First commit
|
|
@ -0,0 +1,2 @@
|
|||
build
|
||||
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Default",
|
||||
"includePath": [
|
||||
"src/**/headers",
|
||||
"core/**/headers"
|
||||
]
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
{
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"label": "Build",
|
||||
"detail": "Build project",
|
||||
"type": "shell",
|
||||
"command": "make",
|
||||
"args": [
|
||||
"-j$(nproc)"
|
||||
],
|
||||
"group": "build",
|
||||
"presentation": {
|
||||
"echo": true,
|
||||
"reveal": "always",
|
||||
"focus": true,
|
||||
"panel": "shared",
|
||||
"showReuseMessage": true,
|
||||
"clear": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"label": "Clean",
|
||||
"detail": "Clean build directory and executable",
|
||||
"type": "shell",
|
||||
"command": "make",
|
||||
"args": [
|
||||
"clean"
|
||||
],
|
||||
"group": "build",
|
||||
"presentation": {
|
||||
"echo": false,
|
||||
"reveal": "never",
|
||||
"focus": false,
|
||||
"panel": "shared",
|
||||
"showReuseMessage": false,
|
||||
"clear": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"label": "Build Verbose",
|
||||
"detail": "Build project with verbosity on",
|
||||
"type": "shell",
|
||||
"command": "make",
|
||||
"args": [
|
||||
"VERBOSE=1"
|
||||
],
|
||||
"group": "build",
|
||||
"presentation": {
|
||||
"echo": true,
|
||||
"reveal": "always",
|
||||
"focus": true,
|
||||
"panel": "shared",
|
||||
"showReuseMessage": true,
|
||||
"clear": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"label": "Run",
|
||||
"detail": "Run executable",
|
||||
"type": "shell",
|
||||
"command": "make",
|
||||
"args": [
|
||||
"run"
|
||||
],
|
||||
"group": "build",
|
||||
"presentation": {
|
||||
"echo": true,
|
||||
"reveal": "always",
|
||||
"focus": true,
|
||||
"panel": "shared",
|
||||
"showReuseMessage": true,
|
||||
"clear": true
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
|
@ -0,0 +1,56 @@
|
|||
SHELL = /bin/bash
|
||||
|
||||
# Build folder
|
||||
BUILD_DIR = build
|
||||
|
||||
# Source output target name
|
||||
SOURCE_OUTPUT := 2D_Engine
|
||||
|
||||
# Assets output
|
||||
ASSETS_OUTPUT := game.data
|
||||
|
||||
# Verbosity
|
||||
Q := @
|
||||
ifeq ($(VERBOSE), 1)
|
||||
Q :=
|
||||
endif
|
||||
|
||||
# Colors
|
||||
GREEN := \033[0;32m
|
||||
YELLOW := \033[1;33m
|
||||
RESET := \033[0m
|
||||
|
||||
# Default targets
|
||||
#all: build_core build_src compress_assets end
|
||||
all: build_src
|
||||
|
||||
# Current file nb to process
|
||||
CURRENT_FILE := 0
|
||||
|
||||
# Sub-Makefiles
|
||||
SOURCE_DIR = src
|
||||
CORE_DIR = core
|
||||
ASSETS_DIR = assets
|
||||
|
||||
include $(CORE_DIR)/Makefile
|
||||
include $(SOURCE_DIR)/Makefile
|
||||
include $(ASSETS_DIR)/Makefile
|
||||
|
||||
count_build:
|
||||
$(eval export TOTAL_FILES := $(shell echo $$(($$(make -n $(OBJECTS) 2>/dev/null | grep -c "Building") + 1))))
|
||||
|
||||
# Print ending message
|
||||
end:
|
||||
@echo "Built target $(OUTPUT)"
|
||||
|
||||
# Clean
|
||||
.PHONY: clean
|
||||
clean:
|
||||
$(Q)rm -rf $(BUILD_DIR)
|
||||
@echo "Build dir cleaned"
|
||||
|
||||
# Run executable
|
||||
.PHONY: run
|
||||
run:
|
||||
$(Q)./$(OUTPUT)
|
||||
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
[](https://www.gnu.org/licenses/gpl-3.0)
|
||||
# 2D_Engine_C
|
||||
|
||||
## Description
|
||||
A multi-platform 2D_Engine made in C.
|
||||
|
||||
## Licences
|
||||
- This program is open-source : you can redistribute and/or modify it under the term of the **GNU GPLv3**.
|
||||
Copyright (C) 2025 Ulysse Cura. See [LICENSE](LICENSE) or [gnu.org/licenses/gpl-3.0.html](https://www.gnu.org/licenses/gpl-3.0.html).
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
# Assets files
|
||||
ASSETS := \
|
||||
assets/tileset/tileset.png \
|
||||
assets/player-sheets/player_idle_sheet.png \
|
||||
assets/player-sheets/player_walk_sheet.png \
|
||||
assets/player-sheets/player_run_sheet.png \
|
||||
assets/props-sheets/barred_door_sheet.png \
|
||||
assets/props-sheets/lever_sheet.png \
|
||||
assets/props-sheets/small_chest_sheet.png \
|
||||
assets/props-sheets/big_chest_sheet.png \
|
||||
assets/maps/map_test.json
|
||||
|
||||
# Deduce assets lz4
|
||||
ASSETS_COMPRESSED = $(ASSETS:%=$(BUILD_DIR)/%.lz4)
|
||||
|
||||
# Compress assets into tar file
|
||||
$(BUILD_DIR)/$(ASSETS_OUTPUT): $(ASSETS_COMPRESSED)
|
||||
@echo "[100%] $(YELLOW)Compressing $(ASSETS_OUTPUT)$(RESET)"
|
||||
$(Q)tar -cvf $@ $()
|
||||
|
||||
# Compress individual assets
|
||||
$(BUILD_DIR)/%.lz4: %
|
||||
$(eval CURRENT_FILE := $(shell echo $$(($(CURRENT_FILE) + 1))))
|
||||
$(eval PERCENTAGE := $(shell echo $$(($(CURRENT_FILE) * 100 / $(TOTAL_FILES)))))
|
||||
@echo "[$(PERCENTAGE)%] $(GREEN)Compressing asset $@$(RESET)"
|
||||
$(Q)lz4 $< $@
|
||||
|
After Width: | Height: | Size: 3.3 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
|
|
@ -0,0 +1,35 @@
|
|||
{
|
||||
"map_width": 10,
|
||||
"map_height": 10,
|
||||
|
||||
"background": [
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0]
|
||||
],
|
||||
|
||||
"hitboxes": [
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0],
|
||||
[0,0,0,0,0,0,0,0,0]
|
||||
],
|
||||
|
||||
"player_init_pos": {
|
||||
"x": 2,
|
||||
"y": 2
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.0 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 68 KiB |
|
|
@ -0,0 +1,14 @@
|
|||
#ifndef DISPLAY_H
|
||||
#define DISPLAY_H
|
||||
|
||||
#include "SDL2/SDL_render.h"
|
||||
|
||||
#define C_WHITE 255, 255, 255, 255
|
||||
|
||||
void dclear(void)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, C_WHITE);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
|
||||
#endif // DISPLAY_H
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
#ifndef KEYBOARD_H
|
||||
#define KEYBOARD_H
|
||||
|
||||
#include <SDL2/SDL_events.h>
|
||||
|
||||
typedef SDL_Event event_t;
|
||||
|
||||
inline int pollevent(event_t *event)
|
||||
{
|
||||
return SDL_PollEvent(event);
|
||||
}
|
||||
|
||||
#endif // KEYBOARD_H
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#ifndef IMAGE_H
|
||||
#define IMAGE_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
typedef SDL_Texture image_t;
|
||||
|
||||
#endif // IMAGE_H
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
#ifndef KEYCODES_H
|
||||
#define KEYCODES_H
|
||||
|
||||
#include <SDL2/SDL_events.h>
|
||||
|
||||
#define MAX_KEYCODES SDL_NUM_SCANCODES
|
||||
|
||||
#define KEYEV_UP SDL_KEYUP
|
||||
#define KEYEV_DOWN SDL_KEYDOWN
|
||||
|
||||
#endif // KEYCODES_H
|
||||
|
|
@ -0,0 +1,6 @@
|
|||
#ifndef MALLOC_H
|
||||
#define MALLOC_H
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#endif // MALLOC_H
|
||||
|
|
@ -0,0 +1,49 @@
|
|||
# Source files
|
||||
SOURCES := \
|
||||
main.c \
|
||||
game.c \
|
||||
vector2d.c \
|
||||
linked_list.c \
|
||||
texture_manager.c \
|
||||
map_manager.c \
|
||||
ecs/ecs.c \
|
||||
ecs/components/transform_component.c \
|
||||
ecs/components/sprite_component.c \
|
||||
ecs/components/animation_system.c \
|
||||
ecs/components/player_system.c
|
||||
|
||||
# Compiler and flags
|
||||
CC = ccache gcc
|
||||
CFLAGS = -Wall -Wextra -std=c17
|
||||
INCLUDE_DIRS = $(SOURCE_DIR)/headers $(SOURCE_DIR)/ecs/headers $(SOURCE_DIR)/ecs/components/headers $(CORE_DIR)/src/headers
|
||||
LDFLAGS =
|
||||
|
||||
# Deduce objects
|
||||
SOURCE_OBJECTS = $(SOURCES:%.c=$(BUILD_DIR)/$(SOURCE_DIR)/%.o)
|
||||
|
||||
# Build src target
|
||||
build_src: src_build_dir count_src_build $(BUILD_DIR)/$(SOURCE_OUTPUT)
|
||||
|
||||
# Source build directories
|
||||
src_build_dir:
|
||||
echo $(INCLUDE_DIRS)
|
||||
$(Q)mkdir -p $(dir $(SOURCE_OBJECTS))
|
||||
|
||||
# Count
|
||||
count_src_build:
