commit 30e59a4d8d778f79955bd414058941d1561929f0
parent d25b0a51d055b527a27d217417838738329ba4f8
Author: amin <dev@aminmesbah.com>
Date: Sun, 23 Sep 2018 18:18:24 +0000
Prefix all defines
FossilOrigin-Name: 986ebd2c8841e1bb986086e12967415f3b1d4b52d9910b74a0a97ab58b5b8a2a
Diffstat:
M | tunnel_runner.c | | | 94 | ++++++++++++++++++++++++++++++++++++++++---------------------------------------- |
1 file changed, 47 insertions(+), 47 deletions(-)
diff --git a/tunnel_runner.c b/tunnel_runner.c
@@ -8,22 +8,22 @@
#define TR_PI32 3.14159265359f
-#define SCREEN_WIDTH 640
-#define SCREEN_HEIGHT 480
-#define TEX_WIDTH 256
-#define TEX_HEIGHT 256
-#define BYTES_PER_PIXEL 4
-#define MAX_CONTROLLERS 4
-#define MOVEMENT_SPEED 5
-#define CONTROLLER_STICK_MAX 32770
-#define CONTROLLER_STICK_MIN -32770
+#define TR_SCREEN_WIDTH 640
+#define TR_SCREEN_HEIGHT 480
+#define TR_TEX_WIDTH 256
+#define TR_TEX_HEIGHT 256
+#define TR_BYTES_PER_PIXEL 4
+#define TR_MAX_CONTROLLERS 4
+#define TR_MOVEMENT_SPEED 5
+#define TR_CONTROLLER_STICK_MAX 32770
+#define TR_CONTROLLER_STICK_MIN -32770
// TODO: Should time be stored in a double of seconds?
-#define SECOND 1000
-#define FPS 60
-#define MS_PER_FRAME (SECOND / FPS)
-#define UPDATES_PER_SECOND 120
-#define MS_PER_UPDATE (SECOND / UPDATES_PER_SECOND)
+#define TR_SECOND 1000
+#define TR_FPS 60
+#define TR_MS_PER_FRAME (TR_SECOND / TR_FPS)
+#define TR_UPDATES_PER_SECOND 120
+#define TR_MS_PER_UPDATE (TR_SECOND / TR_UPDATES_PER_SECOND)
#define TR_LOG_ERR(message, ...) fprintf(stderr, (message), ##__VA_ARGS__)
@@ -77,8 +77,8 @@ struct TransformData
};
static struct SDLOffscreenBuffer global_back_buffer;
-static SDL_GameController *controller_handles[MAX_CONTROLLERS];
-static SDL_Haptic *rumble_handles[MAX_CONTROLLERS];
+static SDL_GameController *controller_handles[TR_MAX_CONTROLLERS];
+static SDL_Haptic *rumble_handles[TR_MAX_CONTROLLERS];
static struct TransformData transform;
@@ -95,7 +95,7 @@ get_current_time_ms(void)
void
render_texture(
struct SDLOffscreenBuffer buffer,
- uint32_t texture[TEX_HEIGHT][TEX_WIDTH],
+ uint32_t texture[TR_TEX_HEIGHT][TR_TEX_WIDTH],
int32_t x_offset,
int32_t y_offset,
enum Color color_choice)
@@ -108,10 +108,10 @@ render_texture(
for (uint32_t x = 0; x < buffer.width; ++x)
{
uint8_t color = texture[
- (uint32_t)(y + y_offset) % TEX_HEIGHT
+ (uint32_t)(y + y_offset) % TR_TEX_HEIGHT
]
[
- (uint32_t)(x + x_offset) % TEX_WIDTH
+ (uint32_t)(x + x_offset) % TR_TEX_WIDTH
];
uint32_t red = color << 16;
uint32_t green = color << 8;
@@ -163,7 +163,7 @@ render_texture(
void
render_tunnel(
struct SDLOffscreenBuffer buffer,
- uint32_t texture[TEX_HEIGHT][TEX_WIDTH],
+ uint32_t texture[TR_TEX_HEIGHT][TR_TEX_WIDTH],
int32_t rotation_offset,
int32_t translation_offset,
