlib sdl module
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![tVintris screenshot](images/tvintris.png)
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# how to run tVintris
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`$ v run .`
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# Credits
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Colors, Music and Sounds inspired/ripped from amiga title Twintris (1990 nostalgia !)
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- Graphician : Svein Berge
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- Musician : Tor Bernhard Gausen (Walkman/Cryptoburners)
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BIN
vlib/sdl/examples/tvintris/fonts/RobotoMono-Regular.ttf
Normal file
BIN
vlib/sdl/examples/tvintris/fonts/RobotoMono-Regular.ttf
Normal file
Binary file not shown.
BIN
vlib/sdl/examples/tvintris/images/tvintris.png
Normal file
BIN
vlib/sdl/examples/tvintris/images/tvintris.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 21 KiB |
BIN
vlib/sdl/examples/tvintris/images/v-logo_30_30.png
Normal file
BIN
vlib/sdl/examples/tvintris/images/v-logo_30_30.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 926 B |
BIN
vlib/sdl/examples/tvintris/sounds/TwintrisThosenine.mod
Normal file
BIN
vlib/sdl/examples/tvintris/sounds/TwintrisThosenine.mod
Normal file
Binary file not shown.
BIN
vlib/sdl/examples/tvintris/sounds/block.wav
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BIN
vlib/sdl/examples/tvintris/sounds/block.wav
Normal file
Binary file not shown.
BIN
vlib/sdl/examples/tvintris/sounds/single.wav
Normal file
BIN
vlib/sdl/examples/tvintris/sounds/single.wav
Normal file
Binary file not shown.
BIN
vlib/sdl/examples/tvintris/sounds/triple.wav
Normal file
BIN
vlib/sdl/examples/tvintris/sounds/triple.wav
Normal file
Binary file not shown.
843
vlib/sdl/examples/tvintris/tvintris.v
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843
vlib/sdl/examples/tvintris/tvintris.v
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@ -0,0 +1,843 @@
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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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// SDL2 port+wrapper, Twintris-like dual-game logic,
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// and more, by Nicolas Sauzede 2019.
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module main
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import rand
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import time
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import os
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import math
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import sdl
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import sdl.image as img
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[inline] fn sdl_fill_rect(s &vsdl2.Surface,r &vsdl2.Rect,c &vsdl2.Color){vsdl2.fill_rect(s,r,c)}
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const (
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Title = 'tVintris'
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BASE = os.dir( os.realpath( os.executable() ) )
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FontName = BASE + '/fonts/RobotoMono-Regular.ttf'
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MusicName = BASE + '/sounds/TwintrisThosenine.mod'
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SndBlockName = BASE + '/sounds/block.wav'
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SndLineName = BASE + '/sounds/single.wav'
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SndDoubleName = BASE + '/sounds/triple.wav'
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VLogo = BASE + '/images/v-logo_30_30.png'
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BlockSize = 20 // pixels
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FieldHeight = 20 // # of blocks
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FieldWidth = 10
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TetroSize = 4
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WinWidth = BlockSize * FieldWidth * 3
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WinHeight = BlockSize * FieldHeight
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TimerPeriod = 250 // ms
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TextSize = 16
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AudioBufSize = 1024
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P2FIRE = C.SDLK_l
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P2UP = C.SDLK_UP
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P2DOWN = C.SDLK_DOWN
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P2LEFT = C.SDLK_LEFT
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P2RIGHT = C.SDLK_RIGHT
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P1FIRE = C.SDLK_s
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P1UP = C.SDLK_w
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P1DOWN = C.SDLK_x
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P1LEFT = C.SDLK_a
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P1RIGHT = C.SDLK_d
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NJOYMAX = 2
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// joystick name => enter your own device name
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JOYP1NAME = 'Generic X-Box pad'
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// following are joystick button number
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JBP1FIRE = 1
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// following are joystick hat value
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JHP1UP = 1
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JHP1DOWN = 4
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JHP1LEFT = 8
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JHP1RIGHT = 3
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// joystick name => enter your own device name
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JOYP2NAME = 'RedOctane Guitar Hero X-plorer'
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// following are joystick button number
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JBP2FIRE = 0
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// following are joystick hat value
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JHP2UP = 4
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JHP2DOWN = 1
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JHP2LEFT = 8
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JHP2RIGHT = 2
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)
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const (
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// Tetros' 4 possible states are encoded in binaries
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BTetros = [
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// 0000 0
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// 0000 0
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// 0110 6
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// 0110 6
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[66, 66, 66, 66],
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// 0000 0
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// 0000 0
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// 0010 2
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// 0111 7
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[27, 131, 72, 232],
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// 0000 0
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// 0000 0
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// 0011 3
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// 0110 6
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[36, 231, 36, 231],
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// 0000 0
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// 0000 0
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// 0110 6
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// 0011 3
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[63, 132, 63, 132],
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// 0000 0
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// 0011 3
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// 0001 1
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// 0001 1
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[311, 17, 223, 74],
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// 0000 0
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// 0011 3
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// 0010 2
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// 0010 2
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[322, 71, 113, 47],
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// Special case since 15 can't be used
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// 1111
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[1111, 9, 1111, 9],
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]
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// Each tetro has its unique color
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Colors = [
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vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}, // unused ?
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vsdl2.Color{byte(0), byte(0x62), byte(0xc0), byte(0)}, // quad : darkblue 0062c0
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vsdl2.Color{byte(0xca), byte(0x7d), byte(0x5f), byte(0)}, // tricorn : lightbrown ca7d5f
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vsdl2.Color{byte(0), byte(0xc1), byte(0xbf), byte(0)}, // short topright : lightblue 00c1bf
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vsdl2.Color{byte(0), byte(0xc1), byte(0), byte(0)}, // short topleft : lightgreen 00c100
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vsdl2.Color{byte(0xbf), byte(0xbe), byte(0), byte(0)}, // long topleft : yellowish bfbe00
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vsdl2.Color{byte(0xd1), byte(0), byte(0xbf), byte(0)}, // long topright : pink d100bf
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vsdl2.Color{byte(0xd1), byte(0), byte(0), byte(0)}, // longest : lightred d10000
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vsdl2.Color{byte(0), byte(170), byte(170), byte(0)}, // unused ?