|
||||
$(eval export TOTAL_FILES := $(shell echo $$(($$(make -n $(SOURCE_OBJECTS) 2>/dev/null | grep -c "Building") + 1))))
|
||||
|
||||
# Link game target
|
||||
$(BUILD_DIR)/$(SOURCE_OUTPUT): $(SOURCE_OBJECTS)
|
||||
@echo -e "[100%] $(YELLOW)Linking $(OUTPUT)$(RESET)"
|
||||
$(Q)$(CC) -Wl,-r $(LDFLAGS) -o $@ $(SOURCE_OBJECTS)
|
||||
|
||||
# Build .o files
|
||||
$(BUILD_DIR)/$(SOURCE_DIR)/%.o: $(SOURCE_DIR)/%.c
|
||||
$(eval CURRENT_FILE := $(shell echo $$(($(CURRENT_FILE)+1))))
|
||||
$(eval PERCENTAGE := $(shell echo $$(($(CURRENT_FILE)*100/$(TOTAL_FILES)))))
|
||||
@echo -e "[$(PERCENTAGE)%] $(GREEN)Building C object $@$(RESET)"
|
||||
$(Q)$(CC) $(CFLAGS) $(INCLUDE_DIRS:%=-I%) -MMD -MP -c $< -o $@
|
||||
|
||||
# Source files dependencies
|
||||
-include $(SOURCE_OBJECTS:.o=.d)
|
||||
|
|
@ -0,0 +1,111 @@
|
|||
#include "memory_alloc.h"
|
||||
#include "animation_system.h"
|
||||
#include "game.h"
|
||||
|
||||
// Args : size_t nb_frames, size_t actual_frame, float frame_delay_ms, bool play, bool loop, bool reverse
|
||||
void animation_system_init(component_t *component, va_list args)
|
||||
{
|
||||
animation_system_data_t *system_data = component->component_data.animation_system_data;
|
||||
|
||||
system_data->sprite_component_data = get_component(component->entity, SPRITE_COMPONENT)->component_data.sprite_component_data;
|
||||
|
||||
system_data->nb_frames = va_arg(args, size_t);
|
||||
system_data->actual_frame_nb= va_arg(args, size_t);
|
||||
system_data->frame_delay_ms = (float)va_arg(args, double);
|
||||
system_data->play = (bool)va_arg(args, int);
|
||||
system_data->loop = (bool)va_arg(args, int);
|
||||
system_data->reverse = (bool)va_arg(args, int);
|
||||
|
||||
system_data->frame_timer_ms = 0;
|
||||
|
||||
linked_list_init(&system_data->frames, sizeof(rect_t), NULL);
|
||||
|
||||
animation_system_create_frames_clips(system_data);
|
||||
}
|
||||
|
||||
void animation_system_update(component_t *component)
|
||||
{
|
||||
animation_system_data_t *system_data = component->component_data.animation_system_data;
|
||||
|
||||
if(system_data->play)
|
||||
{
|
||||
system_data->frame_timer_ms += (float)game.delta_time_ms;
|
||||
|
||||
if(system_data->frame_timer_ms >= system_data->frame_delay_ms)
|
||||
{
|
||||
system_data->frame_timer_ms = 0;
|
||||
|
||||
if(system_data->reverse)
|
||||
{
|
||||
if(system_data->actual_frame->prev)
|
||||
{
|
||||
system_data->actual_frame = system_data->actual_frame->prev;
|
||||
system_data->actual_frame_nb--;
|
||||
}
|
||||
else if(!system_data->loop)
|
||||
{
|
||||
system_data->play = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
system_data->actual_frame = system_data->frames.last;
|
||||
system_data->actual_frame_nb = system_data->frames.size - 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(system_data->actual_frame->next)
|
||||
{
|
||||
system_data->actual_frame = system_data->actual_frame->next;
|
||||
system_data->actual_frame_nb++;
|
||||
}
|
||||
else if(!system_data->loop)
|
||||
{
|
||||
system_data->play = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
system_data->actual_frame = system_data->frames.first;
|
||||
system_data->actual_frame_nb = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
system_data->sprite_component_data->src_rect = *(rect_t *)system_data->actual_frame->data;
|
||||
}
|
||||
}
|
||||
|
||||
inline void animation_system_destroy(component_t *component)
|
||||
{
|
||||
linked_list_clear(&component->component_data.animation_system_data->frames);
|
||||
free(component->component_data.animation_system_data);
|
||||
}
|
||||
|
||||
void animation_system_create_frames_clips(animation_system_data_t *system_data)
|
||||
{
|
||||
linked_list_clear(&system_data->frames);
|
||||
|
||||
rect_t *sprite_srcR = &system_data->sprite_component_data->src_rect;
|
||||
|
||||
for(size_t actual_frame_nb = 0; actual_frame_nb < system_data->nb_frames; actual_frame_nb++)
|
||||
{
|
||||
elem_t *frame = elem_create(&system_data->frames);
|
||||
|
||||
((rect_t *)frame->data)->x = sprite_srcR->w * (float)actual_frame_nb;
|
||||
((rect_t *)frame->data)->y = 0;
|
||||
((rect_t *)frame->data)->w = sprite_srcR->w;
|
||||
((rect_t *)frame->data)->h = sprite_srcR->h;
|
||||
|
||||
linked_list_push_back_elem(&system_data->frames, frame);
|
||||
}
|
||||
|
||||
system_data->actual_frame = linked_list_get_elem(&system_data->frames, system_data->actual_frame_nb);
|
||||
}
|
||||
|
||||
inline void animation_system_change_animation(animation_system_data_t *system_data, const char *name, size_t nb_frames)
|
||||
{
|
||||
system_data->nb_frames = nb_frames;
|
||||
sprite_component_set_texture(system_data->sprite_component_data, name);
|
||||
animation_system_create_frames_clips(system_data);
|
||||
system_data->sprite_component_data->src_rect = *(rect_t *)system_data->actual_frame->data;
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef ANIMATION_SYSTEM_H
|
||||
#define ANIMATION_SYSTEM_H
|
||||
|
||||
#include "ecs.h"
|
||||
#include "sprite_component.h"
|
||||
|
||||
typedef struct animation_system_data_t {
|
||||
sprite_component_data_t *sprite_component_data;
|
||||
|
||||
bool play :1;
|
||||
bool loop :1;
|
||||
bool reverse :1;
|
||||
|
||||
float frame_delay_ms;
|
||||
float frame_timer_ms;
|
||||
|
||||
elem_t *actual_frame;
|
||||
size_t actual_frame_nb;
|
||||
|
||||
size_t nb_frames;
|
||||
linked_list_t frames;
|
||||
} animation_system_data_t;
|
||||
|
||||
void animation_system_init(component_t *component, va_list args);
|
||||
|
||||
void animation_system_update(component_t *component);
|
||||
|
||||
void animation_system_destroy(component_t *component);
|
||||
|
||||
void animation_system_create_frames_clips(animation_system_data_t *system_data);
|
||||
|
||||
void animation_system_change_animation(animation_system_data_t *system_data, const char *name, size_t nb_frames);
|
||||
|
||||
#endif // SPRITE_COMPONENT_H
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
#ifndef COMPONENTS_H
|
||||
#define COMPONENTS_H
|
||||
|
||||
#include "transform_component.h"
|
||||
#include "sprite_component.h"
|
||||
#include "animation_system.h"
|
||||
#include "player_system.h"
|
||||
// Add new components header file here
|
||||
|
||||
#endif // COMPONENTS_H
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
#ifndef PLAYER_SYSTEM_H
|
||||
#define PLAYER_SYSTEM_H
|
||||
|
||||
#include "ecs.h"
|
||||
|
||||
#define PLAYER_DEFAULT_SPEED 80.0f // px / s
|
||||
#define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 250.0f // ms / frame
|
||||
#define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 160.0f // ms / frame
|
||||
|
||||
typedef enum player_state_t {
|
||||
PLAYER_IDLE = 0x00, // 00000000
|
||||
PLAYER_RUNNING_UP = 0x01, // 00000001
|
||||
PLAYER_RUNNING_DOWN = 0x02, // 00000010
|
||||
PLAYER_RUNNING_LEFT = 0x04, // 00000100
|
||||
PLAYER_RUNNING_RIGHT = 0x08, // 00001000
|
||||
PLAYER_RUNNING = 0x0F, // 00001111
|
||||
PLAYER_DEATH = 0x80 // 10000000
|
||||
} player_state_t;
|
||||
|
||||
typedef struct player_system_data_t {
|
||||
transform_component_data_t *transform_component_data;
|
||||
sprite_component_data_t *sprite_component_data;
|
||||
animation_system_data_t *animation_system_data;
|
||||
|
||||
player_state_t state;
|
||||
player_state_t last_state;
|
||||
} player_system_data_t;
|
||||
|
||||
void player_system_init(component_t *, va_list);
|
||||
|
||||
void player_system_update(component_t *);
|
||||
|
||||
void player_system_destroy(component_t *);
|
||||
|
||||
#endif // PLAYER_SYSTEM_H
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
#ifndef SPRITE_COMPONENT_H
|
||||
#define SPRITE_COMPONENT_H
|
||||
|
||||
#include "ecs.h"
|
