eco2d/code/foundation/src/platform/arch.h

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2022-09-29 11:59:51 +00:00
#pragma once
#include "platform/system.h"
#if defined(PLATFORM_WEB)
#include <emscripten.h>
#ifdef ARCH_IMPL
EM_JS(int, canvas_get_width, (), {
return canvas.width;
});
EM_JS(int, canvas_get_height, (), {
return canvas.height;
});
void UpdateDrawFrame(void) {
reset_cached_time();
profile (PROF_MAIN_LOOP) {
game_input();
game_update();
game_render();
}
profiler_collate();
}
#else
void UpdateDrawFrame(void);
#endif
#endif
#ifdef ARCH_IMPL
static uint16_t screenWidth = 1024;
static uint16_t screenHeight = 768;
static float target_zoom = 0.6f;
static bool request_shutdown;
static float temp_time = 0.0f;
float get_cached_time(void) {
return temp_time;
}
void reset_cached_time(void) {
temp_time = (float)zpl_time_rel();
}
void game_run(void) {
#if !defined(PLATFORM_WEB)
while (game_is_running()) {
reset_cached_time();
profile (PROF_MAIN_LOOP) {
game_input();
game_update();
game_render();
}
profiler_collate();
}
#else
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#endif
}
void platform_create_window(const char *title) {
SetTraceLogLevel(LOG_ERROR);
#if defined(PLATFORM_WEB)
screenWidth = (uint16_t)canvas_get_width();
screenHeight = (uint16_t)canvas_get_height();
#endif
InitWindow(screenWidth, screenHeight, title);
SetWindowState(/*FLAG_WINDOW_UNDECORATED|*/FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
#if !defined(PLATFORM_WEB)
screenWidth = (uint16_t)GetScreenWidth();
screenHeight = (uint16_t)GetScreenHeight();
#endif
// ToggleFullscreen();
// SetTargetFPS(60.0);
}
void platform_resize_window() {
#if !defined(PLATFORM_WEB)
screenWidth = (uint16_t)GetScreenWidth();
screenHeight = (uint16_t)GetScreenHeight();
#else
uint16_t newScreenWidth = (uint16_t)canvas_get_width();
uint16_t newScreenHeight = (uint16_t)canvas_get_height();
if (newScreenWidth != screenWidth || newScreenHeight != screenHeight) {
screenWidth = newScreenWidth;
screenHeight = newScreenHeight;
SetWindowSize(screenWidth, screenHeight);
}
#endif
}
void platform_get_block_realpos(float *x, float *y){
camera cam = camera_get();
Vector2 mpos = GetMousePosition();
entity_view *e = game_world_view_active_get_entity(cam.ent_id);
if (!e) return;
float zoom = renderer_zoom_get();
mpos.x -= screenWidth/2.0f;
mpos.y -= screenHeight/2.0f;
cam.x += mpos.x*(1.0f/zoom);
cam.y += mpos.y*(1.0f/zoom);
cam.x = ((int32_t)cam.x / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
cam.y = ((int32_t)cam.y / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
cam.x += WORLD_BLOCK_SIZE/2.0f;
cam.y += WORLD_BLOCK_SIZE/2.0f;
if (x) *x = (float)cam.x;
if (y) *y = (float)cam.y;
}
float platform_frametime() {
return GetFrameTime();
}
float platform_zoom_get(void) {
return target_zoom;
}
void platform_request_close(void) {
request_shutdown = true;
}
uint8_t platform_is_running() {
return !WindowShouldClose();
}
#else
void game_run(void);
#endif