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]
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// Background color
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BackgroundColor = vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}
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// BackgroundColor = vsdl2.Color{byte(255), byte(255), byte(255), byte(0)}
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// Foreground color
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ForegroundColor = vsdl2.Color{byte(0), byte(170), byte(170), byte(0)}
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// ForegroundColor = vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}
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// Text color
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TextColor = vsdl2.Color{byte(0xca), byte(0x7d), byte(0x5f), byte(0)}
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// TextColor = vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}
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)
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// TODO: type Tetro [TetroSize]struct{ x, y int }
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struct Block {
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mut:
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x int
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y int
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}
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enum GameState {
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paused running gameover
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}
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struct AudioContext {
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mut:
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music voidptr
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volume int
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waves [3]voidptr
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}
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struct SdlContext {
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pub:
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mut:
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// VIDEO
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w int
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h int
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window voidptr
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renderer voidptr
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screen &vsdl2.Surface
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texture voidptr
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// AUDIO
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actx AudioContext
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// JOYSTICKS
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jnames [2]string
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jids [2]int
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// V logo
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v_logo &vsdl2.Surface
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tv_logo voidptr
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}
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struct Game {
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mut:
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// Score of the current game
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score int
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// Count consecutive lines for scoring
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lines int
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// State of the current game
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state GameState
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// X offset of the game display
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ofs_x int
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// keys
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k_fire int
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k_up int
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k_down int
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k_left int
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k_right int
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// joystick ID
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joy_id int
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// joystick buttons
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jb_fire int
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// joystick hat values
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jh_up int
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jh_down int
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jh_left int
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jh_right int
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// game rand seed
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seed int
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seed_ini int
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// Position of the current tetro
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pos_x int
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pos_y int
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// field[y][x] contains the color of the block with (x,y) coordinates
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// "-1" border is to avoid bounds checking.
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// -1 -1 -1 -1
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// -1 0 0 -1
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// -1 0 0 -1
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// -1 -1 -1 -1
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field [][]int
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// TODO: tetro Tetro
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tetro []Block
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// TODO: tetros_cache []Tetro
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tetros_cache []Block
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// Index of the current tetro. Refers to its color.
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tetro_idx int
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// Index of the next tetro. Refers to its color.
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tetro_next int
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// tetro stats : buckets of drawn tetros
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tetro_stats []int
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// total number of drawn tetros
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tetro_total int
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// Index of the rotation (0-3)
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rotation_idx int
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// SDL2 context for drawing
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sdl SdlContext
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// TTF context for font drawing
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font voidptr
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}
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fn (sdl mut SdlContext) set_sdl_context(w int, h int, title string) {
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C.SDL_Init(C.SDL_INIT_VIDEO | C.SDL_INIT_AUDIO | C.SDL_INIT_JOYSTICK)
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C.atexit(C.SDL_Quit)
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C.TTF_Init()
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C.atexit(C.TTF_Quit)
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bpp := 32
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vsdl2.create_window_and_renderer(w, h, 0, &sdl.window, &sdl.renderer)
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// C.SDL_CreateWindowAndRenderer(w, h, 0, voidptr(&sdl.window), voidptr(&sdl.renderer))
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C.SDL_SetWindowTitle(sdl.window, title.str)
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sdl.w = w
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sdl.h = h
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sdl.screen = vsdl2.create_rgb_surface(0, w, h, bpp, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000)
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sdl.texture = C.SDL_CreateTexture(sdl.renderer, C.SDL_PIXELFORMAT_ARGB8888, C.SDL_TEXTUREACCESS_STREAMING, w, h)
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C.Mix_Init(0)
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C.atexit(C.Mix_Quit)
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if C.Mix_OpenAudio(48000,C.MIX_DEFAULT_FORMAT,2,AudioBufSize) < 0 {
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println('couldn\'t open audio')
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}
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println('opening music $MusicName')
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sdl.actx.music = C.Mix_LoadMUS(MusicName.str)
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sdl.actx.waves[0] = C.Mix_LoadWAV(SndBlockName.str)
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sdl.actx.waves[1] = C.Mix_LoadWAV(SndLineName.str)
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sdl.actx.waves[2] = C.Mix_LoadWAV(SndDoubleName.str)
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sdl.actx.volume = C.SDL_MIX_MAXVOLUME
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if C.Mix_PlayMusic(sdl.actx.music, 1) != -1 {
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C.Mix_VolumeMusic(sdl.actx.volume)
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}
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njoy := C.SDL_NumJoysticks()
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for i := 0; i < njoy; i++ {
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C.SDL_JoystickOpen(i)
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jn := tos_clone(vsdl2.joystick_name_for_index(i))
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println('JOY NAME $jn')
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for j := 0; j < NJOYMAX; j++ {
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if sdl.jnames[j] == jn {
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println('FOUND JOYSTICK $j $jn ID=$i')
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sdl.jids[j] = i
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}
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}
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}
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flags := C.IMG_INIT_PNG
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imgres := img.img_init(flags)
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if ((imgres & flags) != flags) {
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println('error initializing image library.')