||||
#include "transform_component.h"
|
||||
#include "texture_manager.h"
|
||||
|
||||
typedef struct sprite_component_data_t {
|
||||
transform_component_data_t *transform_component_data;
|
||||
|
||||
texture_t *texture;
|
||||
|
||||
rect_t src_rect;
|
||||
rect_t dst_rect;
|
||||
|
||||
bool flip;
|
||||
} sprite_component_data_t;
|
||||
|
||||
void sprite_component_init(component_t *, va_list);
|
||||
|
||||
void sprite_component_update(component_t *);
|
||||
|
||||
void sprite_component_draw(component_t *);
|
||||
|
||||
void sprite_component_destroy(component_t *);
|
||||
|
||||
void sprite_component_set_texture(sprite_component_data_t *, const char *);
|
||||
|
||||
#endif // SPRITE_COMPONENT_H
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
#ifndef TRANSFORM_COMPONENT_H
|
||||
#define TRANSFORM_COMPONENT_H
|
||||
|
||||
#include "ecs.h"
|
||||
#include "vector2d.h"
|
||||
|
||||
typedef struct transform_component_data_t {
|
||||
rect_t bounds;
|
||||
vector2d_t velocity;
|
||||
float speed;
|
||||
} transform_component_data_t;
|
||||
|
||||
void transform_component_init(component_t *, va_list);
|
||||
|
||||
void transform_component_update(component_t *);
|
||||
|
||||
void transform_component_destroy(component_t *);
|
||||
|
||||
#endif // TRANSFORM_COMPONENT_H
|
||||
|
|
@ -0,0 +1,88 @@
|
|||
#include "memory_alloc.h"
|
||||
#include "player_system.h"
|
||||
#include "animation_system.h"
|
||||
#include "sprite_component.h"
|
||||
#include "transform_component.h"
|
||||
#include "game.h"
|
||||
|
||||
// No args
|
||||
void player_system_init(component_t *component, va_list args __attribute__((unused)))
|
||||
{
|
||||
player_system_data_t *system_data = component->component_data.player_system_data;
|
||||
|
||||
system_data->animation_system_data = get_component(component->entity, ANIMATION_SYSTEM)->component_data.animation_system_data;
|
||||
system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
|
||||
system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
|
||||
|
||||
system_data->state = PLAYER_IDLE;
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
static void player_system_get_inputs(player_system_data_t *system_data)
|
||||
{
|
||||
system_data->last_state = system_data->state;
|
||||
|
||||
system_data->state &= 0xF0; // 11110000
|
||||
|
||||
system_data->state |= game.keys[KEY_UP] * PLAYER_RUNNING_UP;
|
||||
system_data->state |= game.keys[KEY_DOWN] * PLAYER_RUNNING_DOWN;
|
||||
system_data->state |= game.keys[KEY_LEFT] * PLAYER_RUNNING_LEFT;
|
||||
system_data->state |= game.keys[KEY_RIGHT] * PLAYER_RUNNING_RIGHT;
|
||||
|
||||
// Special cases
|
||||
if(system_data->state & PLAYER_RUNNING_UP && system_data->state & PLAYER_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
|
||||
if(system_data->state & PLAYER_RUNNING_LEFT && system_data->state & PLAYER_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
static void player_system_set_velocity(player_system_data_t *system_data)
|
||||
{
|
||||
transform_component_data_t *transform_component_data = system_data->transform_component_data;
|
||||
|
||||
transform_component_data->velocity.x =
|
||||
(float)((system_data->state & PLAYER_RUNNING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_RUNNING_LEFT) >> 2);
|
||||
transform_component_data->velocity.y =
|
||||
(float)((system_data->state & PLAYER_RUNNING_DOWN) >> 1) - (float)(system_data->state & PLAYER_RUNNING_UP);
|
||||
|
||||
if(is_not_zero(transform_component_data->velocity.x) && is_not_zero(transform_component_data->velocity.y))
|
||||
{
|
||||
transform_component_data->velocity.x *= 0.707106781186548f;
|
||||
transform_component_data->velocity.y *= 0.707106781186548f;
|
||||
}
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
static void player_system_set_animation(player_system_data_t *system_data)
|
||||
{
|
||||
sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
|
||||
animation_system_data_t *animation_system_data = system_data->animation_system_data;
|
||||
|
||||
if(system_data->state & PLAYER_RUNNING_LEFT) sprite_component_data->flip = true;
|
||||
if(system_data->state & PLAYER_RUNNING_RIGHT) sprite_component_data->flip = false;
|
||||
|
||||
if((system_data->state & PLAYER_RUNNING) && !(system_data->last_state & PLAYER_RUNNING))
|
||||
{
|
||||
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED;
|
||||
animation_system_change_animation(animation_system_data, "player_run_sheet", 6);
|
||||
}
|
||||
else if(!(system_data->state & PLAYER_RUNNING) && (system_data->last_state & PLAYER_RUNNING))
|
||||
{
|
||||
animation_system_data->actual_frame_nb = 0;
|
||||
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
|
||||
animation_system_change_animation(animation_system_data, "player_idle_sheet", 4);
|
||||
}
|
||||
}
|
||||
|
||||
void player_system_update(component_t *component)
|
||||
{
|
||||
player_system_data_t *system_data = component->component_data.player_system_data;
|
||||
|
||||
player_system_get_inputs(system_data);
|
||||
player_system_set_velocity(system_data);
|
||||
player_system_set_animation(system_data);
|
||||
}
|
||||
|
||||
void player_system_destroy(component_t *component)
|
||||
{
|
||||
free(component->component_data.player_system_data);
|
||||
}
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
#include "memory_alloc.h"
|
||||
#include "sprite_component.h"
|
||||
#include "game.h"
|
||||
|
||||
// Arg : const char *name
|
||||
void sprite_component_init(component_t *component, va_list args)
|
||||
{
|
||||
sprite_component_data_t *component_data = component->component_data.sprite_component_data;
|
||||
|
||||
component_data->transform_component_data = get_component(component->entity, TRANSFORM_COMPONENT)->component_data.transform_component_data;
|
||||
|
||||
component_data->src_rect = component_data->transform_component_data->bounds;
|
||||
component_data->src_rect.x = 0;
|
||||
component_data->src_rect.y = 0;
|
||||
|
||||
component_data->flip = false;
|
||||
|
||||
sprite_component_set_texture(component_data, va_arg(args, const char *));
|
||||
}
|
||||
|
||||
inline void sprite_component_update(component_t *component)
|
||||
{
|
||||
sprite_component_data_t *component_data = component->component_data.sprite_component_data;
|
||||
component_data->dst_rect = component_data->transform_component_data->bounds;
|
||||
}
|
||||
|
||||
inline void sprite_component_draw(component_t *component)
|
||||
{
|
||||
sprite_component_data_t *component_data = component->component_data.sprite_component_data;
|
||||
draw_texture(component_data->texture, &component_data->src_rect, &component_data->dst_rect, component_data->flip);
|
||||
}
|
||||
|
||||
inline void sprite_component_destroy(component_t *component)
|
||||
{
|
||||
free(component->component_data.sprite_component_data);
|
||||
}
|
||||
|
||||
inline void sprite_component_set_texture(sprite_component_data_t *component_data, const char *name)
|
||||
{
|
||||
component_data->texture = texture_manager_get_texture(&game.texture_manager, name);
|
||||
}
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
#include "memory_alloc.h"
|
||||
#include "transform_component.h"
|
||||
#include "game.h"
|
||||
|
||||
// Args : rect_t bounds, double speed
|
||||
void transform_component_init(component_t *component, va_list args)
|
||||
{
|
||||
transform_component_data_t *const component_data = component->component_data.transform_component_data;
|
||||
|
||||
rect_t bounds = va_arg(args, rect_t);
|
||||
float speed = (float)va_arg(args, double);
|
||||
|
||||
component_data->bounds = bounds;
|
||||
|
||||
component_data->velocity.x = 0;
|
||||
component_data->velocity.y = 0;
|
||||
|
||||
component_data->speed = speed;
|
||||
}
|
||||
