#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" void platform_init() { InitWindow(screenWidth, screenHeight, "eco2d"); SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT); SetTargetFPS(60); screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); 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(); } 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; 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); // NOTE(zaklaus): NEW! mouse movement if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) { 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); x = mouse_pos.x; y = mouse_pos.y; } game_action_send_keystate(x, y, use, sprint); } // 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(); debug_draw(); display_conn_status(); } 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; }