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}
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println('opening logo $VLogo')
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sdl.v_logo = img.load(VLogo)
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if !isnil(sdl.v_logo) {
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// println('got v_logo=$sdl.v_logo')
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sdl.tv_logo = vsdl2.create_texture_from_surface(sdl.renderer, sdl.v_logo)
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// println('got tv_logo=$sdl.tv_logo')
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}
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C.SDL_JoystickEventState(C.SDL_ENABLE)
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}
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fn main() {
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println('tVintris -- tribute to venerable Twintris')
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mut game := &Game{ font: 0 }
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game.sdl.jnames[0] = JOYP1NAME
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game.sdl.jnames[1] = JOYP2NAME
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game.sdl.jids[0] = -1
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game.sdl.jids[1] = -1
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game.sdl.set_sdl_context(WinWidth, WinHeight, Title)
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game.font = C.TTF_OpenFont(FontName.str, TextSize)
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seed := time.now().uni
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mut game2 := &Game{ font: 0 }
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game2.sdl = game.sdl
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game2.font = game.font
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game.joy_id = game.sdl.jids[0]
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// println('JOY1 id=${game.joy_id}')
|
||||
game2.joy_id = game.sdl.jids[1]
|
||||
// println('JOY2 id=${game2.joy_id}')
|
||||
|
||||
// delay uses milliseconds so 1000 ms / 30 frames (30fps) roughly = 33.3333 ms/frame
|
||||
time_per_frame := 1000.0 / 30.0
|
||||
|
||||
game.k_fire = P1FIRE
|
||||
game.k_up = P1UP
|
||||
game.k_down = P1DOWN
|
||||
game.k_left = P1LEFT
|
||||
game.k_right = P1RIGHT
|
||||
game.jb_fire = JBP1FIRE
|
||||
game.jh_up = JHP1UP
|
||||
game.jh_down = JHP1DOWN
|
||||
game.jh_left = JHP1LEFT
|
||||
game.jh_right = JHP1RIGHT
|
||||
game.ofs_x = 0
|
||||
game.seed_ini = seed
|
||||
game.init_game()
|
||||
game.state = .running
|
||||
go game.run() // Run the game loop in a new thread
|
||||
|
||||
game2.k_fire = P2FIRE
|
||||
game2.k_up = P2UP
|
||||
game2.k_down = P2DOWN
|
||||
game2.k_left = P2LEFT
|
||||
game2.k_right = P2RIGHT
|
||||
game2.jb_fire = JBP2FIRE
|
||||
game2.jh_up = JHP2UP
|
||||
game2.jh_down = JHP2DOWN
|
||||
game2.jh_left = JHP2LEFT
|
||||
game2.jh_right = JHP2RIGHT
|
||||
game2.ofs_x = WinWidth * 2 / 3
|
||||
game2.seed_ini = seed
|
||||
game2.init_game()
|
||||
game2.state = .running
|
||||
go game2.run() // Run the game loop in a new thread
|
||||
|
||||
mut g := Game{ font: 0 }
|
||||
mut should_close := false
|
||||
mut total_frame_ticks := u64(0)
|
||||
mut total_frames := u32(0)
|
||||
|
||||
for {
|
||||
total_frames += 1
|
||||
start_ticks := vsdl2.get_perf_counter()
|
||||
|
||||
g1 := game
|
||||
g2 := game2
|
||||
// here we determine which game contains most recent state
|
||||
if g1.tetro_total > g.tetro_total {
|
||||
g = *g1
|
||||
}
|
||||
if g2.tetro_total > g.tetro_total {
|
||||
g = *g2
|
||||
}
|
||||
g.draw_begin()
|
||||
|
||||
g1.draw_tetro()
|
||||
g1.draw_field()
|
||||
|
||||
g2.draw_tetro()
|
||||
g2.draw_field()
|
||||
|
||||
g.draw_middle()
|
||||
|
||||
g1.draw_score()
|
||||
g2.draw_score()
|
||||
|
||||
g.draw_stats()
|
||||
|
||||
g.draw_v_logo()
|
||||
g.draw_end()
|
||||
|
||||
// game.handle_events() // CRASHES if done in function ???
|
||||
ev := vsdl2.Event{}
|
||||
for 0 < vsdl2.poll_event(&ev) {
|
||||
match int(ev._type) {
|
||||
C.SDL_QUIT { should_close = true }
|
||||
C.SDL_KEYDOWN {
|
||||
key := int(ev.key.keysym.sym)
|
||||
if key == C.SDLK_ESCAPE {
|
||||
should_close = true
|
||||
break
|
||||
}
|
||||
game.handle_key(key)
|
||||
game2.handle_key(key)
|
||||
}
|
||||
C.SDL_JOYBUTTONDOWN {
|
||||
jb := int(ev.jbutton.button)
|
||||
joyid := int(ev.jbutton.which)
|
||||
// println('JOY BUTTON $jb $joyid')
|
||||
game.handle_jbutton(jb, joyid)
|
||||
game2.handle_jbutton(jb, joyid)
|
||||
}
|
||||
C.SDL_JOYHATMOTION {
|
||||
jh := int(ev.jhat.hat)
|
||||
jv := int(ev.jhat.value)
|
||||
joyid := int(ev.jhat.which)
|
||||
// println('JOY HAT $jh $jv $joyid')
|
||||
game.handle_jhat(jh, jv, joyid)
|
||||
game2.handle_jhat(jh, jv, joyid)
|
||||
}
|
||||
}
|
||||
}
|
||||
if should_close {
|
||||
break
|
||||
}
|
||||
end_ticks := vsdl2.get_perf_counter()
|
||||
|
||||
total_frame_ticks += end_ticks-start_ticks
|
||||
elapsed_time := f64(end_ticks - start_ticks) / f64(vsdl2.get_perf_frequency())
|
||||
// current_fps := 1.0 / elapsed_time
|
||||
|
||||
// should limit system to (1 / time_per_frame) fps
|
||||
vsdl2.delay(u32(math.floor(time_per_frame - elapsed_time)))
|
||||
}
|
||||
if game.font != voidptr(0) {
|