|
||||
void transform_component_update(component_t *component)
|
||||
{
|
||||
transform_component_data_t *component_data = component->component_data.transform_component_data;
|
||||
|
||||
component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f;
|
||||
component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f;
|
||||
}
|
||||
|
||||
inline void transform_component_destroy(component_t *component)
|
||||
{
|
||||
free(component->component_data.transform_component_data);
|
||||
}
|
||||
|
|
@ -0,0 +1,197 @@
|
|||
#include <stdarg.h>
|
||||
#include "memory_alloc.h"
|
||||
#include "ecs.h"
|
||||
#include "components.h"
|
||||
|
||||
component_t *create_component(component_type_t component_type)
|
||||
{
|
||||
component_t *component = malloc(sizeof(component_t));
|
||||
component->component_type = component_type;
|
||||
|
||||
switch(component_type)
|
||||
{
|
||||
case TRANSFORM_COMPONENT:
|
||||
component->component_init = transform_component_init;
|
||||
component->component_update = transform_component_update;
|
||||
component->component_draw = NULL;
|
||||
|
||||
component->component_data.transform_component_data = malloc(sizeof(transform_component_data_t));
|
||||
if(!component->component_data.transform_component_data) return NULL;
|
||||
|
||||
component->component_deleter = transform_component_destroy;
|
||||
break;
|
||||
|
||||
case SPRITE_COMPONENT:
|
||||
component->component_init = sprite_component_init;
|
||||
component->component_update = sprite_component_update;
|
||||
component->component_draw = sprite_component_draw;
|
||||
|
||||
component->component_data.sprite_component_data = malloc(sizeof(sprite_component_data_t));
|
||||
if(!component->component_data.sprite_component_data) return NULL;
|
||||
|
||||
component->component_deleter = sprite_component_destroy;
|
||||
break;
|
||||
|
||||
case ANIMATION_SYSTEM:
|
||||
component->component_init = animation_system_init;
|
||||
component->component_update = animation_system_update;
|
||||
component->component_draw = NULL;
|
||||
|
||||
component->component_data.animation_system_data = malloc(sizeof(animation_system_data_t));
|
||||
if(!component->component_data.animation_system_data) return NULL;
|
||||
|
||||
component->component_deleter = animation_system_destroy;
|
||||
break;
|
||||
|
||||
case PLAYER_SYSTEM:
|
||||
component->component_init = player_system_init;
|
||||
component->component_update = player_system_update;
|
||||
component->component_draw = NULL;
|
||||
|
||||
component->component_data.player_system_data = malloc(sizeof(player_system_data_t));
|
||||
if(!component->component_data.player_system_data) return NULL;
|
||||
|
||||
component->component_deleter = player_system_destroy;
|
||||
break;
|
||||
|
||||
// Add new components attributions here
|
||||
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return component;
|
||||
}
|
||||
|
||||
inline void destroy_component(component_t *component)
|
||||
{
|
||||
component->component_deleter(component);
|
||||
free(component);
|
||||
}
|
||||
|
||||
entity_t *create_entity(const unsigned int id)
|
||||
{
|
||||
entity_t *entity = malloc(sizeof(entity_t));
|
||||
if(!entity) return NULL;
|
||||
|
||||
entity->id = id;
|
||||
entity->draw_priority = 0;
|
||||
|
||||
linked_list_init(&entity->components, sizeof(component_t), (deleter_t)destroy_component);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
void add_component(entity_t *entity, component_t *component, ...)
|
||||
{
|
||||
if(!component) return;
|
||||
|
||||
component->entity = entity;
|
||||
|
||||
va_list args, args_copy;
|
||||
|
||||
va_start(args, component);
|
||||
va_copy(args_copy, args);
|
||||
|
||||
component->component_init(component, args_copy);
|
||||
|
||||
va_end(args_copy);
|
||||
va_end(args);
|
||||
|
||||
linked_list_push_back(&entity->components, component);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// Arg : component_type_t component_type
|
||||
static inline bool condition_is_component_type(elem_t *elem, va_list args)
|
||||
{
|
||||
return ((component_t *)elem->data)->component_type == va_arg(args, component_type_t);
|
||||
}
|
||||
|
||||
inline component_t *get_component(entity_t *entity, component_type_t component_type)
|
||||
{
|
||||
return linked_list_get_if(&entity->components, condition_is_component_type, component_type);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// No args
|
||||
static inline void action_update_component(elem_t *elem, va_list args __attribute__((unused)))
|
||||
{
|
||||
component_t *component = elem->data;
|
||||
component->component_update(component);
|
||||
}
|
||||
|
||||
inline void update_entity(entity_t *entity)
|
||||
{
|
||||
linked_list_for_each(&entity->components, action_update_component);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// No args
|
||||
static inline void action_draw_component(elem_t *elem, va_list args __attribute__((unused)))
|
||||
{
|
||||
component_t *component = elem->data;
|
||||
if(component->component_draw) component->component_draw(component);
|
||||
}
|
||||
|
||||
inline void draw_entity(entity_t *entity)
|
||||
{
|
||||
linked_list_for_each(&entity->components, action_draw_component);
|
||||
}
|
||||
|
||||
inline void destroy_entity(entity_t *entity)
|
||||
{
|
||||
linked_list_clear(&entity->components);
|
||||
free(entity);
|
||||
}
|
||||
|
||||
inline void entity_manager_init(entity_manager_t *entity_manager)
|
||||
{
|
||||
linked_list_init(&entity_manager->entities, sizeof(entity_t), (deleter_t)destroy_entity);
|
||||
}
|
||||
|
||||
inline void entity_manager_add_entity(entity_manager_t *entity_manager, entity_t *entity)
|
||||
{
|
||||
linked_list_push_back(&entity_manager->entities, entity);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// No args
|
||||
static inline void action_update_entity(elem_t *elem, va_list args __attribute__((unused)))
|
||||
{
|
||||
update_entity(elem->data);
|
||||
}
|
||||
|
||||
inline void entity_manager_update(entity_manager_t *entity_manager)
|
||||
{
|
||||
linked_list_for_each(&entity_manager->entities, action_update_entity);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// No args
|
||||
static inline void action_draw_entity(elem_t *elem, va_list args __attribute__((unused)))
|
||||
{
|
||||
draw_entity(elem->data);
|
||||
}
|
||||
|
||||
inline void entity_manager_draw(entity_manager_t *entity_manager)
|
||||
{
|
||||
linked_list_for_each(&entity_manager->entities, action_draw_entity);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// Arg : unsigned int id
|
||||
static inline bool condition_is_entity_name(elem_t *elem, va_list args)
|
||||
{
|
||||
return ((entity_t *)elem->data)->id == va_arg(args, unsigned int);
|
||||
}
|
||||
|
||||
inline void entity_manager_remove_entity(entity_manager_t *entity_manager, unsigned int id)
|
||||
{
|
||||
linked_list_remove_if(&entity_manager->entities, condition_is_entity_name, id);
|
||||
}
|
||||
|
||||
inline void entity_manager_clear(entity_manager_t *entity_manager)
|
||||
{
|
||||
linked_list_clear(&entity_manager->entities);
|
||||
}
|
||||
|
|
@ -0,0 +1,85 @@
|
|||
#ifndef ECS_H
|
||||
#define ECS_H
|
||||
|
||||
#include <stdarg.h>
|
||||
#include <stddef.h>
|
||||
#include "linked_list.h"
|
||||
|
||||
typedef enum component_type_t {
|
||||
TRANSFORM_COMPONENT,
|
||||
SPRITE_COMPONENT,
|
||||
ANIMATION_SYSTEM,
|
||||
PLAYER_SYSTEM
|
||||
} component_type_t;
|
||||
|
||||
typedef struct transform_component_data_t transform_component_data_t;
|
||||
typedef struct sprite_component_data_t sprite_component_data_t;
|
||||
typedef struct animation_system_data_t animation_system_data_t;
|
||||
typedef struct player_system_data_t player_system_data_t;