enum Color color_choice)
@@ -180,14 +180,14 @@ render_tunnel(
transform.distance_table[y + transform.look_shift_y][x + transform.look_shift_x]
+ translation_offset
)
- % TEX_HEIGHT
+ % TR_TEX_HEIGHT
]
[
(uint32_t)(
transform.angle_table[y + transform.look_shift_y][x + transform.look_shift_x]
+ rotation_offset
)
- % TEX_WIDTH
+ % TR_TEX_WIDTH
];
uint32_t red = color << 16;
@@ -285,9 +285,9 @@ sdl_resize_texture(struct SDLOffscreenBuffer *buffer, SDL_Renderer *renderer, in
buffer->width = window_width;
buffer->height = window_height;
- buffer->pitch = window_width * BYTES_PER_PIXEL;
+ buffer->pitch = window_width * TR_BYTES_PER_PIXEL;
- buffer->memory = malloc(window_width * window_height * BYTES_PER_PIXEL);
+ buffer->memory = malloc(window_width * window_height * TR_BYTES_PER_PIXEL);
transform.width = 2 * window_width;
transform.height = 2 * window_height;
@@ -313,8 +313,8 @@ sdl_resize_texture(struct SDLOffscreenBuffer *buffer, SDL_Renderer *renderer, in
float angle_from_positive_x_axis = atan2f((float)dist_from_center_y, (float)dist_from_center_x) / TR_PI32;
float ratio = 32.0f;
- transform.distance_table[y][x] = (int32_t)(ratio * TEX_HEIGHT / dist_from_center) % TEX_HEIGHT;
- transform.angle_table[y][x] = (int32_t)(0.5f * TEX_WIDTH * angle_from_positive_x_axis);
+ transform.distance_table[y][x] = (int32_t)(ratio * TR_TEX_HEIGHT / dist_from_center) % TR_TEX_HEIGHT;
+ transform.angle_table[y][x] = (int32_t)(0.5f * TR_TEX_WIDTH * angle_from_positive_x_axis);
}
}
}
@@ -387,7 +387,7 @@ sdl_open_game_controllers()
continue;
}
- if (controller_index >= MAX_CONTROLLERS)
+ if (controller_index >= TR_MAX_CONTROLLERS)
{
break;
}
@@ -407,7 +407,7 @@ sdl_open_game_controllers()
void
sdl_close_game_controllers()
{
- for (int32_t controller_index = 0; controller_index < MAX_CONTROLLERS; ++controller_index)
+ for (int32_t controller_index = 0; controller_index < TR_MAX_CONTROLLERS; ++controller_index)
{
if (controller_handles[controller_index])
{
@@ -445,8 +445,8 @@ main(void)
"Tunnel Runner",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
- SCREEN_WIDTH,
- SCREEN_HEIGHT,
+ TR_SCREEN_WIDTH,
+ TR_SCREEN_HEIGHT,
0);
if (window)
@@ -458,14 +458,14 @@ main(void)
struct SDLWindowDimension dimension = sdl_get_window_dimension(window);
sdl_resize_texture(&global_back_buffer, renderer, dimension.width, dimension.height);
- uint32_t texture[TEX_HEIGHT][TEX_WIDTH];
+ uint32_t texture[TR_TEX_HEIGHT][TR_TEX_WIDTH];
- for (int32_t y = 0; y < TEX_HEIGHT; ++y)
+ for (int32_t y = 0; y < TR_TEX_HEIGHT; ++y)
{
- for (int32_t x = 0; x < TEX_WIDTH; ++x)
+ for (int32_t x = 0; x < TR_TEX_WIDTH; ++x)
{
// XOR texture:
- texture[y][x] = (x * 256 / TEX_WIDTH) ^ (y * 256 / TEX_HEIGHT);
+ texture[y][x] = (x * 256 / TR_TEX_WIDTH) ^ (y * 256 / TR_TEX_HEIGHT);