||||
C.TTF_CloseFont(game.font)
|
||||
}
|
||||
if game.sdl.actx.music != voidptr(0) {
|
||||
C.Mix_FreeMusic(game.sdl.actx.music)
|
||||
}
|
||||
C.Mix_CloseAudio()
|
||||
if game.sdl.actx.waves[0] != voidptr(0) {
|
||||
C.Mix_FreeChunk(game.sdl.actx.waves[0])
|
||||
}
|
||||
if game.sdl.actx.waves[1] != voidptr(0) {
|
||||
C.Mix_FreeChunk(game.sdl.actx.waves[1])
|
||||
}
|
||||
if game.sdl.actx.waves[2] != voidptr(0) {
|
||||
C.Mix_FreeChunk(game.sdl.actx.waves[2])
|
||||
}
|
||||
if !isnil(game.sdl.tv_logo) {
|
||||
vsdl2.destroy_texture(game.sdl.tv_logo)
|
||||
}
|
||||
if !isnil(game.sdl.v_logo) {
|
||||
vsdl2.free_surface(game.sdl.v_logo)
|
||||
}
|
||||
}
|
||||
|
||||
enum Action {
|
||||
idle space fire
|
||||
}
|
||||
fn (game mut Game) handle_key(key int) {
|
||||
// global keys
|
||||
mut action := Action(.idle)
|
||||
match key {
|
||||
C.SDLK_SPACE { action = .space }
|
||||
game.k_fire { action = .fire }
|
||||
}
|
||||
|
||||
if action == .space {
|
||||
match game.state {
|
||||
.running {
|
||||
C.Mix_PauseMusic()
|
||||
game.state = .paused
|
||||
}
|
||||
.paused {
|
||||
C.Mix_ResumeMusic()
|
||||
game.state = .running
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if action == .fire {
|
||||
match game.state {
|
||||
.gameover {
|
||||
game.init_game()
|
||||
game.state = .running
|
||||
}
|
||||
}
|
||||
}
|
||||
if game.state != .running { return }
|
||||
// keys while game is running
|
||||
match key {
|
||||
game.k_up { game.rotate_tetro() }
|
||||
game.k_left { game.move_right(-1) }
|
||||
game.k_right { game.move_right(1) }
|
||||
game.k_down { game.move_tetro() } // drop faster when the player presses <down>
|
||||
}
|
||||
}
|
||||
|
||||
fn (game mut Game) handle_jbutton(jb int, joyid int) {
|
||||
if joyid != game.joy_id {
|
||||
return
|
||||
}
|
||||
// global buttons
|
||||
mut action := Action(.idle)
|
||||
match jb {
|
||||
game.jb_fire { action = .fire }
|
||||
}
|
||||
|
||||
if action == .fire {
|
||||
match game.state {
|
||||
.gameover {
|
||||
game.init_game()
|
||||
game.state = .running
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (game mut Game) handle_jhat(jh int, jv int, joyid int) {
|
||||
if joyid != game.joy_id {
|
||||
return
|
||||
}
|
||||
if game.state != .running { return }
|
||||
// println('testing hat values.. joyid=$joyid jh=$jh jv=$jv')
|
||||
// hat values while game is running
|
||||
match jv {
|
||||
game.jh_up { game.rotate_tetro() }
|
||||
game.jh_left { game.move_right(-1) }
|
||||
game.jh_right { game.move_right(1) }
|
||||
game.jh_down { game.move_tetro() } // drop faster when the player presses <down>
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) init_game() {
|
||||
g.score = 0
|
||||
g.tetro_total = 0
|
||||
g.tetro_stats = [0, 0, 0, 0, 0, 0, 0]
|
||||
g.parse_tetros()
|
||||
g.seed = g.seed_ini
|
||||
g.generate_tetro()
|
||||
g.field = []
|
||||
// Generate the field, fill it with 0's, add -1's on each edge
|
||||
for i := 0; i < FieldHeight + 2; i++ {
|
||||
mut row := [0].repeat(FieldWidth + 2)
|
||||
row[0] = - 1
|
||||
row[FieldWidth + 1] = - 1
|
||||
g.field << row
|
||||
}
|
||||
mut first_row := g.field[0]
|
||||
mut last_row := g.field[FieldHeight + 1]
|
||||
for j := 0; j < FieldWidth + 2; j++ {
|
||||
first_row[j] = - 1
|
||||
last_row[j] = - 1
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) parse_tetros() {
|
||||
for b_tetros in BTetros {
|
||||
for b_tetro in b_tetros {
|
||||
for t in parse_binary_tetro(b_tetro) {
|
||||
g.tetros_cache << t
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) run() {
|
||||
for {
|
||||
if g.state == .running {
|
||||
g.move_tetro()
|
||||
n := g.delete_completed_lines()
|
||||
if n > 0 {
|
||||
g.lines += n
|
||||
} else {
|
||||
if g.lines > 0 {
|
||||
if g.lines > 1 {
|
||||
C.Mix_PlayChannel(0, g.sdl.actx.waves[2], 0)
|
||||
} else if g.lines == 1 {
|
||||
C.Mix_PlayChannel(0, g.sdl.actx.waves[1], 0)
|
||||
}
|
||||
g.score += 10 * g.lines * g.lines
|
||||
g.lines = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
time.sleep_ms(TimerPeriod) // medium delay between game step
|
||||
}
|
||||
}
|
||||
|
||||
fn (game mut Game) rotate_tetro() {
|
||||
// Rotate the tetro
|
||||
old_rotation_idx := game.rotation_idx
|
||||
game.rotation_idx++
|
||||
if game.rotation_idx == TetroSize {
|
||||
game.rotation_idx = 0
|
||||
}
|
||||
game.get_tetro()
|
||||
if !game.move_right(0) {
|
||||
game.rotation_idx = old_rotation_idx
|
||||
game.get_tetro()
|
||||
}
|
||||
if game.pos_x < 0 {
|
||||
game.pos_x = 1
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) move_tetro() {
|
||||
// Check each block in current tetro
|
||||
for block in g.tetro {
|
||||
y := block.y + g.pos_y + 1
|
||||
x := block.x + g.pos_x
|
||||
// Reached the bottom of the screen or another block?
|
||||
// TODO: if g.field[y][x] != 0
|
||||
//if g.field[y][x] != 0 {
|
||||
row := g.field[y]
|
||||
if row[x] != 0 {
|
||||
// The new tetro has no space to drop => end of the game
|
||||
if g.pos_y < 2 {
|
||||
g.state = .gameover
|
||||
g.tetro_total = 0
|
||||
return
|
||||
}
|
||||
// Drop it and generate a new one
|
||||
g.drop_tetro()
|
||||
g.generate_tetro()
|
||||
C.Mix_PlayChannel(0, g.sdl.actx.waves[0], 0)
|
||||
return
|
||||
}
|
||||
}
|
||||
g.pos_y++
|
||||
}
|
||||
|
||||
fn (g mut Game) move_right(dx int) bool {
|
||||
// Reached left/right edge or another tetro?
