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#include <stddef.h>
#include <stdint.h>

typedef struct {
	int x, y, w, h;
	unsigned char r, g, b, a;
} DrawElement;

typedef struct {
	int len;
	DrawElement els[256];
} DrawList;

#define MEM_SIZE (1<<16)

typedef struct {
	char *start;
	char *end;
} Arena;

#define new(a, c, t) ((t *) alloc(a, c, sizeof(t), _Alignof(t)))
#define affirm(c) while (!(c)) *(volatile int *)0 = 0

static void *alloc(Arena *a, ptrdiff_t count, ptrdiff_t size, ptrdiff_t align) {
	ptrdiff_t pad = -(size_t) a->start & (align - 1);
	affirm(count < (a->end - a->start - pad) / size);
	char *r = a->start + pad;
	a->start += pad + size * count;
	for (ptrdiff_t i = 0; i < count * size; i++) {
		r[i] = 0;
	}

	return r;
}

typedef struct {
	int width, height;
} UI;

typedef struct {
	int x, y;
} State;

// Mirror these in src/index.html.in
enum {
	INPUT_NONE,
	INPUT_UP,
	INPUT_DOWN,
	INPUT_LEFT,
	INPUT_RIGHT,
};

typedef struct {
	State state;
	UI ui;
	int input;
} Game;

static DrawList *render(State state, UI *ui, Arena *a) {
	(void) ui;

	DrawList *drawList = new(a, 1, DrawList);
	drawList->len = 1;
	drawList->els[0] = (DrawElement) {
		.x = state.x,
		.y = state.y,
		.w = 100,
		.h = 100,
		.r = 255,
		.g = 0,
		.b = 0,
		.a = 255,
	};

	return drawList;
}

static void update(Game *game, Arena a) {
	switch (game->input) {
		case INPUT_UP:
			game->state.y -= 20;
			break;
		case INPUT_DOWN:
			game->state.y += 20;
			break;
		case INPUT_LEFT:
			game->state.x -= 20;
			break;
		case INPUT_RIGHT:
			game->state.x += 20;
			break;
		default:
			break;
	}
}

#if SDL

#include <SDL3/SDL.h>

int main(int argc, char **argv) {
	(void) argc;
	(void) argv;

	char *mem = SDL_malloc(MEM_SIZE);
	Arena a = {
		.start = mem,
		.end = mem + MEM_SIZE,
	};

	Game *game = new(&a, 1, Game);
	game->state = (State) {
		.x = 100,
		.y = 100,
	};
	game->ui = (UI) {
		.width = 640,
		.height = 480,
	};

	SDL_Init(SDL_INIT_VIDEO);
	SDL_Window *w = SDL_CreateWindow(
		"LDJam 57",
		game->ui.width,
		game->ui.height,
		0
	);
	SDL_PropertiesID renderProps = SDL_CreateProperties();
	SDL_SetPointerProperty(renderProps, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, w);
	SDL_SetNumberProperty(renderProps, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, 1);
	SDL_Renderer *r = SDL_CreateRendererWithProperties(renderProps);
	SDL_DestroyProperties(renderProps);
	
	for (;;) {
		game->input = INPUT_NONE;
		SDL_Event e = {0};
		while (SDL_PollEvent(&e)) {
			switch (e.type) {
				case SDL_EVENT_QUIT:
					return 0;
				case SDL_EVENT_KEY_DOWN:
					switch (e.key.key) {
						case 'w':
							game->input = INPUT_UP;
							break;
						case 'a':
							game->input = INPUT_LEFT;
							break;
						case 's':
							game->input = INPUT_DOWN;
							break;
						case 'd':
							game->input = INPUT_RIGHT;
							break;
					}
					break;
			}
		}

		Arena scratch = a;
		DrawList *drawList = render(game->state, &game->ui, &scratch);
		SDL_SetRenderDrawColor(r, 0, 0, 0, 255);
		SDL_RenderFillRect(r, NULL);
		for (int i = 0; i < drawList->len; i++) {
			SDL_SetRenderDrawColor(
				r,
				drawList->els[i].r,
				drawList->els[i].g,
				drawList->els[i].b,
				drawList->els[i].a
			);
			SDL_FRect rect = {
				.x = (float) drawList->els[i].x,
				.y = (float) drawList->els[i].y,
				.w = (float) drawList->els[i].w,
				.h = (float) drawList->els[i].h
			};
			SDL_RenderFillRect(r, &rect);
		}

		update(game, a);

		SDL_RenderPresent(r);
	}

	return 0;
}

#elif WASM

static Game *game;
static Arena perm;

__attribute((export_name("game_init")))
void game_init(void) {
	static char heap[MEM_SIZE];
	perm.start = heap;
	perm.end = heap + MEM_SIZE;

	game = new(&perm, 1, Game);
	game->state = (State) {
		.x = 100,
		.y = 100,
	};
}

__attribute((export_name("game_render")))
DrawList *game_render(int width, int height) {
	game->ui.width = width;
	game->ui.height = height;
	Arena scratch = perm;
	return render(game->state, &game->ui, &scratch);
}

__attribute((export_name("game_update")))
void game_update(int input) {
	game->input = input;
	update(game, perm);
}

#endif