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main.cpp
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/*
* Fade To Black engine rewrite
* Copyright (C) 2006-2012 Gregory Montoir ([email protected])
*/
#include <SDL.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include "stub.h"
const char *g_caption = "Fade2Black/OpenGL";
static const char *kIconBmp = "icon.bmp";
static float gAspectRatio;
static const int kDefaultW = 640;
static const int kDefaultH = 480;
static int gWindowW = kDefaultW;
static int gWindowH = kDefaultH;
static float _aspectRatio[4];
static int gScale = 2;
static int gSaveSlot = 1;
static const int kTickDuration = 50;
static const char *kControlsCfg = "controls.cfg";
static const int kJoystickDefaultIndex = 0;
static const int kJoystickCommitValue = 16384;
static const int kJoystickMapSize = 8;
static int gJoystickMap[kJoystickMapSize];
static const int kGamepadMapSize = SDL_CONTROLLER_BUTTON_MAX;
static int gGamepadMap[kGamepadMapSize];
static const int gKeyScancodeMapSize = 512;
static int gKeyScancodeMap[gKeyScancodeMapSize];
static int readKeyMap(FILE *fp) {
static const char *kKeyboardScancode = "keyboard.scancode.";
static const char *kGamepadButton = "gamepad.button.";
static const char *kJoystickButton = "joystick.button.";
static const struct {
const char *keyword;
int keyMapping;
} mappings[] = {
{ "gun_mode", kKeyCodeAlt },
{ "shoot", kKeyCodeCtrl },
{ "walk", kKeyCodeShift },
{ "activate", kKeyCodeSpace },
{ "reload_gun", kKeyCodeReturn },
{ "change_inventory", kKeyCodeTab },
{ "escape", kKeyCodeEscape },
{ "inventory", kKeyCodeI },
{ "jump", kKeyCodeJ },
{ "use", kKeyCodeU },
{ "item1", kKeyCode1 },
{ "item2", kKeyCode2 },
{ "item3", kKeyCode3 },
{ "item4", kKeyCode4 },
{ "item5", kKeyCode5 },
{ "foot_step", kKeyCodePageUp },
{ "back_step", kKeyCodePageDown },
{ 0, -1 }
};
static const struct {
const char *name;
int code;
} buttons[] = {
{ "back", SDL_CONTROLLER_BUTTON_BACK },
{ "guide", SDL_CONTROLLER_BUTTON_GUIDE },
{ "start", SDL_CONTROLLER_BUTTON_START },
{ "leftstick", SDL_CONTROLLER_BUTTON_LEFTSTICK },
{ "leftshoulder", SDL_CONTROLLER_BUTTON_LEFTSHOULDER },
{ "rightstick", SDL_CONTROLLER_BUTTON_RIGHTSTICK },
{ "rightshoulder", SDL_CONTROLLER_BUTTON_RIGHTSHOULDER },
{ "a", SDL_CONTROLLER_BUTTON_A },
{ "b", SDL_CONTROLLER_BUTTON_B },
{ "x", SDL_CONTROLLER_BUTTON_X },
{ "y", SDL_CONTROLLER_BUTTON_Y },
{ 0, -1 }
};
int lineNumber = 0;
int mappingCount = 0;
char buf[256];
while (fgets(buf, sizeof(buf), fp)) {
++lineNumber;
if (buf[0] == '#') {
continue;
}
const char *p = strchr(buf, '=');
if (p) {
++p;
while (*p && isspace(*p)) {
++p;
}
int keyMapping = -1;
if (*p) {
for (int i = 0; mappings[i].keyword; ++i) {
if (strncmp(p, mappings[i].keyword, strlen(mappings[i].keyword)) == 0) {
keyMapping = mappings[i].keyMapping;
break;
}
}
}
if (keyMapping == -1) {
fprintf(stderr, "Unknown key mapping '%s' (line %d)\n", p, lineNumber);
continue;
}
if (strncmp(buf, kKeyboardScancode, strlen(kKeyboardScancode)) == 0) {
int scancode = atoi(buf + strlen(kKeyboardScancode));
if (scancode >= 0 && scancode < gKeyScancodeMapSize) {