|
||||
for i := 0; i < TetroSize; i++ {
|
||||
tetro := g.tetro[i]
|
||||
y := tetro.y + g.pos_y
|
||||
x := tetro.x + g.pos_x + dx
|
||||
row := g.field[y]
|
||||
if row[x] != 0 {
|
||||
// Do not move
|
||||
return false
|
||||
}
|
||||
}
|
||||
g.pos_x += dx
|
||||
return true
|
||||
}
|
||||
|
||||
fn (g &Game) delete_completed_lines() int {
|
||||
mut n := 0
|
||||
for y := FieldHeight; y >= 1; y-- {
|
||||
n += g.delete_completed_line(y)
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
fn (g &Game) delete_completed_line(y int) int {
|
||||
for x := 1; x <= FieldWidth; x++ {
|
||||
f := g.field[y]
|
||||
if f[x] == 0 {
|
||||
return 0
|
||||
}
|
||||
}
|
||||
// Move everything down by 1 position
|
||||
for yy := y - 1; yy >= 1; yy-- {
|
||||
for x := 1; x <= FieldWidth; x++ {
|
||||
mut a := g.field[yy + 1]
|
||||
b := g.field[yy]
|
||||
a[x] = b[x]
|
||||
}
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
// Draw a rand tetro index
|
||||
fn (g mut Game) rand_tetro() int {
|
||||
cur := g.tetro_next
|
||||
g.tetro_next = rand.rand_r(&g.seed)
|
||||
g.tetro_next = g.tetro_next % BTetros.len
|
||||
return cur
|
||||
}
|
||||
|
||||
// Place a new tetro on top
|
||||
fn (g mut Game) generate_tetro() {
|
||||
g.pos_y = 0
|
||||
g.pos_x = FieldWidth / 2 - TetroSize / 2
|
||||
g.tetro_idx = g.rand_tetro()
|
||||
// println('idx=${g.tetro_idx}')
|
||||
g.tetro_stats[g.tetro_idx] += 1
|
||||
g.tetro_total++
|
||||
g.rotation_idx = 0
|
||||
g.get_tetro()
|
||||
}
|
||||
|
||||
// Get the right tetro from cache
|
||||
fn (g mut Game) get_tetro() {
|
||||
idx := g.tetro_idx * TetroSize * TetroSize + g.rotation_idx * TetroSize
|
||||
g.tetro = g.tetros_cache[idx .. idx + TetroSize]
|
||||
}
|
||||
|
||||
fn (g &Game) drop_tetro() {
|
||||
for i := 0; i < TetroSize; i++ {
|
||||
tetro := g.tetro[i]
|
||||
x := tetro.x + g.pos_x
|
||||
y := tetro.y + g.pos_y
|
||||
// Remember the color of each block
|
||||
// TODO: g.field[y][x] = g.tetro_idx + 1
|
||||
mut row := g.field[y]
|
||||
row[x] = g.tetro_idx + 1
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_tetro() {
|
||||
for i := 0; i < TetroSize; i++ {
|
||||
tetro := g.tetro[i]
|
||||
g.draw_block(g.pos_y + tetro.y, g.pos_x + tetro.x, g.tetro_idx + 1)
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_block(i, j, color_idx int) {
|
||||
rect := vsdl2.Rect {g.ofs_x + (j - 1) * BlockSize, (i - 1) * BlockSize,
|
||||
BlockSize - 1, BlockSize - 1}
|
||||
col := Colors[color_idx]
|
||||
sdl_fill_rect(g.sdl.screen, &rect, &col)
|
||||
}
|
||||
|
||||
fn (g &Game) draw_field() {
|
||||
for i := 1; i < FieldHeight + 1; i++ {
|
||||
for j := 1; j < FieldWidth + 1; j++ {
|
||||
f := g.field[i]
|
||||
if f[j] > 0 {
|
||||
g.draw_block(i, j, f[j])
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_v_logo() {
|
||||
if isnil(g.sdl.tv_logo) {
|
||||
return
|
||||
}
|
||||
texw := 0
|
||||
texh := 0
|
||||
C.SDL_QueryTexture(g.sdl.tv_logo, 0, 0, &texw, &texh)
|
||||
dstrect := vsdl2.Rect { (WinWidth / 2) - (texw / 2), 20, texw, texh }
|
||||
// Currently we can't seem to use vsdl2.render_copy when we need to pass a nil pointer (eg: srcrect to be NULL)
|
||||
// vsdl2.render_copy(g.sdl.renderer, tv_logo, 0, &dstrect)
|
||||
C.SDL_RenderCopy(g.sdl.renderer, g.sdl.tv_logo, voidptr(0), voidptr(&dstrect))
|
||||
}
|
||||
|
||||
fn (g &Game) draw_text(x int, y int, text string, tcol vsdl2.Color) {
|
||||
_tcol := C.SDL_Color{tcol.r, tcol.g, tcol.b, tcol.a}
|
||||
tsurf := C.TTF_RenderText_Solid(g.font, text.str, _tcol)
|
||||
ttext := C.SDL_CreateTextureFromSurface(g.sdl.renderer, tsurf)
|
||||
texw := 0
|
||||
texh := 0
|
||||
C.SDL_QueryTexture(ttext, 0, 0, &texw, &texh)
|
||||
dstrect := vsdl2.Rect { x, y, texw, texh }
|
||||
// vsdl2.render_copy(g.sdl.renderer, ttext, 0, &dstrect)
|
||||
C.SDL_RenderCopy(g.sdl.renderer, ttext, voidptr(0), voidptr(&dstrect))
|
||||
C.SDL_DestroyTexture(ttext)
|
||||
vsdl2.free_surface(tsurf)
|
||||
}
|
||||
|
||||
[inline] fn (g &Game) draw_ptext(x int, y int, text string, tcol vsdl2.Color) {
|
||||
g.draw_text(g.ofs_x + x, y, text, tcol)
|
||||
}
|
||||
|
||||
[live]
|
||||
fn (g &Game) draw_begin() {
|
||||
// println('about to clear')
|
||||
C.SDL_RenderClear(g.sdl.renderer)
|
||||
mut rect := vsdl2.Rect {0,0,g.sdl.w,g.sdl.h}
|
||||
col := vsdl2.Color{byte(00), byte(00), byte(0), byte(0)}
|
||||
// sdl_fill_rect(g.sdl.screen, &rect, BackgroundColor)
