About to add scene rendering

This commit is contained in:
2025-08-12 00:05:58 -05:00
parent 7804cf75e6
commit b0cd37eeaa
13 changed files with 181 additions and 92 deletions

View File

@@ -26,9 +26,9 @@ void gameInit(void) {
}
void gameUpdate(void) {
// overworldUpdate();
// uiTextboxUpdate();
// eventUpdate();
overworldUpdate();
uiTextboxUpdate();
eventUpdate();
consoleUpdate();
inputUpdate();

View File

@@ -27,7 +27,7 @@ target_include_directories(${DUSK_TARGET_NAME}
# Sources
target_sources(${DUSK_TARGET_NAME}
PRIVATE
input.c
dusksdl2input.c
main.c
)

View File

@@ -10,6 +10,7 @@ target_sources(${DUSK_TARGET_NAME}
renderbackbuffer.c
rendertext.c
renderconsole.c
renderscene.c
)
# Subdirs

View File

@@ -11,6 +11,8 @@
#include "rendertext.h"
#include "renderconsole.h"
#include "console/console.h"
#include "dusksdl2input.h"
#include "renderscene.h"
SDL_Window *RENDER_WINDOW;
SDL_Renderer *RENDER_RENDERER;
@@ -18,7 +20,13 @@ bool_t RENDER_RUNNING;
errorret_t renderInit(void) {
// Init SDL
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) {
uint32_t flags = SDL_INIT_VIDEO;
#if INPUT_SUPPORT_GAMEPAD
flags |= SDL_INIT_GAMECONTROLLER;
#endif
if(SDL_Init(flags) != 0) {
errorThrow(
"SDL Failed to Initialize: %s",
SDL_GetError()
@@ -32,8 +40,7 @@ errorret_t renderInit(void) {
SDL_WINDOWPOS_UNDEFINED,
RENDER_WINDOW_WIDTH_DEFAULT,
RENDER_WINDOW_HEIGHT_DEFAULT,
0
// SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
);
if(!RENDER_WINDOW) {
errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
@@ -54,6 +61,7 @@ errorret_t renderInit(void) {
// Init other things
renderTextInit();
renderSceneInit();
// Mark ready.
RENDER_RUNNING = true;
@@ -78,6 +86,7 @@ errorret_t renderDraw(void) {
renderBackBufferBind();
// Draw everything
renderSceneDraw();
renderConsoleDraw();
// Unbind the backbuffer
@@ -93,6 +102,9 @@ errorret_t renderDraw(void) {
}
errorret_t renderDispose(void) {
renderTextDispose();
renderSceneDispose();
renderBackBufferDispose();
SDL_DestroyRenderer(RENDER_RENDERER);

View File

@@ -0,0 +1,20 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "renderscene.h"
void renderSceneInit(void) {
// Initialize scene-related resources here
}
void renderSceneDraw(void) {
// Draw the current scene here
}
void renderSceneDispose(void) {
// Dispose of scene-related resources here
}

View File

@@ -0,0 +1,24 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
/**
* Initializes the render scene module.
*/
void renderSceneInit(void);
/**
* Draws the current scene.
*/
void renderSceneDraw(void);
/**
* Disposes of the render scene module.
*/
void renderSceneDispose(void);

