commit 02f47daca0d805d2445ae8efbaf6500ea4d0d27b
parent 7686e292069e5d82de8ca59579b8190aae8934f8
Author: amin <dev@aminmesbah.com>
Date: Sun, 2 Sep 2018 07:49:54 +0000
Remove some cruft
FossilOrigin-Name: 098649b90deee4f5145c45933e98c58dfeafd3ff96efd061127979e8414ab063
Diffstat:
2 files changed, 44 insertions(+), 62 deletions(-)
diff --git a/Makefile b/Makefile
@@ -1,7 +1,5 @@
build:
g++ -std=c++11 -Wall -Wextra -g sdl_tunnel_runner.cpp -o tunnel-runner `sdl2-config --cflags --libs`
-run:
+run: build
./tunnel-runner
-
-test: build run
diff --git a/sdl_tunnel_runner.cpp b/sdl_tunnel_runner.cpp
@@ -1,4 +1,3 @@
-#include <cmath>
#include <inttypes.h>
#include <SDL.h>
#include <stdio.h>
@@ -11,20 +10,6 @@
#define MAP_ANONYMOUS MAP_ANON
#endif
-#define internal static
-#define local_persist static
-#define global_variable static
-
-typedef int8_t int8;
-typedef int16_t int16;
-typedef int32_t int32;
-typedef int64_t int64;
-
-typedef uint8_t uint8;
-typedef uint16_t uint16;
-typedef uint32_t uint32;
-typedef uint64_t uint64;
-
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TEX_WIDTH 256
@@ -41,10 +26,9 @@ typedef uint64_t uint64;
#define UPDATES_PER_SECOND 120
#define MS_PER_UPDATE (SECOND / UPDATES_PER_SECOND)
-
struct SDLOffscreenBuffer
{
- // NOTE(amin): pixels are always 32-bits wide. Memory order: BB GG RR XX.
+ // pixels are always 32-bits wide. Memory order: BB GG RR XX.
SDL_Texture *texture;
void *memory;
int width;
@@ -68,47 +52,47 @@ struct TransformData
int look_shift_y;
};
-global_variable SDLOffscreenBuffer global_back_buffer;
-global_variable SDL_GameController *controller_handles[MAX_CONTROLLERS];
-global_variable SDL_Haptic *rumble_handles[MAX_CONTROLLERS];
-global_variable TransformData transform;
+static SDLOffscreenBuffer global_back_buffer;
+static SDL_GameController *controller_handles[MAX_CONTROLLERS];
+static SDL_Haptic *rumble_handles[MAX_CONTROLLERS];
+static TransformData transform;
uint64_t
get_current_time_ms(void)
{
struct timespec current;
- // TODO(amin): Fallback to other time sources when CLOCK_MONOTONIC is unavailable.
+ // TODO: Fallback to other time sources when CLOCK_MONOTONIC is unavailable.
clock_gettime(CLOCK_MONOTONIC, ¤t);
uint64_t milliseconds = ((current.tv_sec * 1000000000) + current.tv_nsec) / 1000000;
return milliseconds;
}
-internal void
+void
render_texture(
SDLOffscreenBuffer buffer,
- uint32 texture[TEX_HEIGHT][TEX_WIDTH],
+ uint32_t texture[TEX_HEIGHT][TEX_WIDTH],
int x_offset,
int y_offset,
char color_choice)
{
- uint8 *row = (uint8 *)buffer.memory;
+ uint8_t *row = (uint8_t *)buffer.memory;
for (int y = 0; y < buffer.height; ++y)
{
- uint32 *pixel = (uint32 *)row;
+ uint32_t *pixel = (uint32_t *)row;
for (int x = 0; x < buffer.width; ++x)
{
- uint8 color = texture[
+ uint8_t color = texture[
(unsigned int)(y + y_offset) % TEX_HEIGHT
]
[
(unsigned int)(x + x_offset) % TEX_WIDTH
];
- uint32 red = color << 16;
- uint32 green = color << 8;
- uint32 blue = color;
+ uint32_t red = color << 16;
+ uint32_t green = color << 8;
+ uint32_t blue = color;
switch(color_choice)
{
@@ -148,22 +132,22 @@ render_texture(
}
-internal void
+void
render_tunnel(
SDLOffscreenBuffer buffer,
- uint32 texture[TEX_HEIGHT][TEX_WIDTH],
+ uint32_t texture[TEX_HEIGHT][TEX_WIDTH],
int rotation_offset,
int translation_offset,
char color_choice)
{
- uint8 *row = (uint8 *)buffer.memory;
+ uint8_t *row = (uint8_t *)buffer.memory;
for (int y = 0; y < buffer.height; ++y)
{
- uint32 *pixel = (uint32 *)row;
+ uint32_t *pixel = (uint32_t *)row;
for (int x = 0; x < buffer.width; ++x)
{
- uint8 color = texture[
+ uint8_t color = texture[
(unsigned int)(
transform.distance_table[y + transform.look_shift_y][x + transform.look_shift_x]
+ translation_offset
@@ -178,11 +162,11 @@ render_tunnel(
% TEX_WIDTH
];
- uint32 red = color << 16;
- uint32 green = color << 8;
- uint32 blue = color;
+ uint32_t red = color << 16;
+ uint32_t green = color << 8;
+ uint32_t blue = color;
- // TODO(amin): Make a color choice enum
+ // TODO: Make a color choice enum
switch(color_choice)
{
case 'g':
@@ -229,7 +213,7 @@ sdl_get_window_dimension(SDL_Window *window)
}
-internal void
+void
sdl_resize_texture(SDLOffscreenBuffer *buffer, SDL_Renderer *renderer, int width, int height)