gKeyScancodeMap[scancode] = keyMapping;
++mappingCount;
} else {
fprintf(stderr, "Unhandled scancode %d (line %d)\n", scancode, lineNumber);
}
} else if (strncmp(buf, kGamepadButton, strlen(kGamepadButton)) == 0) {
const char *name = buf + strlen(kGamepadButton);
for (int i = 0; buttons[i].name; ++i) {
if (strncmp(name, buttons[i].name, strlen(buttons[i].name)) == 0) {
int button = buttons[i].code;
if (button >= 0 && button < kGamepadMapSize) {
gGamepadMap[button] = keyMapping;
++mappingCount;
} else {
fprintf(stderr, "Unhandled gamepad button %d (line %d)\n", button, lineNumber);
}
break;
}
}
} else if (strncmp(buf, kJoystickButton, strlen(kJoystickButton)) == 0) {
int button = atoi(buf + strlen(kJoystickButton));
if (button >= 0 && button < kJoystickMapSize) {
gJoystickMap[button] = keyMapping;
++mappingCount;
} else {
fprintf(stderr, "Unhandled joystick button %d (line %d)\n", button, lineNumber);
}
}
}
}
return mappingCount;
}
static void setupKeyMap() {
// keyboard
gKeyScancodeMap[SDL_SCANCODE_LEFT] = kKeyCodeLeft;
gKeyScancodeMap[SDL_SCANCODE_RIGHT] = kKeyCodeRight;
gKeyScancodeMap[SDL_SCANCODE_UP] = kKeyCodeUp;
gKeyScancodeMap[SDL_SCANCODE_DOWN] = kKeyCodeDown;
// gamepad
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_UP] = kKeyCodeUp;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_DOWN] = kKeyCodeDown;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_LEFT] = kKeyCodeLeft;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] = kKeyCodeRight;
// read controls mapping from file
FILE *fp = fopen(kControlsCfg, "rb");
if (fp) {
const int mappingCount = readKeyMap(fp);
fclose(fp);
// use built-in mapping if no keys have been mapped
if (mappingCount != 0) {
return;
}
}
// keyboard
gKeyScancodeMap[SDL_SCANCODE_LALT] = kKeyCodeAlt;
gKeyScancodeMap[SDL_SCANCODE_RALT] = kKeyCodeAlt;
gKeyScancodeMap[SDL_SCANCODE_LSHIFT] = kKeyCodeShift;
gKeyScancodeMap[SDL_SCANCODE_RSHIFT] = kKeyCodeShift;
gKeyScancodeMap[SDL_SCANCODE_LCTRL] = kKeyCodeCtrl;
gKeyScancodeMap[SDL_SCANCODE_RCTRL] = kKeyCodeCtrl;
gKeyScancodeMap[SDL_SCANCODE_SPACE] = kKeyCodeSpace;
gKeyScancodeMap[SDL_SCANCODE_RETURN] = kKeyCodeReturn;
gKeyScancodeMap[SDL_SCANCODE_TAB] = kKeyCodeTab;
gKeyScancodeMap[SDL_SCANCODE_ESCAPE] = kKeyCodeEscape;
gKeyScancodeMap[SDL_SCANCODE_I] = kKeyCodeI;
gKeyScancodeMap[SDL_SCANCODE_J] = kKeyCodeJ;
gKeyScancodeMap[SDL_SCANCODE_U] = kKeyCodeU;
gKeyScancodeMap[SDL_SCANCODE_V] = kKeyCodeAlt;
gKeyScancodeMap[SDL_SCANCODE_B] = kKeyCodeCtrl;
gKeyScancodeMap[SDL_SCANCODE_H] = kKeyCodeFarNear;
gKeyScancodeMap[SDL_SCANCODE_K] = kKeyCodeFarNear;
gKeyScancodeMap[SDL_SCANCODE_PAGEUP] = kKeyCodePageUp;
gKeyScancodeMap[SDL_SCANCODE_PAGEDOWN] = kKeyCodePageDown;
for (int i = 0; i < 5; ++i) {
gKeyScancodeMap[SDL_SCANCODE_1 + i] = kKeyCode1 + i;
}
// joystick buttons
gJoystickMap[0] = kKeyCodeAlt;
gJoystickMap[1] = kKeyCodeShift;
gJoystickMap[2] = kKeyCodeCtrl;
gJoystickMap[3] = kKeyCodeSpace;
gJoystickMap[4] = kKeyCodeI;
gJoystickMap[5] = kKeyCodeJ;
gJoystickMap[6] = kKeyCodeU;
gJoystickMap[7] = kKeyCodeReturn;
// gamecontroller buttons
gGamepadMap[SDL_CONTROLLER_BUTTON_A] = kKeyCodeAlt;