|
||||
sdl_fill_rect(g.sdl.screen, &rect, col)
|
||||
|
||||
rect = vsdl2.Rect {BlockSize * FieldWidth + 2,0,2,g.sdl.h}
|
||||
sdl_fill_rect(g.sdl.screen, &rect, ForegroundColor)
|
||||
rect = vsdl2.Rect {WinWidth - BlockSize * FieldWidth - 4,0,2,g.sdl.h}
|
||||
sdl_fill_rect(g.sdl.screen, &rect, ForegroundColor)
|
||||
|
||||
mut idx := 0
|
||||
for st in g.tetro_stats {
|
||||
mut s := 10
|
||||
if g.tetro_total > 0 {
|
||||
s += 90 * st / g.tetro_total
|
||||
}
|
||||
w := BlockSize
|
||||
h := s * 4 * w / 100
|
||||
rect = vsdl2.Rect {(WinWidth - 7 * (w + 1)) / 2 + idx * (w + 1), WinHeight * 3 / 4 - h, w, h}
|
||||
sdl_fill_rect(g.sdl.screen, &rect, Colors[idx + 1])
|
||||
idx++
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_middle() {
|
||||
C.SDL_UpdateTexture(g.sdl.texture, 0, g.sdl.screen.pixels, g.sdl.screen.pitch)
|
||||
// vsdl2.render_copy(g.sdl.renderer, g.sdl.texture, voidptr(0), voidptr(0))
|
||||
C.SDL_RenderCopy(g.sdl.renderer, g.sdl.texture, voidptr(0), voidptr(0))
|
||||
}
|
||||
|
||||
fn (g &Game) draw_score() {
|
||||
if g.font != voidptr(0) {
|
||||
g.draw_ptext(1, 2, 'score: ' + g.score.str() + ' nxt=' + g.tetro_next.str(), TextColor)
|
||||
if g.state == .gameover {
|
||||
g.draw_ptext(1, WinHeight / 2 + 0 * TextSize, 'Game Over', TextColor)
|
||||
g.draw_ptext(1, WinHeight / 2 + 2 * TextSize, 'FIRE to restart', TextColor)
|
||||
} else if g.state == .paused {
|
||||
g.draw_ptext(1, WinHeight / 2 + 0 * TextSize, 'Game Paused', TextColor)
|
||||
g.draw_ptext(1, WinHeight / 2 + 2 * TextSize, 'SPACE to resume', TextColor)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_stats() {
|
||||
if g.font != voidptr(0) {
|
||||
g.draw_text(WinWidth / 3 + 10, WinHeight * 3 / 4 + 0 * TextSize, 'stats: ' + g.tetro_total.str() + ' tetros', TextColor)
|
||||
mut stats := ''
|
||||
for st in g.tetro_stats {
|
||||
mut s := 0
|
||||
if g.tetro_total > 0 {
|
||||
s = 100 * st / g.tetro_total
|
||||
}
|
||||
stats += ' '
|
||||
stats += s.str()
|
||||
}
|
||||
g.draw_text(WinWidth / 3 - 8, WinHeight * 3 / 4 + 2 * TextSize, stats, TextColor)
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_end() {
|
||||
C.SDL_RenderPresent(g.sdl.renderer)
|
||||
}
|
||||
|
||||
fn parse_binary_tetro(t_ int) []Block {
|
||||
mut t := t_
|
||||
res := [Block{}].repeat(4)
|
||||
mut cnt := 0
|
||||
horizontal := t == 9// special case for the horizontal line
|
||||
for i := 0; i <= 3; i++ {
|
||||
// Get ith digit of t
|
||||
p := int(math.pow(10, 3 - i))
|
||||
mut digit := int(t / p)
|
||||
t %= p
|
||||
// Convert the digit to binary
|
||||
for j := 3; j >= 0; j-- {
|
||||
bin := digit % 2
|
||||
digit /= 2
|
||||
if bin == 1 || (horizontal && i == TetroSize - 1) {
|
||||
// TODO: res[cnt].x = j
|
||||
// res[cnt].y = i
|
||||
mut point := &res[cnt]
|
||||
point.x = j
|
||||
point.y = i
|
||||
cnt++
|
||||
}
|
||||
}
|
||||
}
|
||||
return res
|
||||
}
|
4
vlib/sdl/image/README.md
Normal file
4
vlib/sdl/image/README.md
Normal file
@ -0,0 +1,4 @@
|
||||
# SDL2 Image Library
|
||||
Assuming you've installed the dependencies for sdl (already include `SDL2_image` dependency)
|
||||
|
||||
See the Tvintris example for usage
|
29
vlib/sdl/image/image.v
Normal file
29
vlib/sdl/image/image.v
Normal file
@ -0,0 +1,29 @@
|
||||
module image
|
||||
|
||||
#flag linux -lSDL2_image
|
||||
#include <SDL_image.h>
|
||||
|
||||
// following kludge until `sdl2-config ...` is supported also on windows
|
||||
#flag windows -I/msys64/mingw64/include/SDL2
|
||||
#flag windows -L/mingw64/lib -lSDL2_image
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// SDL_Image.h
|
||||
//////////////////////////////////////////////////////////
|
||||
//fn C.IMG_Load_RW(logo &vsdl2.RwOps, free_src int) &vsdl2.Surface
|
||||
fn C.IMG_Init(flags int) int
|
||||
fn C.IMG_Quit()
|
||||
fn C.IMG_Load(file byteptr) voidptr
|
||||
|
||||
pub fn img_init(flags int) int {
|
||||
return C.IMG_Init(flags)
|
||||
}
|
||||
|
||||
pub fn quit() {
|
||||
C.IMG_Quit()
|
||||
}
|
||||
|
||||
pub fn load(file string) &vsdl2.Surface {
|
||||
res := C.IMG_Load(file.str)
|
||||
return res
|
||||
}
|
308
vlib/sdl/sdl.v
Normal file
308
vlib/sdl/sdl.v
Normal file
@ -0,0 +1,308 @@
|
||||
// Copyright(C) 2019 Nicolas Sauzede. All rights reserved.
|
||||
// Use of this source code is governed by an MIT license
|
||||
// that can be found in the LICENSE file.