{
if (buffer->memory)
@@ -327,12 +311,12 @@ sdl_resize_texture(SDLOffscreenBuffer *buffer, SDL_Renderer *renderer, int width
}
-internal void
-sdl_update_window(SDL_Window *window, SDL_Renderer *renderer, SDLOffscreenBuffer buffer)
+void
+sdl_update_window(SDL_Renderer *renderer, SDLOffscreenBuffer buffer)
{
if (SDL_UpdateTexture(buffer.texture, 0, buffer.memory, buffer.pitch))
{
- // TODO(amin): Handle this error
+ // TODO: Handle this error
}
SDL_RenderCopy(renderer, buffer.texture, 0, 0);
@@ -374,7 +358,7 @@ handle_event(SDL_Event *event)
{
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
SDL_Renderer *renderer = SDL_GetRenderer(window);
- sdl_update_window(window, renderer, global_back_buffer);
+ sdl_update_window(renderer, global_back_buffer);
} break;
}
} break;
@@ -383,7 +367,7 @@ handle_event(SDL_Event *event)
}
-internal void
+void
sdl_open_game_controllers()
{
int num_joysticks = SDL_NumJoysticks();
@@ -411,7 +395,7 @@ sdl_open_game_controllers()
}
-internal void
+void
sdl_close_game_controllers()
{
for (int controller_index = 0; controller_index < MAX_CONTROLLERS; ++controller_index)
@@ -428,7 +412,7 @@ int main(void)
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) != 0)
{
- // TODO(amin): log SDL_Init error
+ // TODO: log SDL_Init error
}
sdl_open_game_controllers();
@@ -450,7 +434,7 @@ int main(void)
SDLWindowDimension dimension = sdl_get_window_dimension(window);
sdl_resize_texture(&global_back_buffer, renderer, dimension.width, dimension.height);
- uint32 texture[TEX_HEIGHT][TEX_WIDTH];
+ uint32_t texture[TEX_HEIGHT][TEX_WIDTH];
for (int y = 0; y < TEX_HEIGHT; ++y)
{
@@ -479,7 +463,7 @@ int main(void)
lag += elapsed_ms;
//printf("Lag: %d\n", lag);
- printf("%" PRIu64 ", %f\n", lag, MS_PER_UPDATE);
+ //printf("%" PRIu64 ", %f\n", lag, MS_PER_UPDATE);
while (lag >= MS_PER_UPDATE)
{
SDL_Event event;
@@ -493,7 +477,7 @@ int main(void)
dimension = sdl_get_window_dimension(window);
- const uint8 *keystate = SDL_GetKeyboardState(0);
+ const uint8_t *keystate = SDL_GetKeyboardState(0);
if (keystate[SDL_SCANCODE_A])
{
@@ -542,10 +526,10 @@ int main(void)
bool left_shoulder = SDL_GameControllerGetButton(controller_handles[controller_index], SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
bool right_shoulder = SDL_GameControllerGetButton(controller_handles[controller_index], SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
- int16 stick_leftx = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_LEFTX);
- int16 stick_lefty = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_LEFTY);
- int16 stick_rightx = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_RIGHTX);
- int16 stick_righty = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_RIGHTY);
+ int16_t stick_leftx = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_LEFTX);
+ int16_t stick_lefty = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_LEFTY);
+ int16_t stick_rightx = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_RIGHTX);
+ int16_t stick_righty = SDL_GameControllerGetAxis(controller_handles[controller_index], SDL_CONTROLLER_AXIS_RIGHTY);
if (start)
{
@@ -562,7 +546,7 @@ int main(void)
running = false;
}
- // NOTE(amin): Buttons select colors.
+ // NOTE: Buttons select colors.
if (a_button)
{
color_choice = 'g';
@@ -607,13 +591,13 @@ int main(void)
}
//printf("%d, %d\n", translation_offset, rotation_offset);
- printf("\t%" PRIu64 ", %f\n", lag, MS_PER_UPDATE);
+ //printf("\t%" PRIu64 ", %f\n", lag, MS_PER_UPDATE);
//render_tunnel(global_back_buffer, texture, rotation_offset, translation_offset, color_choice);
lag -= MS_PER_UPDATE;
}
render_tunnel(global_back_buffer, texture, rotation_offset, translation_offset, color_choice);
//render_texture(global_back_buffer, texture, rotation_offset, translation_offset, color_choice);
- sdl_update_window(window, renderer, global_back_buffer);
+ sdl_update_window(renderer, global_back_buffer);
if (elapsed_ms <= MS_PER_FRAME)
{
usleep((MS_PER_FRAME - elapsed_ms) * SECOND);
@@ -622,12 +606,12 @@ int main(void)
}
else
{
- // TODO(amin): log SDL_Renderer error
+ // TODO: log SDL_Renderer error
}
}
else
{
- // TODO(amin): log SDL_Window error
+ // TODO: log SDL_Window error
}
sdl_close_game_controllers();