gGamepadMap[SDL_CONTROLLER_BUTTON_B] = kKeyCodeSpace;
gGamepadMap[SDL_CONTROLLER_BUTTON_X] = kKeyCodeCtrl;
gGamepadMap[SDL_CONTROLLER_BUTTON_Y] = kKeyCodeU;
gGamepadMap[SDL_CONTROLLER_BUTTON_BACK] = kKeyCodeEscape;
gGamepadMap[SDL_CONTROLLER_BUTTON_GUIDE] = kKeyCodeI;
gGamepadMap[SDL_CONTROLLER_BUTTON_START] = kKeyCodeI;
gGamepadMap[SDL_CONTROLLER_BUTTON_LEFTSTICK] = kKeyCodeJ;
gGamepadMap[SDL_CONTROLLER_BUTTON_LEFTSHOULDER] = kKeyCodeJ;
gGamepadMap[SDL_CONTROLLER_BUTTON_RIGHTSTICK] = kKeyCodeShift;
gGamepadMap[SDL_CONTROLLER_BUTTON_RIGHTSHOULDER] = kKeyCodeShift;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_UP] = kKeyCodeUp;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_DOWN] = kKeyCodeDown;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_LEFT] = kKeyCodeLeft;
gGamepadMap[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] = kKeyCodeRight;
}
static void lockAudio(int lock) {
if (lock) {
SDL_LockAudio();
} else {
SDL_UnlockAudio();
}
}
static void setupAudio(GameStub *stub) {
SDL_AudioSpec desired;
memset(&desired, 0, sizeof(desired));
desired.freq = 22050;
desired.format = AUDIO_S16SYS;
desired.channels = 2;
desired.samples = 4096;
StubMixProc mix = stub->getMixProc(desired.freq, desired.format, lockAudio);
if (mix.proc) {
desired.callback = mix.proc;
desired.userdata = mix.data;
if (SDL_OpenAudio(&desired, 0) == 0) {
SDL_PauseAudio(0);
}
}
}
static void setAspectRatio(int w, int h) {
const float currentAspectRatio = w / (float)h;
// pillar box
if (currentAspectRatio > gAspectRatio) {
const float inset = 1. - gAspectRatio / currentAspectRatio;
_aspectRatio[0] = inset / 2;
_aspectRatio[1] = 0.;
_aspectRatio[2] = 1. - inset;
_aspectRatio[3] = 1.;
return;
}
// letter box
if (currentAspectRatio < gAspectRatio) {
const float inset = 1. - currentAspectRatio / gAspectRatio;
_aspectRatio[0] = 0.;
_aspectRatio[1] = inset / 2;
_aspectRatio[2] = 1.;
_aspectRatio[3] = 1. - inset;
return;
}
}
static int transformPointerX(int x) {
return int((x - _aspectRatio[0] * gWindowW) * 320 / (_aspectRatio[2] * gWindowW));
}
static int transformPointerY(int y) {
return int((y - _aspectRatio[1] * gWindowH) * 200 / (_aspectRatio[3] * gWindowH));
}
int main(int argc, char *argv[]) {
GameStub *stub = GameStub_create();
if (!stub) {
return -1;
}
int ret = stub->setArgs(argc, argv);
if (ret != 0) {
return ret;
}
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
SDL_ShowCursor(stub->hasCursor() ? SDL_ENABLE : SDL_DISABLE);
bool widescreen = false;
SDL_DisplayMode dm;
if (SDL_GetDesktopDisplayMode(0, &dm) == 0 && 0) {
widescreen = ((dm.w / (float)dm.h) >= (16 / 9.));
}
const int displayMode = stub->getDisplayMode();
gAspectRatio = stub->getAspectRatio(widescreen);
gWindowH = gWindowW / gAspectRatio;
int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
if (displayMode != kDisplayModeWindow) {
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_Window *window = SDL_CreateWindow(g_caption, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, gWindowW, gWindowH, flags);
if (!window) {
return -1;
}
SDL_Surface *icon = SDL_LoadBMP(kIconBmp);
if (icon) {
SDL_SetWindowIcon(window, icon);