|
||||
|
||||
typedef struct component_t component_t;
|
||||
|
||||
typedef void (*component_init_t)(component_t *component, va_list args);
|
||||
typedef void (*component_update_t)(component_t *component);
|
||||
typedef void (*component_draw_t)(component_t *component);
|
||||
|
||||
typedef void (*component_deleter_t)(component_t *component);
|
||||
|
||||
typedef struct component_t {
|
||||
component_type_t component_type;
|
||||
|
||||
component_init_t component_init;
|
||||
component_update_t component_update;
|
||||
component_draw_t component_draw;
|
||||
|
||||
union {
|
||||
transform_component_data_t *transform_component_data;
|
||||
sprite_component_data_t *sprite_component_data;
|
||||
animation_system_data_t *animation_system_data;
|
||||
player_system_data_t *player_system_data;
|
||||
} component_data;
|
||||
|
||||
component_deleter_t component_deleter;
|
||||
|
||||
struct entity_t *entity;
|
||||
} component_t;
|
||||
|
||||
component_t *create_component(component_type_t component_type);
|
||||
|
||||
void destroy_component(component_t *component);
|
||||
|
||||
typedef struct entity_t {
|
||||
unsigned int id;
|
||||
size_t draw_priority;
|
||||
linked_list_t components;
|
||||
} entity_t;
|
||||
|
||||
entity_t *create_entity(const unsigned int id);
|
||||
|
||||
void add_component(entity_t *entity, component_t *component, ...);
|
||||
|
||||
component_t *get_component(entity_t *entity, component_type_t component_type);
|
||||
|
||||
void update_entity(entity_t *entity);
|
||||
|
||||
void draw_entity(entity_t *entity);
|
||||
|
||||
void destroy_entity(entity_t *entity);
|
||||
|
||||
typedef struct entity_manager_t {
|
||||
linked_list_t entities;
|
||||
} entity_manager_t;
|
||||
|
||||
void entity_manager_init(entity_manager_t *entity_manager);
|
||||
|
||||
void entity_manager_add_entity(entity_manager_t *entity_manager, entity_t *entity);
|
||||
|
||||
void entity_manager_update(entity_manager_t *entity_manager);
|
||||
|
||||
void entity_manager_draw(entity_manager_t *entity_manager);
|
||||
|
||||
void entity_manager_remove_entity(entity_manager_t *entity_manager, const unsigned int id);
|
||||
|
||||
void entity_manager_clear(entity_manager_t *entity_manager);
|
||||
|
||||
#endif // ECS_H
|
||||
|
|
@ -0,0 +1,72 @@
|
|||
#include <time.h>
|
||||
#include <event.h>
|
||||
#include <display.h>
|
||||
#include "game.h"
|
||||
#include "components.h"
|
||||
|
||||
void game_init(void)
|
||||
{
|
||||
texture_manager_init(&game.texture_manager);
|
||||
texture_manager_load_builtin_textures(&game.texture_manager);
|
||||
|
||||
entity_manager_init(&game.entity_manager);
|
||||
|
||||
entity_t *player = create_entity(0);
|
||||
|
||||
entity_manager_add_entity(&game.entity_manager, player);
|
||||
|
||||
rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
|
||||
|
||||
add_component(player, create_component(TRANSFORM_COMPONENT), player_bounds, PLAYER_DEFAULT_SPEED);
|
||||
add_component(player, create_component(SPRITE_COMPONENT), "player_idle_sheet");
|
||||
add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
|
||||
add_component(player, create_component(PLAYER_SYSTEM));
|
||||
|
||||
game.is_running = true;
|
||||
}
|
||||
|
||||
void game_handle_event(void)
|
||||
{
|
||||
event_t event;
|
||||
|
||||
while(pollevent(&event))
|
||||
{
|
||||
if(event.type == KEYEV_DOWN)
|
||||
game.keys[event.key.keysym.scancode] = true;
|
||||
else if(event.type == KEYEV_UP)
|
||||
game.keys[event.key.keysym.scancode] = false;
|
||||
|
||||
if(event.type == SDL_QUIT)
|
||||
game.is_running = false;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void update_time(void)
|
||||
{
|
||||
clock_t last_clock_state = clock();
|
||||
clock_t start_clock = clock();
|
||||
game.delta_time_ms = (double)(start_clock - last_clock_state) * 1000.0f / CLOCKS_PER_SEC;
|
||||
last_clock_state = start_clock;
|
||||
}
|
||||
|
||||
void game_update(void)
|
||||
{
|
||||
update_time();
|
||||
|
||||
entity_manager_update(&game.entity_manager);
|
||||
}
|
||||
|
||||
void game_render(void)
|
||||
{
|
||||
dclear();
|
||||
|
||||
entity_manager_draw(&game.entity_manager);
|
||||
|
||||
dupdate();
|
||||
}
|
||||
|
||||
void game_exit(void)
|
||||
{
|
||||
entity_manager_clear(&game.entity_manager);
|
||||
texture_manager_clear(&game.texture_manager);
|
||||
}
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
#include <keycodes.h>
|
||||
#include "texture_manager.h"
|
||||
#include "ecs.h"
|
||||
|
||||
/**
|
||||
* @brief Game data.
|
||||
* There should be only one instance of this struct.
|
||||
*
|
||||
* @param event Events data
|
||||
* @param texture_manager Texture manager instance
|
||||
* @param entity_manager Entity manager instance
|
||||
* @param is_running Game running state
|
||||
* @param delta_time_ms Frame time
|
||||
*/
|
||||
typedef struct game_t {
|
||||
bool keys[MAX_KEYCODES];
|
||||
texture_manager_t texture_manager;
|
||||
entity_manager_t entity_manager;
|
||||
|
||||
bool is_running;
|
||||
double delta_time_ms;
|
||||
} game_t;
|
||||
|
||||
/**
|
||||
* @brief Global game instance
|
||||
*/
|
||||
extern game_t game;
|
||||
|
||||
/**
|
||||
* @brief Initialise game
|
||||
*/
|
||||
void game_init(void);
|
||||
|
||||
/**
|
||||
* @brief Handle event like inputs
|
||||
*/
|
||||
void game_handle_event(void);
|
||||
|
||||
/**
|
||||
* @brief Update game
|
||||
*/
|
||||
void game_update(void);
|
||||
|
||||
/**
|
||||
* @brief Render game
|
||||
*/
|
||||
void game_render(void);
|
||||
|
||||
/**
|
||||
* @brief Free game instance
|
||||
*/
|
||||
void game_exit(void);
|
||||
|
||||
#endif // GAME_H
|
||||
|
|
@ -0,0 +1,287 @@
|
|||
#ifndef LINKED_LIST_H
|
||||
#define LINKED_LIST_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdarg.h>
|
||||
|
||||
/**
|
||||
* @brief Element struct for linked lists.
|
||||
* This struct is the base for storing data in a linked list.
|
||||
*
|
||||
* @param data Raw pointer to any type of data
|
||||
* @param prev Pointer to the prev element in the linked list
|
||||
* @param next Pointer to the next element in the linked list
|
||||
*/
|
||||
typedef struct elem_t {
|
||||
void *data;
|
||||
struct elem_t *prev;
|
||||
struct elem_t *next;
|
||||
} elem_t;
|
||||
|
||||
/**
|
||||
* @brief A type for deleters used during the destruction of data stored in elements.
|
||||
*
|
||||
* During the initialisation of linked lists you can pass in argument a deleter.
|
||||
* It is used during the destruction of an element.
|
||||
* You can pass NULL to the initialisation to use the default deleter (kfree(elem->data)).
|
||||
* Your deleter_t function declaration must look like this :
|
||||
*
|
||||
* void name_of_your_deleter(void *data);
|
||||
*
|
||||
* Then do what you need to destroy your data (don't forget to free the data itself...) but not the elements.
|
||||
* You should always define your function with "inline" if it's no too long.
|
||||
*/
|
||||
typedef void (*deleter_t)(void *data);
|
||||
|
||||
/**
|
||||
* @brief A type for condition used for function like linked_list_remove_if
|
||||
*
|
||||
* For function like linked_list_remove_if you need a condition.
|
||||
* It have two argument which are "elem_t *" and "va_list", that is because it passes the element on the actual index
|
||||
* and the args passed to the function.
|
||||
* Your condition_t function declaration must look like this :
|
||||
*
|
||||
* bool name_of_your_condition(elem_t *elem, va_list);
|
||||
*
|
||||
* Then return true if you want the element to be removed from the list or false if not.
|
||||
* You should always define your function with "static", and "inline" if the condition is not too long.
