eco2d/code/game/src/platform_raylib.c

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C
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#include "platform.h"
#include "raylib.h"
#include "raymath.h"
#include "network.h"
#include "game.h"
#include "entity_view.h"
#include "prediction.h"
#include "camera.h"
#include "math.h"
#include "world/blocks.h"
#include "assets.h"
#include "profiler.h"
#include "debug_ui.h"
#include "utils/raylib_helpers.h"
static uint16_t screenWidth = 1600;
static uint16_t screenHeight = 900;
static float target_zoom = 1.5f;
static bool request_shutdown;
#define GFX_KIND 2
#include "renderer_bridge.c"
// NOTE(zaklaus): add-ins
#include "gui/inventory.c"
#include "gui/build_mode.c"
void platform_init() {
InitWindow(screenWidth, screenHeight, "eco2d");
SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
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// ToggleFullscreen();
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// SetTargetFPS(60.0);
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renderer_init();
}
void display_conn_status() {
if (game_is_networked()) {
if (network_client_is_connected()) {
DrawText("Connection: online", 5, 5, 12, GREEN);
} else {
DrawText("Connection: offline", 5, 5, 12, RED);
}
} else {
DrawText("Connection: single-player", 5, 5, 12, BLUE);
}
}
void platform_shutdown() {
renderer_shutdown();
CloseWindow();
}
uint8_t platform_is_running() {
return !WindowShouldClose();
}
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static game_keystate_data last_input_data = {0};
void platform_input_update_input_frame(game_keystate_data data) {
// NOTE(zaklaus): Test if there are any changes
if (data.x != last_input_data.x) goto send_data;
if (data.y != last_input_data.y) goto send_data;
if (data.use != last_input_data.use) goto send_data;
if (data.sprint != last_input_data.sprint) goto send_data;
if (data.ctrl != last_input_data.ctrl) goto send_data;
if (data.selected_item != last_input_data.selected_item) goto send_data;
if (data.drop != last_input_data.drop) goto send_data;
if (data.swap != last_input_data.swap) goto send_data;
if (data.swap_from != last_input_data.swap_from) goto send_data;
if (data.swap_to != last_input_data.swap_to) goto send_data;
if (data.placement_num != last_input_data.placement_num) goto send_data;
if (zpl_memcompare(data.placements, last_input_data.placements, zpl_size_of(data.placements))) goto send_data;
return;
send_data:
last_input_data = data;
game_action_send_keystate(&data);
}
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void platform_input() {
float mouse_z = (GetMouseWheelMove()*0.5f);
if (mouse_z != 0.0f) {
target_zoom = zpl_clamp(target_zoom+mouse_z, 0.1f, 10.0f);
}
// NOTE(zaklaus): keystate handling
{
float x=0.0f, y=0.0f;
uint8_t use, sprint, drop, ctrl;
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f;
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f;
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f;
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f;
use = IsKeyPressed(KEY_SPACE);
sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
drop = IsKeyPressed(KEY_G) || inv_drop_item;
// NOTE(zaklaus): NEW! mouse movement
Vector2 mouse_pos = GetMousePosition();
mouse_pos.x /= screenWidth;
mouse_pos.y /= screenHeight;
mouse_pos.x -= 0.5f;
mouse_pos.y -= 0.5f;
mouse_pos = Vector2Normalize(mouse_pos);
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) {
x = mouse_pos.x;
y = -mouse_pos.y;
}
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game_keystate_data in_data = {
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.x = x,
.y = y,
.mx = mouse_pos.x,
.my = mouse_pos.y,
.use = use,
.sprint = sprint,
.ctrl = ctrl,
.drop = drop,
.selected_item = inv_selected_item,
.swap = inv_swap,
.swap_from = inv_swap_from,
.swap_to = inv_swap_to,
};
if (build_submit_placements) {
build_submit_placements = false;
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in_data.placement_num = build_num_placements;
zpl_memcopy(in_data.placements, build_placements, build_num_placements*zpl_size_of(item_placement));
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}
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platform_input_update_input_frame(in_data);
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}
// NOTE(zaklaus): cycle through viewers
{
if (IsKeyPressed(KEY_Q)) {
game_world_view_cycle_active(-1);
}
else if (IsKeyPressed(KEY_E)) {
game_world_view_cycle_active(1);
}
}
// NOTE(zaklaus): switch render modes
{
if (IsKeyPressed(KEY_O)) {
renderer_switch(1-gfx_kind);
}
}
// NOTE(zaklaus): toggle debug drawing
#ifndef ECO2D_PROD
{
if (IsKeyPressed(KEY_T)) {
debug_draw_enable(!debug_draw_state());
}
}
#endif
}
void platform_render() {
profile(PROF_ENTITY_LERP) {
game_world_view_active_entity_map(lerp_entity_positions);
game_world_view_active_entity_map(do_entity_fadeinout);
}
BeginDrawing();
{
profile (PROF_RENDER) {
renderer_draw();
}
renderer_debug_draw();
{
// NOTE(zaklaus): add-ins
inventory_draw();
buildmode_draw();
}
display_conn_status();
debug_draw();
}
EndDrawing();
if (request_shutdown) {
CloseWindow();
}
}
float platform_frametime() {
return GetFrameTime();
}
float platform_zoom_get(void) {
return target_zoom;
}
void platform_request_close(void) {
request_shutdown = true;
}