|
||||
|
||||
module sdl
|
||||
|
||||
#flag linux `sdl2-config --cflags --libs` -lSDL2_ttf -lSDL2_mixer -lSDL2_image
|
||||
#flag darwin `sdl2-config --cflags --libs` -lSDL2_ttf -lSDL2_mixer -lSDL2_image
|
||||
|
||||
//#flag windows `sdl2-config --cflags`
|
||||
//#flag windows `sdl2-config --libs` -lSDL2_ttf -lSDL2_mixer -lSDL2_image
|
||||
//#flag `sdl2-config --cflags --libs` -lSDL2_ttf -lSDL2_mixer -lSDL2_image
|
||||
|
||||
#flag -DSDL_DISABLE_IMMINTRIN_H
|
||||
|
||||
// following kludge until `sdl2-config ...` is supported also on windows
|
||||
#flag windows -I/msys64/mingw64/include/SDL2
|
||||
#flag windows -Dmain=SDL_main
|
||||
#flag windows -L/mingw64/lib -lmingw32 -lSDL2main -lSDL2 -lSDL2_ttf -lSDL2_mixer -lSDL2_image
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_ttf.h>
|
||||
#include <SDL_mixer.h>
|
||||
|
||||
|
||||
//struct C.SDL_Color{
|
||||
pub struct Color{
|
||||
pub:
|
||||
r byte /**< Red value 0-255 */
|
||||
g byte /**< Green value 0-255 */
|
||||
b byte /**< Blue value 0-255 */
|
||||
a byte /**< Alpha value 0-255 */
|
||||
}
|
||||
//type Color C.SDL_Color
|
||||
|
||||
pub struct C.SDL_Color{
|
||||
pub:
|
||||
r byte
|
||||
g byte
|
||||
b byte
|
||||
a byte
|
||||
}
|
||||
|
||||
//struct C.SDL_Rect {
|
||||
pub struct Rect {
|
||||
pub:
|
||||
x int /**< number of pixels from left side of screen */
|
||||
y int /**< num of pixels from top of screen */
|
||||
w int /**< width of rectangle */
|
||||
h int /**< height of rectangle */
|
||||
}
|
||||
//type Rect C.SDL_Rect
|
||||
|
||||
//pub struct C.SDL_Surface {
|
||||
pub struct Surface {
|
||||
pub:
|
||||
flags u32
|
||||
format voidptr
|
||||
w int
|
||||
h int
|
||||
pitch int
|
||||
pixels voidptr
|
||||
userdata voidptr
|
||||
locked int
|
||||
lock_data voidptr
|
||||
clip_rect Rect
|
||||
map voidptr
|
||||
refcount int
|
||||
}
|
||||
//type Surface C.SDL_Surface
|
||||
//type Surface Surface
|
||||
|
||||
/////////////////////////////////////////////////////////
|
||||
|
||||
struct QuitEvent {
|
||||
_type u32 /**< SDL_QUIT */
|
||||
timestamp u32
|
||||
}
|
||||
struct Keysym {
|
||||
pub:
|
||||
scancode int /**< hardware specific scancode */
|
||||
sym int /**< SDL virtual keysym */
|
||||
mod u16 /**< current key modifiers */
|
||||
unused u32 /**< translated character */
|
||||
}
|
||||
struct KeyboardEvent {
|
||||
pub:
|
||||
_type u32 /**< SDL_KEYDOWN or SDL_KEYUP */
|
||||
timestamp u32
|
||||
windowid u32
|
||||
state byte /**< SDL_PRESSED or SDL_RELEASED */
|
||||
repeat byte
|
||||
padding2 byte
|
||||
padding3 byte
|
||||
keysym Keysym
|
||||
}
|
||||
struct JoyButtonEvent {
|
||||
pub:
|
||||
_type u32 /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
|
||||
timestamp u32
|
||||
which int /**< The joystick device index */
|
||||
button byte /**< The joystick button index */
|
||||
state byte /**< SDL_PRESSED or SDL_RELEASED */
|
||||
}
|
||||
struct JoyHatEvent {
|
||||
pub:
|
||||
_type u32 /**< SDL_JOYHATMOTION */
|
||||
timestamp u32
|
||||
which int /**< The joystick device index */
|
||||
hat byte /**< The joystick hat index */
|
||||
value byte /**< The hat position value:
|
||||
* SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
|
||||
* SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
|
||||
* SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
|
||||
* Note that zero means the POV is centered.
|
||||
*/
|
||||
}
|
||||
|
||||
//pub union EventU {
|
||||
pub union Event {
|
||||
pub:
|
||||
_type u32
|
||||
quit QuitEvent
|
||||
key KeyboardEvent
|
||||
jbutton JoyButtonEvent
|
||||
jhat JoyHatEvent
|
||||
_pad56 [56]byte
|
||||
}
|
||||
//type Event EventU
|
||||
|
||||
|
||||
//struct C.SDL_AudioSpec {
|
||||
pub struct AudioSpec {
|
||||
pub:
|
||||
mut:
|
||||
freq int /**< DSP frequency -- samples per second */
|
||||
format u16 /**< Audio data format */
|
||||
channels byte /**< Number of channels: 1 mono, 2 stereo */
|
||||
silence byte /**< Audio buffer silence value (calculated) */
|
||||
samples u16 /**< Audio buffer size in samples (power of 2) */
|
||||
size u32 /**< Necessary for some compile environments */
|
||||
callback voidptr
|
||||
userdata voidptr
|
||||
}
|
||||
|
||||
// pub struct RwOps {
|
||||
// pub:
|
||||
// mut:
|
||||
// seek voidptr
|
||||
// read voidptr
|
||||
// write voidptr
|
||||
// close voidptr
|
||||
// type_ u32
|
||||
// hidden voidptr
|
||||
// }
|
||||
//type AudioSpec C.voidptrioSpec
|
||||
|
||||
type atexit_func_t fn ()
|
||||
fn C.atexit(atexit_func_t)
|
||||
|
||||
///////////////////////////////////////////////////
|
||||
fn C.SDL_MapRGB(fmt voidptr byte, g byte, b byte) u32
|
||||
fn C.SDL_CreateRGBSurface(flags u32, width int, height int, depth int, Rmask u32, Gmask u32, Bmask u32, Amask u32) voidptr
|
||||
fn C.SDL_PollEvent(&Event) int
|
||||
fn C.SDL_NumJoysticks() int
|
||||
fn C.SDL_JoystickNameForIndex(device_index int) voidptr
|
||||
fn C.SDL_RenderCopy(renderer voidptr, texture voidptr, srcrect voidptr, dstrect voidptr) int
|
||||
fn C.SDL_CreateWindow(title byteptr, x int, y int, w int, h int, flags u32) voidptr
|
||||
fn C.SDL_CreateWindowAndRenderer(width int, height int, window_flags u32, window &voidptr, renderer &voidptr) int
|
||||
fn C.SDL_DestroyWindow(window voidptr)
|
||||
fn C.SDL_GetWindowSize(window voidptr, w voidptr, h voidptr)
|
||||
fn C.SDL_SetHint(name byteptr, value byteptr) C.SDL_bool
|
||||
//fn C.SDL_RWFromFile(byteptr, byteptr) &RwOps
|
||||