|
||||
*/
|
||||
typedef bool (*condition_t)(elem_t *elem, va_list args);
|
||||
|
||||
/**
|
||||
* @brief A type for action used for function like linked_list_for_each
|
||||
*
|
||||
* For function like linked_list_for_each you need an action to do.
|
||||
* It have two argument which are "elem_t *" and "va_list", that is because it passes the element on the actual index
|
||||
* and the args passed to the function.
|
||||
* Your condition_t function declaration must look like this :
|
||||
*
|
||||
* void name_of_your_condition(elem_t *elem, va_list);
|
||||
*
|
||||
* Then do whatever you want with the element data, just don't remove it.
|
||||
* You should always define your function with "static", and "inline" if the action is short.
|
||||
*/
|
||||
typedef void (*action_t)(elem_t *elem, va_list args);
|
||||
|
||||
/**
|
||||
* @brief Base of linked lists.
|
||||
* This struct is the base for creating linked lists.
|
||||
*
|
||||
* @param data_size Size of the data stored in elements of the linked list (used while creating new elements)
|
||||
* @param first Pointer to the first element in the linked list
|
||||
* @param last Pointer to the last element in the linked list
|
||||
* @param size Size of the linked list
|
||||
* @param deleter Deleter of the data when removing an element
|
||||
*/
|
||||
typedef struct linked_list_t {
|
||||
size_t data_size;
|
||||
elem_t *first;
|
||||
elem_t *last;
|
||||
size_t size;
|
||||
deleter_t elem_deleter;
|
||||
} linked_list_t;
|
||||
|
||||
/**
|
||||
* @brief Init a linked list
|
||||
* This function is necessary if you create a linked list.
|
||||
*
|
||||
* WARNING : It doesn't allocate the memory for you !
|
||||
*
|
||||
* @param linked_list Pointer to an linked list
|
||||
* @param data_size Data size for elements in the linked list
|
||||
* @param deleter The deleter used during destroyement of an elem
|
||||
*/
|
||||
void linked_list_init(linked_list_t *linked_list, const size_t data_size, deleter_t deleter);
|
||||
|
||||
/**
|
||||
* @brief Create an elem to fill with data to insert in a linked list.
|
||||
* This function is usefull when you want to initialise an elem with the proper data_size strored in the linked list.
|
||||
*
|
||||
* WARNING : Don't change the "data" ptr after calling this function or it will lead to memory leaks !
|
||||
* Instead do something like this : *(int *)elem->data = 42;
|
||||
*
|
||||
* @param linked_list Pointer to an linked list
|
||||
*
|
||||
* @return Address of initialised elem, NULL on error.
|
||||
*/
|
||||
elem_t *elem_create(const linked_list_t *linked_list);
|
||||
|
||||
/**
|
||||
* @brief Destroy the given element and its data.
|
||||
* This function is usefull when you want to free an element.
|
||||
* The deleter is used for the data only and you can pass NULL to use the default deleter.
|
||||
*
|
||||
* @param elem Pointer to an element
|
||||
* @param elem_deleter Function to use to free the data
|
||||
*/
|
||||
void destroy_elem(elem_t *elem, const deleter_t elem_deleter);
|
||||
|
||||
/**
|
||||
* @brief Insert an element from the back in a linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param elem Pointer to an element
|
||||
*/
|
||||
void linked_list_push_back_elem(linked_list_t *linked_list, elem_t *elem);
|
||||
|
||||
/**
|
||||
* @brief Insert an element from the front in a linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param elem Pointer to an element
|
||||
*/
|
||||
void linked_list_push_front_elem(linked_list_t *linked_list, elem_t *elem);
|
||||
|
||||
/**
|
||||
* @brief Insert an element initialised and filled with data from the back in a linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param data Pointer to any data
|
||||
*/
|
||||
void linked_list_push_back(linked_list_t *linked_list, void *data);
|
||||
|
||||
/**
|
||||
* @brief Insert an element filled with data from the front in a linked list.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param data Pointer to any data
|
||||
*/
|
||||
void linked_list_push_front(linked_list_t *linked_list, void *data);
|
||||
|
||||
/**
|
||||
* @brief Delete the last element in the given linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
*/
|
||||
void linked_list_pop_back(linked_list_t *linked_list);
|
||||
|
||||
/**
|
||||
* @brief Delete the first element in the given linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
*/
|
||||
void linked_list_pop_front(linked_list_t *linked_list);
|
||||
|
||||
/**
|
||||
* @brief Clear the given linked list, do nothing on error.
|
||||
*
|
||||
* @brief linked_list Pointer to a linked list
|
||||
*/
|
||||
void linked_list_clear(linked_list_t *linked_list);
|
||||
|
||||
/**
|
||||
* @brief Check if the given linked list is empty.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
*
|
||||
* @return True if the given linked list is empty else false.
|
||||
*/
|
||||
bool linked_list_is_empty(const linked_list_t *linked_list);
|
||||
|
||||
/**
|
||||
* @brief Check if the given index is whithin the range of the linked list.
|
||||
*
|
||||
* @param linked_list Pointer to an linked_list_t
|
||||
*
|
||||
* @return True if index in within the range of the linked list else false.
|
||||
*/
|
||||
bool linked_list_is_in_bound(const linked_list_t *linked_list, const size_t index);
|
||||
|
||||
/**
|
||||
* @brief Get element at the given index in the linked list.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param index Index of the element
|
||||
*
|
||||
* @return Element, NULL on error.
|
||||
*/
|
||||
elem_t *linked_list_get_elem(const linked_list_t *linked_list, const size_t index);
|
||||
|
||||
/**
|
||||
* @brief Get data in the element at the given index in the linked list.
|
||||
*
|
||||
* @param linked_list Pointer to an linked list
|
||||
* @param index Index of the wanted element
|
||||
*
|
||||
* @return Data, NULL on error.
|
||||
*/
|
||||
void *linked_list_get(const linked_list_t *linked_list, const size_t index);
|
||||
|
||||
/**
|
||||
* @brief Insert element at the given index in the linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param elem Pointer to an element
|
||||
* @param index Index to insert element
|
||||
*/
|
||||
void linked_list_insert_elem(linked_list_t *linked_list, elem_t *elem, const size_t index);
|
||||
|
||||
/**
|
||||
* @brief Insert element with data at the given index in the linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param data Data to put in the new element
|
||||
* @param index Index to insert the element
|
||||
*/
|
||||
void linked_list_insert(linked_list_t *linked_list, void *data, const size_t index);
|
||||
|
||||
/**
|
||||
* @brief Remove the given elem in the linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param elem Element to remove
|
||||
*/
|
||||
void linked_list_remove_elem(linked_list_t *linked_list, elem_t *elem);
|
||||
|
||||
/**
|
||||
* @brief Remove element at the given index in the linked list, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param index Index of the element
|
||||
*/
|
||||
void linked_list_remove(linked_list_t *linked_list, const size_t index);
|
||||
|
||||
/**
|
||||
* @brief Return first element that the condition verify
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param condition Condition to verify
|
||||
* @param ... Argument to pass to the condition
|
||||
*
|
||||
* @return Element, NULL if no element verify the condition or if an error ocurred.
|
||||
*/
|
||||
elem_t *linked_list_get_elem_if(const linked_list_t *linked_list, const condition_t condition, ...);
|
||||
|
||||
/**
|
||||
* @brief Return data in the first element that the condition verify
|
||||
*
|
||||
* @param linked_list Pointer to a linked list
|
||||
* @param condition Condition to verify
|
||||
* @param ... Argument to pass to the condition
|
||||
*
|
||||
* @return Element data, NULL if no element verify the condition or if an error ocurred.
|
||||
*/
|
||||
void *linked_list_get_if(const linked_list_t *linked_list, const condition_t condition, ...);
|
||||
|
||||
/**
|
||||
* @brief Remove element(s) that the condition verify, do nothing on error.
|
||||
*
|
||||
* @param linked_list Pointer to an linked list
|
||||
* @param condition Condition to verify
|
||||
* @param ... Argument to pass to the condition
|
||||
*/
|
||||
void linked_list_remove_if(linked_list_t *linked_list, const condition_t condition, ...);
|
||||
|
||||
/**
|
||||
* @brief Apply an action to every elements in the list.
|
||||
* Useful for changing a value in every single element data.
|
||||
* The action can be anything that dont destroy the element.