SDL_FreeSurface(icon);
}
SDL_GetWindowSize(window, &gWindowW, &gWindowH);
_aspectRatio[0] = 0.;
_aspectRatio[1] = 0.;
_aspectRatio[2] = 1.;
_aspectRatio[3] = 1.;
setAspectRatio(gWindowW, gWindowH);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetSwapInterval(1);
ret = stub->init();
if (ret != 0) {
return ret;
}
setupKeyMap();
setupAudio(stub);
SDL_Joystick *joystick = 0;
SDL_GameController *controller = 0;
SDL_Haptic *haptic = 0;
if (SDL_NumJoysticks() > 0) {
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
if (SDL_IsGameController(kJoystickDefaultIndex)) {
controller = SDL_GameControllerOpen(kJoystickDefaultIndex);
if (controller) {
fprintf(stdout, "Using controller '%s'\n", SDL_GameControllerName(controller));
haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(controller));
}
}
if (!controller) {
// no controller found, look for joystick
joystick = SDL_JoystickOpen(kJoystickDefaultIndex);
if (joystick) {
fprintf(stdout, "Using joystick '%s'\n", SDL_JoystickName(joystick));
haptic = SDL_HapticOpenFromJoystick(joystick);
}
}
if (haptic) {
if (!SDL_HapticRumbleSupported(haptic)) {
// not supported, release the resource now
SDL_HapticClose(haptic);
haptic = 0;
}
}
}
stub->initGL(gWindowW, gWindowH, _aspectRatio);
bool quitGame = false;
bool paused = false;
while (1) {
int w = gWindowW;
int h = gWindowH;
SDL_Event ev;
const uint32_t nextTick = SDL_GetTicks() + kTickDuration;
while (SDL_PollEvent(&ev)) {
switch (ev.type) {
case SDL_QUIT:
quitGame = true;
break;
case SDL_WINDOWEVENT:
switch (ev.window.event) {
case SDL_WINDOWEVENT_RESIZED:
w = ev.window.data1;
h = ev.window.data2;
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_FOCUS_LOST:
paused = (ev.window.event == SDL_WINDOWEVENT_FOCUS_LOST);
SDL_PauseAudio(paused);
break;
}
break;
case SDL_KEYUP:
if (gKeyScancodeMap[ev.key.keysym.scancode] != 0) {
stub->queueKeyInput(gKeyScancodeMap[ev.key.keysym.scancode], 0);
} else {
switch (ev.key.keysym.sym) {
case SDLK_PAGEUP:
if (gScale < 8) {
++gScale;
w = (int)(kDefaultW * gScale * .5);
h = (int)(kDefaultH * gScale * .5);
}
break;
case SDLK_PAGEDOWN:
if (gScale > 1) {
--gScale;
w = (int)(kDefaultW * gScale * .5);
h = (int)(kDefaultH * gScale * .5);
}
break;
case SDLK_EXCLAIM:
stub->queueKeyInput(kKeyCodeCheatLifeCounter, 1);
break;
case SDLK_s:
stub->saveState(gSaveSlot);
break;
case SDLK_l:
stub->loadState(gSaveSlot);
break;
case SDLK_t:
stub->takeScreenshot();
break;
case SDLK_p:
case SDLK_PLUS:
case SDLK_KP_PLUS:
if (gSaveSlot < 99) {
++gSaveSlot;
}
break;
case SDLK_m:
case SDLK_MINUS:
case SDLK_KP_MINUS:
if (gSaveSlot > 1) {
--gSaveSlot;
}
break;
case SDLK_q:
quitGame = true;
break;
case SDLK_F1:
stub->queueKeyInput(kKeyCodeToggleFog, 1);
break;
case SDLK_F2:
stub->queueKeyInput(kKeyCodeToggleGouraudShading, 1);
break;
}
}
break;
case SDL_KEYDOWN:
if (gKeyScancodeMap[ev.key.keysym.scancode] != 0) {
stub->queueKeyInput(gKeyScancodeMap[ev.key.keysym.scancode], 1);
}
break;
case SDL_JOYHATMOTION:
if (joystick) {
stub->queueKeyInput(kKeyCodeUp, (ev.jhat.value & SDL_HAT_UP) != 0);
stub->queueKeyInput(kKeyCodeDown, (ev.jhat.value & SDL_HAT_DOWN) != 0);