View File

@@ -27,9 +27,11 @@ void renderTextInit(void) {
);
assertNotNull(surface, "Failed to create surface for text rendering");
// Get the pixel format and pitch
const int32_t pitch_px = surface->pitch / 4;
uint32_t *pixels = (uint32_t *)surface->pixels;
// Buffer the pixels.
for(int tileIndex = 0; tileIndex < FONT_TILE_COUNT; ++tileIndex) {
const int32_t tileX = (tileIndex % FONT_COLUMN_COUNT) * FONT_TILE_WIDTH;
const int32_t tileY = (tileIndex / FONT_COLUMN_COUNT) * FONT_TILE_HEIGHT;
@@ -37,20 +39,21 @@ void renderTextInit(void) {
for (int y = 0; y < FONT_TILE_HEIGHT; ++y) {
for (int x = 0; x < FONT_TILE_WIDTH; ++x) {
const uint8_t color = tile[y * FONT_TILE_WIDTH + x] ? 0xFF : 0;
// Convert to RGBA (8 bits per channel)
const uint32_t rgba = color ? 0xFFFFFFFF : 0x00000000;
pixels[(tileY + y) * pitch_px + (tileX + x)] = rgba;
pixels[(tileY + y) * pitch_px + (tileX + x)] = (
tile[y * FONT_TILE_WIDTH + x] ? 0xFFFFFFFF : 0x00000000
);
}
}
}
// Create texture from the surface
RENDER_TEXT_TEXTURE = SDL_CreateTextureFromSurface(
RENDER_RENDERER,
surface
);
assertNotNull(RENDER_TEXT_TEXTURE, "Failed to create texture from surface");
// Cleanup the surface
SDL_FreeSurface(surface);
SDL_SetTextureBlendMode(RENDER_TEXT_TEXTURE, SDL_BLENDMODE_BLEND);
}
@@ -109,4 +112,10 @@ void renderTextDraw(
renderTextDrawChar(posX, posY, c);
posX += FONT_TILE_WIDTH;
}
}
void renderTextDispose(void) {
assertNotNull(RENDER_TEXT_TEXTURE, "Texture cannot be NULL");
SDL_DestroyTexture(RENDER_TEXT_TEXTURE);
RENDER_TEXT_TEXTURE = NULL;
}

View File

@@ -40,4 +40,9 @@ void renderTextDraw(
const float_t x,
const float_t y,
const char_t *text
);
);
/**
* Disposes of the text rendering system, freeing any allocated resources.
*/
void renderTextDispose(void);

View File

@@ -0,0 +1,44 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dusksdl2input.h"
uint8_t inputStateGet() {
uint8_t state = 0;
#if INPUT_SUPPORT_GAMEPAD
// Get gamepad state.
for(int32_t i = 0; i < SDL_NumJoysticks(); i++) {
if(!SDL_IsGameController(i)) continue;
SDL_GameController *controller = SDL_GameControllerOpen(i);
if(!controller) continue;
inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP;
do {
if(SDL_GameControllerGetButton(controller, map->button)) {
state |= map->bind;
}
map++;
} while(map->bind != 0);
}
#endif
// Get keyboard state.
#if INPUT_SUPPORT_KEYBOARD
const uint8_t *keyboardState = SDL_GetKeyboardState(NULL);
inputsdlkbmap_t *kbmap = INPUT_SDL_KEYBOARD_MAP;
do {
if(keyboardState[kbmap->code]) {
state |= kbmap->bind;
}
kbmap++;
} while(kbmap->bind != 0);
#endif
return state;
}

View File

@@ -0,0 +1,52 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusksdl2.h"
#include "input.h"
#ifndef INPUT_SUPPORT_GAMEPAD
#define INPUT_SUPPORT_GAMEPAD 1
#endif
#ifndef INPUT_SUPPORT_KEYBOARD
#define INPUT_SUPPORT_KEYBOARD 1
#endif
#if INPUT_SUPPORT_GAMEPAD
typedef struct {
const SDL_GameControllerButton button;
const uint8_t bind;
} inputsdlbuttonmap_t;
static const inputsdlbuttonmap_t INPUT_SDL_BUTTON_MAP[] = {
{ SDL_CONTROLLER_BUTTON_DPAD_UP, INPUT_BIND_UP },
{ SDL_CONTROLLER_BUTTON_DPAD_DOWN, INPUT_BIND_DOWN },
{ SDL_CONTROLLER_BUTTON_DPAD_LEFT, INPUT_BIND_LEFT },
{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, INPUT_BIND_RIGHT },
{ SDL_CONTROLLER_BUTTON_A, INPUT_BIND_ACTION },
{ SDL_CONTROLLER_BUTTON_B, INPUT_BIND_CANCEL },
{ 0, 0 }
};
#endif
#if INPUT_SUPPORT_KEYBOARD
typedef struct {
SDL_Scancode code;
uint8_t bind;
} inputsdlkbmap_t;
static const inputsdlkbmap_t INPUT_SDL_KEYBOARD_MAP[] = {
{ SDL_SCANCODE_W, INPUT_BIND_UP },
{ SDL_SCANCODE_S, INPUT_BIND_DOWN },
{ SDL_SCANCODE_A, INPUT_BIND_LEFT },
{ SDL_SCANCODE_D, INPUT_BIND_RIGHT },
{ SDL_SCANCODE_SPACE, INPUT_BIND_ACTION },
{ SDL_SCANCODE_ESCAPE, INPUT_BIND_CANCEL },
{ 0, 0 }
};
#endif