// Mosaic texture:
//texture[y][x] = (x * x * y * y);
}
@@ -487,9 +487,9 @@ main(void)
lag += elapsed_ms;
TR_LOG_FRM("Lag: %d\n", lag);
- TR_LOG_FRM("%" PRIu64 ", %f\n", lag, MS_PER_UPDATE);
+ TR_LOG_FRM("%" PRIu64 ", %f\n", lag, TR_MS_PER_UPDATE);
// TODO: I don't think we need determinism
- while (lag >= MS_PER_UPDATE)
+ while (lag >= TR_MS_PER_UPDATE)
{
SDL_Event event;
@@ -506,19 +506,19 @@ main(void)
if (keystate[SDL_SCANCODE_A])
{
- rotation_offset -= MOVEMENT_SPEED;
+ rotation_offset -= TR_MOVEMENT_SPEED;
}
if (keystate[SDL_SCANCODE_D])
{
- rotation_offset += MOVEMENT_SPEED;
+ rotation_offset += TR_MOVEMENT_SPEED;
}
if (keystate[SDL_SCANCODE_W])
{
- translation_offset += MOVEMENT_SPEED;
+ translation_offset += TR_MOVEMENT_SPEED;
}
if (keystate[SDL_SCANCODE_S])
{
- translation_offset -= MOVEMENT_SPEED;
+ translation_offset -= TR_MOVEMENT_SPEED;
}
if (keystate[SDL_SCANCODE_LEFT])
{
@@ -538,7 +538,7 @@ main(void)
}
- for (int32_t controller_index = 0; controller_index < MAX_CONTROLLERS; ++controller_index)
+ for (int32_t controller_index = 0; controller_index < TR_MAX_CONTROLLERS; ++controller_index)
{
if (SDL_GameControllerGetAttached(controller_handles[controller_index]))
{
@@ -605,8 +605,8 @@ main(void)
int32_t dampened_y_max = dimension.height / 2;
int32_t dampened_y_min = -(dimension.height / 2);
- int32_t dampened_x = (stick_rightx - CONTROLLER_STICK_MIN) * (dampened_x_max - dampened_x_min) / (CONTROLLER_STICK_MAX - CONTROLLER_STICK_MIN) + dampened_x_min;
- int32_t dampened_y = (stick_righty - CONTROLLER_STICK_MIN) * (dampened_y_max - dampened_y_min) / (CONTROLLER_STICK_MAX - CONTROLLER_STICK_MIN) + dampened_y_min;
+ int32_t dampened_x = (stick_rightx - TR_CONTROLLER_STICK_MIN) * (dampened_x_max - dampened_x_min) / (TR_CONTROLLER_STICK_MAX - TR_CONTROLLER_STICK_MIN) + dampened_x_min;
+ int32_t dampened_y = (stick_righty - TR_CONTROLLER_STICK_MIN) * (dampened_y_max - dampened_y_min) / (TR_CONTROLLER_STICK_MAX - TR_CONTROLLER_STICK_MIN) + dampened_y_min;
transform.look_shift_x = dimension.width / 2 + dampened_x;
transform.look_shift_y = dimension.height / 2 + dampened_y;
@@ -616,16 +616,16 @@ main(void)
}
TR_LOG_FRM("%d, %d\n", translation_offset, rotation_offset);
- TR_LOG_FRM("\t%" PRIu64 ", %f\n", lag, MS_PER_UPDATE);
+ TR_LOG_FRM("\t%" PRIu64 ", %f\n", lag, TR_MS_PER_UPDATE);
//render_tunnel(global_back_buffer, texture, rotation_offset, translation_offset, color_choice);
- lag -= MS_PER_UPDATE;
+ lag -= TR_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(renderer, global_back_buffer);
- if (elapsed_ms <= MS_PER_FRAME)
+ if (elapsed_ms <= TR_MS_PER_FRAME)
{
- SDL_Delay((MS_PER_FRAME - elapsed_ms));
+ SDL_Delay((TR_MS_PER_FRAME - elapsed_ms));
}
}
}