stub->queueKeyInput(kKeyCodeLeft, (ev.jhat.value & SDL_HAT_LEFT) != 0);
stub->queueKeyInput(kKeyCodeRight, (ev.jhat.value & SDL_HAT_RIGHT) != 0);
}
break;
case SDL_JOYAXISMOTION:
if (joystick) {
switch (ev.jaxis.axis) {
case 0:
stub->queueKeyInput(kKeyCodeLeft, (ev.jaxis.value < -kJoystickCommitValue));
stub->queueKeyInput(kKeyCodeRight, (ev.jaxis.value > kJoystickCommitValue));
break;
case 1:
stub->queueKeyInput(kKeyCodeUp, (ev.jaxis.value < -kJoystickCommitValue));
stub->queueKeyInput(kKeyCodeDown, (ev.jaxis.value > kJoystickCommitValue));
break;
}
}
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
if (joystick) {
if (ev.jbutton.button >= 0 && ev.jbutton.button < kJoystickMapSize) {
if (gJoystickMap[ev.jbutton.button] != 0) {
stub->queueKeyInput(gJoystickMap[ev.jbutton.button], ev.jbutton.state == SDL_PRESSED);
}
}
}
break;
case SDL_CONTROLLERAXISMOTION:
if (controller) {
switch (ev.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
case SDL_CONTROLLER_AXIS_RIGHTX:
stub->queueKeyInput(kKeyCodeLeft, (ev.caxis.value < -kJoystickCommitValue));
stub->queueKeyInput(kKeyCodeRight, (ev.caxis.value > kJoystickCommitValue));
break;
case SDL_CONTROLLER_AXIS_LEFTY:
case SDL_CONTROLLER_AXIS_RIGHTY:
stub->queueKeyInput(kKeyCodeUp, (ev.caxis.value < -kJoystickCommitValue));
stub->queueKeyInput(kKeyCodeDown, (ev.caxis.value > kJoystickCommitValue));
break;
}
}
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
if (controller) {
if (gGamepadMap[ev.cbutton.button] != 0) {
stub->queueKeyInput(gGamepadMap[ev.cbutton.button], ev.cbutton.state == SDL_PRESSED);
}
}
break;
case SDL_MOUSEMOTION:
if (ev.motion.state & SDL_BUTTON_LMASK) {
stub->queueTouchInput(0, transformPointerX(ev.motion.x), transformPointerY(ev.motion.y), 1);
}
if (ev.motion.state & SDL_BUTTON_RMASK) {
stub->queueTouchInput(1, transformPointerX(ev.motion.x), transformPointerY(ev.motion.y), 1);
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
switch (ev.button.button) {
case SDL_BUTTON_LEFT:
stub->queueTouchInput(0, transformPointerX(ev.button.x), transformPointerY(ev.button.y), ev.button.state == SDL_PRESSED);
break;
case SDL_BUTTON_RIGHT:
stub->queueTouchInput(1, transformPointerX(ev.button.x), transformPointerY(ev.button.y), ev.button.state == SDL_PRESSED);
break;
}
break;
default:
break;
}
}
if (quitGame) {
break;
}
if (w != gWindowW || h != gWindowH) {
gWindowW = w;
gWindowH = h;
SDL_SetWindowSize(window, gWindowW, gWindowH);
stub->initGL(gWindowW, gWindowH, _aspectRatio);
}
if (!paused) {
const unsigned int ticks = SDL_GetTicks();
stub->doTick(ticks);
stub->drawGL();
SDL_GL_SwapWindow(window);
if (stub->shouldVibrate()) {
if (haptic) {
SDL_HapticRumbleInit(haptic);
SDL_HapticRumblePlay(haptic, 1., 500);
}
}
const int delayTick = nextTick - SDL_GetTicks();
SDL_Delay(delayTick < 16 ? 16 : delayTick);
} else {
SDL_Delay(kTickDuration);
}
}
SDL_PauseAudio(1);
stub->quit();
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
if (controller) {
SDL_GameControllerClose(controller);
}
if (joystick) {
SDL_JoystickClose(joystick);
}
if (haptic) {
SDL_HapticClose(haptic);
}
SDL_Quit();
return 0;
}