View File

@@ -1,71 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dusksdl2.h"
#include "input.h"
typedef struct {
const SDL_GameControllerButton button;
const uint8_t bind;
} inputsdlbuttonmap_t;
typedef struct {
SDL_Scancode code;
uint8_t bind;
} inputsdlkbmap_t;
inputsdlbuttonmap_t INPUT_SDL_BUTTON_MAP[] = {
{ SDL_CONTROLLER_BUTTON_DPAD_UP, INPUT_BIND_UP },
{ SDL_CONTROLLER_BUTTON_DPAD_DOWN, INPUT_BIND_DOWN },
{ SDL_CONTROLLER_BUTTON_DPAD_LEFT, INPUT_BIND_LEFT },
{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, INPUT_BIND_RIGHT },
{ SDL_CONTROLLER_BUTTON_A, INPUT_BIND_ACTION },
{ SDL_CONTROLLER_BUTTON_B, INPUT_BIND_CANCEL },
{ 0, 0 }
};
inputsdlkbmap_t INPUT_SDL_KEYBOARD_MAP[] = {
{ SDL_SCANCODE_W, INPUT_BIND_UP },
{ SDL_SCANCODE_S, INPUT_BIND_DOWN },
{ SDL_SCANCODE_A, INPUT_BIND_LEFT },
{ SDL_SCANCODE_D, INPUT_BIND_RIGHT },
{ SDL_SCANCODE_SPACE, INPUT_BIND_ACTION },
{ SDL_SCANCODE_ESCAPE, INPUT_BIND_CANCEL },
{ 0, 0 }
};
uint8_t inputStateGet() {
uint8_t state = 0;
// Get gamepad state.
for(int32_t i = 0; i < SDL_NumJoysticks(); i++) {
if(!SDL_IsGameController(i)) continue;
SDL_GameController *controller = SDL_GameControllerOpen(i);
if(!controller) continue;
inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP;
do {
if(SDL_GameControllerGetButton(controller, map->button)) {
state |= map->bind;
}
map++;
} while(map->bind != 0);
}
// Get keyboard state.
const uint8_t *keyboardState = SDL_GetKeyboardState(NULL);
inputsdlkbmap_t *kbmap = INPUT_SDL_KEYBOARD_MAP;
do {
if(keyboardState[kbmap->code]) {
state |= kbmap->bind;
}
kbmap++;
} while(kbmap->bind != 0);
return state;
}

View File

@@ -25,13 +25,6 @@ int main(int argc, char *argv[]) {
while(RENDER_RUNNING) {
gameUpdate();
mainError(renderDraw());
if(inputPressed(INPUT_BIND_UP)) consolePrint("Up pressed");
if(inputPressed(INPUT_BIND_DOWN)) consolePrint("Down pressed");
if(inputPressed(INPUT_BIND_LEFT)) consolePrint("Left pressed");
if(inputPressed(INPUT_BIND_RIGHT)) consolePrint("Right pressed");
if(inputPressed(INPUT_BIND_ACTION)) consolePrint("Action pressed");
if(inputPressed(INPUT_BIND_CANCEL)) consolePrint("Cancel pressed");
}
gameDispose();