//fn C.SDL_CreateTextureFromSurface(renderer &C.SDL_Renderer, surface &C.SDL_Surface) &C.SDL_Texture
|
||||
fn C.SDL_CreateTextureFromSurface(renderer voidptr, surface voidptr) voidptr
|
||||
fn C.SDL_CreateTexture(renderer voidptr, format u32, access int, w int, h int) voidptr
|
||||
fn C.SDL_FillRect(dst voidptr, dstrect voidptr, color u32) int
|
||||
fn C.SDL_RenderPresent(renderer voidptr)
|
||||
fn C.SDL_RenderClear(renderer voidptr) int
|
||||
fn C.SDL_UpdateTexture(texture voidptr, rect voidptr, pixels voidptr, pitch int) int
|
||||
fn C.SDL_QueryTexture(texture voidptr, format voidptr, access voidptr, w voidptr, h voidptr) int
|
||||
fn C.SDL_DestroyTexture(texture voidptr)
|
||||
fn C.SDL_FreeSurface(surface voidptr)
|
||||
fn C.SDL_Init(flags u32) int
|
||||
fn C.SDL_Quit()
|
||||
fn C.SDL_SetWindowTitle(window voidptr, title byteptr)
|
||||
// following is wrong : SDL_Zero is a macro accepting an argument
|
||||
fn C.SDL_zero()
|
||||
fn C.SDL_LoadWAV(file byteptr, spec voidptr, audio_buf voidptr, audio_len voidptr) voidptr
|
||||
fn C.SDL_FreeWAV(audio_buf voidptr)
|
||||
fn C.SDL_OpenAudio(desired voidptr, obtained voidptr) int
|
||||
fn C.SDL_CloseAudio()
|
||||
fn C.SDL_PauseAudio(pause_on int)
|
||||
fn C.SDL_JoystickOpen(device_index int) int
|
||||
fn C.SDL_JoystickEventState(state int) int
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// SDL_Timer.h
|
||||
//////////////////////////////////////////////////////////
|
||||
fn C.SDL_GetTicks() u32
|
||||
fn C.SDL_TICKS_PASSED(a,b u32) bool
|
||||
fn C.SDL_GetPerformanceCounter() u64
|
||||
fn C.SDL_GetPerformanceFrequency() u64
|
||||
fn C.SDL_Delay(ms u32)
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// TTF
|
||||
//////////////////////////////////////////////////////////
|
||||
fn C.TTF_Init() int
|
||||
fn C.TTF_Quit()
|
||||
fn C.TTF_OpenFont(file byteptr, ptsize int) voidptr
|
||||
fn C.TTF_CloseFont(font voidptr)
|
||||
//fn C.TTF_RenderText_Solid(voidptr, voidptr, SdlColor) voidptr
|
||||
fn C.TTF_RenderText_Solid(voidptr, voidptr, C.SDL_Color) voidptr
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// MIX
|
||||
//////////////////////////////////////////////////////////
|
||||
fn C.Mix_Init(flags int) int
|
||||
fn C.Mix_OpenAudio(frequency int, format u16, channels int, chunksize int) int
|
||||
fn C.Mix_LoadMUS(file byteptr) voidptr
|
||||
fn C.Mix_LoadWAV(file byteptr) voidptr
|
||||
fn C.Mix_PlayMusic(music voidptr, loops int) int
|
||||
fn C.Mix_VolumeMusic(volume int) int
|
||||
fn C.Mix_FreeMusic(music voidptr)
|
||||
fn C.Mix_CloseAudio()
|
||||
fn C.Mix_FreeChunk(chunk voidptr)
|
||||
fn C.Mix_PauseMusic()
|
||||
fn C.Mix_ResumeMusic()
|
||||
fn C.Mix_PlayChannel(channel int, chunk voidptr, loops int) int
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// GL
|
||||
//////////////////////////////////////////////////////////
|
||||
fn C.SDL_GL_SetAttribute(attr int, value int) int
|
||||
fn C.SDL_GL_CreateContext(window voidptr) voidptr
|
||||
fn C.SDL_GL_MakeCurrent(window voidptr, context voidptr) int
|
||||
fn C.SDL_GL_SetSwapInterval(interval int) int
|
||||
fn C.SDL_GL_SwapWindow(window voidptr)
|
||||
fn C.SDL_GL_DeleteContext(context voidptr)
|
||||
|
||||
pub fn create_texture_from_surface(renderer voidptr, surface &Surface) voidptr {
|
||||
return C.SDL_CreateTextureFromSurface(renderer, voidptr(surface))
|
||||
}
|
||||
|
||||
pub fn create_window_and_renderer(width int, height int, window_flags u32, window voidptr, renderer voidptr) int {
|
||||
return C.SDL_CreateWindowAndRenderer(width, height, window_flags, window, renderer)
|
||||
}
|
||||
|
||||
pub fn joystick_name_for_index(device_index int) byteptr {
|
||||
return byteptr(C.SDL_JoystickNameForIndex(device_index))
|
||||
}
|
||||
|
||||
pub fn fill_rect(screen &Surface, rect &Rect, _col &Color) {
|
||||
col := C.SDL_MapRGB(screen.format, _col.r, _col.g, _col.b)
|
||||
_screen := voidptr(screen)
|
||||
_rect := voidptr(rect)
|
||||
C.SDL_FillRect(_screen, _rect, col)
|
||||
}
|
||||
|
||||
pub fn create_rgb_surface(flags u32, width int, height int, depth int, rmask u32, gmask u32, bmask u32, amask u32) &Surface {
|
||||
res := C.SDL_CreateRGBSurface(flags, width, height, depth, rmask, gmask, bmask, amask)
|
||||
return res
|
||||
}
|
||||
|
||||
pub fn render_copy(renderer voidptr, texture voidptr, srcrect &Rect, dstrect &Rect) int {
|
||||
_srcrect := voidptr(srcrect)
|
||||
_dstrect := voidptr(dstrect)
|
||||
return C.SDL_RenderCopy(renderer, texture, _srcrect, _dstrect)
|
||||
}
|
||||
|
||||
pub fn poll_event(event &Event) int {
|
||||
return C.SDL_PollEvent(voidptr(event))
|
||||
}
|
||||
|
||||
pub fn destroy_texture(text voidptr) {
|
||||
C.SDL_DestroyTexture(text)
|
||||
}
|
||||
|
||||
pub fn free_surface(surf &Surface) {
|
||||
_surf := voidptr(surf)
|
||||
C.SDL_FreeSurface(_surf)
|
||||
}
|
||||
|
||||
pub fn get_ticks() u32 {
|
||||
return C.SDL_GetTicks()
|
||||
}
|
||||
|
||||
pub fn ticks_passed(a, b u32) bool {
|
||||
return C.SDL_TICKS_PASSED(a,b)
|
||||
}
|
||||
|
||||
pub fn get_perf_counter() u64 {
|
||||
return C.SDL_GetPerformanceCounter()
|
||||
}
|
||||
|
||||
pub fn get_perf_frequency() u64 {
|
||||
return C.SDL_GetPerformanceFrequency()
|
||||
}
|
||||
|
||||
pub fn delay(ms u32) {
|
||||
C.SDL_Delay(ms)
|
||||
}
|
||||
|
||||
pub const (
|
||||
version = '0.2' // hack to avoid unused module warning in the main program
|
||||
)
|
Loading…
Reference in New Issue
Block a user