|
||||
*
|
||||
* @param linked_list Pointer to an linked list
|
||||
* @param action action to apply
|
||||
* @param ... Argument to pass to the action
|
||||
*/
|
||||
void linked_list_for_each(const linked_list_t *linked_list, const action_t action, ...);
|
||||
|
||||
#endif // LINKED_LIST_H
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#ifndef MAP_MANAGER_H
|
||||
#define MAP_MANAGER_H
|
||||
|
||||
typedef struct map_t {
|
||||
|
||||
} map_t;
|
||||
|
||||
#endif // MAP_MANAGER_H
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
#ifndef MAPS_H
|
||||
#define MAPS_H
|
||||
|
||||
#include "vector2d.h"
|
||||
|
||||
typedef unsigned int tile_t;
|
||||
|
||||
typedef struct builtin_map_t {
|
||||
char *entities;
|
||||
size_t width;
|
||||
size_t height;
|
||||
tile_t *tiles;
|
||||
} builtin_map_t;
|
||||
|
||||
#endif // MAPS_H
|
||||
|
|
@ -0,0 +1,92 @@
|
|||
#ifndef TEXTURE_MANAGER_H
|
||||
#define TEXTURE_MANAGER_H
|
||||
|
||||
#include <image.h>
|
||||
#include "vector2d.h"
|
||||
#include "linked_list.h"
|
||||
|
||||
/* texture_t: Texture definition
|
||||
This struct is the base for textures
|
||||
|
||||
@name Name of the texture
|
||||
@image Texture of type bopti_image_t */
|
||||
typedef struct texture_t {
|
||||
const char *name;
|
||||
image_t *image;
|
||||
} texture_t;
|
||||
|
||||
/* create_texture(): Create a texture with the given image and name
|
||||
|
||||
@name Name of the texture
|
||||
@image Texture of type bopti_image_t
|
||||
Return the created texture, NULL on error. */
|
||||
texture_t *create_texture(image_t *, const char *);
|
||||
|
||||
/* destroy_texture(): Destroy the given texture
|
||||
|
||||
@texture Texture to destroy */
|
||||
void destroy_texture(texture_t *);
|
||||
|
||||
/* draw_texture(): Draw the given texture from given src rect to dst rect
|
||||
|
||||
@texture Texture to draw
|
||||
@src Source rectangle of the texture to draw
|
||||
@dst Destination of the drawing */
|
||||
void draw_texture(const texture_t *, const rect_t *, const rect_t *, bool);
|
||||
|
||||
/* texture_manager_t: Texture manager
|
||||
|
||||
@textures Textures loaded in memory */
|
||||
typedef struct texture_manager_t {
|
||||
linked_list_t textures;
|
||||
} texture_manager_t;
|
||||
|
||||
/* texture_manager_init(): Initialise the given texture_manager
|
||||
|
||||
@texture_manager Pointer to a texture manager */
|
||||
void texture_manager_init(texture_manager_t *);
|
||||
|
||||
/* texture_manager_load_builtin_textures(): Load textures declared in "textures.h"
|
||||
|
||||
@texture_manager Pointer to a texture manager */
|
||||
void texture_manager_load_builtin_textures(texture_manager_t *);
|
||||
|
||||
/* texture_manager_load_builtin_texture(): Load texture declared in "textures.h" wich have "name"
|
||||
|
||||
@texture_manager Pointer to a texture manager
|
||||
@name Name of the texture to load */
|
||||
texture_t *texture_manager_load_builtin_texture(texture_manager_t *, const char*);
|
||||
|
||||
/* texture_manager_add_texture(): Add a texture in the texture manager
|
||||
|
||||
@texture_manager Pointer to a texture manager
|
||||
@texture Texture to add in the texture manager */
|
||||
void texture_manager_add_texture(texture_manager_t *, texture_t *);
|
||||
|
||||
/* texture_manager_get_texture(): Get a texture in the texture manager
|
||||
|
||||
@texture_manager Pointer to a texture manager
|
||||
@name Name of the texture to get
|
||||
Return the texture, NULL on error or if the texture is not found. */
|
||||
texture_t *texture_manager_get_texture(texture_manager_t *, const char *);
|
||||
|
||||
/* texture_manager_remove_texture(): Remove a texture in the texture manager
|
||||
|
||||
@texture_manager Pointer to a texture manager
|
||||
@name Name of the texture to remove
|
||||
Do nothing if the texture is not found. */
|
||||
void texture_manager_remove_texture(texture_manager_t *, const char *);
|
||||
|
||||
/* texture_manager_clear(): Clear the texture manager
|
||||
|
||||
@texture_manager Pointer to a texture manager */
|
||||
void texture_manager_clear(texture_manager_t *);
|
||||
|
||||
/* texture_manager_draw_texture(): Draw a texture in the texture manager
|
||||
|
||||
@texture_manager Pointer to a texture manager
|
||||
@name Name of the texture to draw
|
||||
Do nothing if the texture is not found. */
|
||||
void texture_manager_draw_texture(texture_manager_t *, const char *, const rect_t *, const rect_t *, bool);
|
||||
|
||||
#endif // TEXTURE_MANAGER_H
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef TEXTURES_H
|
||||
#define TEXTURES_H
|
||||
|
||||
#include <gint/display.h>
|
||||
#include "texture_manager.h"
|
||||
|
||||
typedef struct builtin_texture_t {
|
||||
const char *name;
|
||||
bopti_image_t *image;
|
||||
} builtin_texture_t;
|
||||
|
||||
extern bopti_image_t img_player_idle_sheet;
|
||||
extern bopti_image_t img_player_run_sheet;
|
||||
|
||||
static struct builtin_texture_t builtin_textures[] = {
|
||||
{"player_idle_sheet", &img_player_idle_sheet},
|
||||
{"player_run_sheet", &img_player_run_sheet}
|
||||
};
|
||||
|
||||
#define BUILTIN_TEXTURE_COUNT (sizeof(builtin_textures) / sizeof(builtin_texture_t))
|
||||
|
||||
#endif // TEXTURES_H
|
||||
|
|
@ -0,0 +1,86 @@
|
|||
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
|
||||
* All of the functions declared in this file and *
|
||||
* defined in vector2d.c are from the SDL2 source code. *
|
||||
* They are just renamed. *
|
||||
* => https://github.com/libsdl-org/SDL *
|
||||
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
||||
|
||||
#ifndef VECTOR2D_H
|
||||
#define VECTOR2D_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
/**
|
||||
* @brief Point struct.
|
||||
*
|
||||
* @param x X pos
|
||||
* @param y Y pos
|
||||
*/
|
||||
typedef struct vector2d_t {
|
||||
float x, y;
|
||||
} vector2d_t;
|
||||
|
||||
/**
|
||||
* @brief Rectangle struct.
|
||||
*
|
||||
* @param x X pos
|
||||
* @param y Y pos
|
||||
* @param w Width
|
||||
* @param h Height
|
||||
*/
|
||||
typedef struct rect_t {
|
||||
float x, y;
|
||||
float w, h;
|
||||
} rect_t;
|
||||
|
||||
#define EPSILON 0.000001f
|
||||
|
||||
__attribute__((const)) float fabsf(float x);
|
||||
|
||||
#define is_equal_to_zero(X) (fabsf(X) <= EPSILON)
|
||||
|
||||
#define is_not_zero(X) (fabsf(X) > EPSILON)
|
||||
|
||||
/**
|
||||
* @brief Verify if a point is in a rectangle
|
||||
*
|
||||
* @param P Vector2d
|
||||
* @param R Rectangle
|
||||
*
|
||||
* @return True if the point is in the rectangle, else false.
|
||||
*/
|
||||
#define point_in_rect(P, R) (((P)->x >= (R)->x) && ((P)->x < ((R)->x + (R)->w)) && \
|
||||
((P)->y >= (R)->y) && ((P)->y < ((R)->y + (R)->h)))
|
||||
|
||||
/**
|
||||
* @brief Verify if a rectangle is empty
|
||||
*
|
||||
* @param R Rectangle
|
||||
*
|
||||
* @return True if the rectangle is empty, else false.
|
||||
*/
|
||||
#define rect_empty(R) ((!(R)) || (is_equal_to_zero((R)->w)) || (is_equal_to_zero((R)->h)))
|
||||
|
||||
/**
|
||||
* @brief Verify if there is a intersction between two rectangles
|
||||
*
|
||||
* @param A Rectangle A
|
||||
* @param B Rectangle B
|
||||
*
|
||||
* @return True if there is an intersection, else false.
|
||||
*/
|
||||
bool has_intersection(const rect_t *A, const rect_t *B);
|
||||
|
||||
/**
|
||||
* @brief Verify if there is an intersection between two rectangles and get the intersection rectangle.
|
||||
*
|
||||
* @param A Rectangle A
|
||||
* @param B Rectangle B
|
||||
* @param result The intersection rectangle
|
||||
*
|
||||
* @return True if there is an intersection, else false.
|
||||
*/
|
||||
bool intersect_rect(const rect_t *A, const rect_t *B, rect_t *result);
|
||||
|
||||
#endif // VECTOR2D_H
|
||||
|
|
@ -0,0 +1,377 @@
|
|||
#include <stdarg.h>
|
||||
#include "memory_alloc.h"
|
||||
#include "linked_list.h"
|
||||
|
||||
elem_t *elem_create(const linked_list_t *linked_list)
|
||||
{
|
||||
elem_t *tmp;
|
||||
tmp = malloc(sizeof(elem_t));
|
||||
if(!tmp) return NULL;
|
||||
|
||||
tmp->data = malloc(linked_list->data_size);
|
||||
if(!tmp->data)
|
||||
{
|
||||
free(tmp);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return tmp;
|
||||
}
|
||||
|
||||
inline void destroy_elem(elem_t *elem, const deleter_t elem_deleter)
|
||||
{
|
||||
if(!elem) return;
|
||||
|
||||
if(elem_deleter)
|
||||
elem_deleter(elem->data);
|
||||
else
|
||||
free(elem->data);
|
||||
|
||||
free(elem);
|
||||
}
|
||||
|
||||
void linked_list_init(linked_list_t *linked_list, const size_t data_size, const deleter_t elem_deleter)
|
||||
{
|
||||
linked_list->first = NULL;
|
||||
linked_list->last = NULL;
|
||||
linked_list->size = 0;
|
||||
|
||||
linked_list->data_size = data_size;
|
||||
linked_list->elem_deleter = elem_deleter;
|
||||
}
|
||||
|
||||
void linked_list_push_back_elem(linked_list_t *linked_list, elem_t *elem)
|
||||
{
|
||||
if(!elem) return;
|
||||
|
||||
elem->prev = linked_list->last;
|
||||
elem->next = NULL;
|
||||
|
||||
if(linked_list->last)
|
||||
linked_list->last->next = elem;
|
||||
else
|
||||
linked_list->first = elem;
|
||||
|
||||
linked_list->last = elem;
|
||||
|
||||
linked_list->size++;
|
||||
}
|
||||
|
||||
void linked_list_push_front_elem(linked_list_t *linked_list, elem_t *elem)
|
||||
{
|
||||
if(!elem) return;
|
||||
|
||||
elem->next = linked_list->first;
|
||||
elem->prev = NULL;
|
||||
|
||||
if(linked_list->first)
|
||||
linked_list->first->prev = elem;
|
||||
else
|
||||
linked_list->last = elem;
|
||||
|
||||
linked_list->first = elem;
|
||||
|
||||
linked_list->size++;
|
||||
}
|
||||
|
||||
void linked_list_push_back(linked_list_t *linked_list, void *data)
|
||||
{
|
||||
elem_t *tmp = malloc(sizeof(elem_t));
|
||||
if(!tmp) return;
|
||||
tmp->data = data;
|
||||
|
||||
linked_list_push_back_elem(linked_list, tmp);
|
||||
}
|
||||
|
||||
void linked_list_push_front(linked_list_t *linked_list, void *data)
|
||||
{
|
||||
elem_t *tmp = malloc(sizeof(elem_t));
|
||||
if(!tmp) return;
|
||||
tmp->data = data;
|
||||
|
||||
linked_list_push_front_elem(linked_list, tmp);
|
||||
}
|
||||
|
||||
void linked_list_pop_back(linked_list_t *linked_list)
|
||||
{
|
||||
elem_t *tmp = linked_list->last;
|
||||
if(!tmp) return;
|
||||
|
||||
linked_list->last = tmp->prev;
|
||||
|
||||
if(linked_list->last)
|
||||
linked_list->last->next = NULL;
|
||||
else
|
||||
linked_list->first = NULL;
|
||||
|
||||
destroy_elem(tmp, linked_list->elem_deleter);
|
||||
|
||||
linked_list->size--;
|
||||
}
|
||||
|
||||
void linked_list_pop_front(linked_list_t *linked_list)
|
||||
{
|
||||
elem_t *tmp = linked_list->first;
|
||||
if(!tmp) return;
|
||||
|
||||
linked_list->first = tmp->next;
|
||||
|
||||
if(linked_list->first)
|
||||
linked_list->first->prev = NULL;
|
||||
else
|
||||
linked_list->last = NULL;
|
||||
|
||||
destroy_elem(tmp, linked_list->elem_deleter);
|
||||
|
||||
linked_list->size--;
|
||||
}
|
||||
|
||||
void linked_list_clear(linked_list_t *linked_list)
|
||||
{
|
||||
elem_t *actual_elem = linked_list->first;
|
||||
elem_t *tmp;
|
||||
|
||||
while(actual_elem)
|
||||
{
|
||||
tmp = actual_elem;
|
||||
|
||||
actual_elem = actual_elem->next;
|
||||
|
||||
destroy_elem(tmp, linked_list->elem_deleter);
|
||||
}
|
||||
|
||||
linked_list->first = NULL;
|
||||
linked_list->last = NULL;
|
||||
|
||||
linked_list->size = 0;
|
||||
}
|
||||
|
||||
inline bool linked_list_is_empty(const linked_list_t *linked_list)
|
||||
{
|
||||
return !linked_list->first;
|
||||
}
|
||||
|
||||
inline bool linked_list_is_in_bound(const linked_list_t *linked_list, size_t index)
|
||||
{
|
||||
return index < linked_list->size;
|
||||
}
|
||||
|
||||
elem_t *linked_list_get_elem(const linked_list_t *linked_list, size_t index)
|
||||
{
|
||||
if(!linked_list_is_in_bound(linked_list, index)) return NULL;
|
||||
|
||||
if(index == 0)
|
||||
return linked_list->first;
|
||||
if(index == linked_list->size - 1)
|
||||
return linked_list->last;
|
||||
|
||||
elem_t *actual_elem = linked_list->first;
|
||||
if(!actual_elem) return NULL;
|
||||
|
||||
for (size_t i = 0; i < index; i++)
|
||||
{
|
||||
actual_elem = actual_elem->next;
|
||||
}
|
||||
|
||||
return actual_elem;
|
||||
}
|
||||
|
||||
void *linked_list_get(const linked_list_t *linked_list, size_t index)
|
||||
{
|
||||
elem_t *tmp = linked_list_get_elem(linked_list, index);
|
||||
if(!tmp) return NULL;
|
||||
return tmp->data;
|
||||
}
|
||||
|
||||
void linked_list_insert_elem(linked_list_t *linked_list, elem_t *elem, size_t index)
|
||||
{
|
||||
if(!elem) return;
|
||||
if(!linked_list_is_in_bound(linked_list, index)) return;
|
||||
|
||||
if(index == 0)
|
||||
{
|
||||
linked_list_push_front_elem(linked_list, elem);
|
||||
}
|
||||
else if(index == (linked_list->size - 1))
|
||||
{
|
||||
linked_list_push_back_elem(linked_list, elem);
|
||||
}
|
||||
else
|
||||
{
|
||||
elem_t *next_insert_elem = linked_list_get_elem(linked_list, index);
|
||||
elem_t *prev_insert_elem = next_insert_elem->prev;
|
||||
|
||||
elem->prev = prev_insert_elem;
|
||||
elem->next = next_insert_elem;
|
||||
|
||||
prev_insert_elem->next = elem;
|
||||
next_insert_elem->prev = elem;
|
||||
|
||||
linked_list->size++;
|
||||
}
|
||||
}
|
||||
|
||||
void linked_list_insert(linked_list_t *linked_list, void *data, size_t index)
|
||||
{
|
||||
elem_t *tmp = malloc(sizeof(elem_t));
|
||||
if(!tmp) return;
|
||||
tmp->data = data;
|
||||
|
||||
linked_list_insert_elem(linked_list, tmp, index);
|
||||
}
|
||||
|
||||
void linked_list_remove_elem(linked_list_t *linked_list, elem_t *elem)
|
||||
{
|
||||
if(!elem) return;
|
||||
|
||||
if(elem == linked_list->first)
|
||||
{
|
||||
linked_list_pop_front(linked_list);
|
||||
}
|
||||
else if(elem == linked_list->last)
|
||||
{
|
||||
linked_list_pop_back(linked_list);
|
||||
}
|
||||
else
|
||||
{
|
||||
elem_t *prev_insert_elem = elem->prev;
|
||||
elem_t *next_insert_elem = elem->next;
|
||||
|
||||
prev_insert_elem->next = next_insert_elem;
|
||||
next_insert_elem->prev = prev_insert_elem;
|
||||
|
||||
destroy_elem(elem, linked_list->elem_deleter);
|
||||
|
||||
linked_list->size--;
|
||||
}
|
||||
}
|
||||
|
||||
void linked_list_remove(linked_list_t *linked_list, size_t index)
|
||||
{
|
||||
elem_t *tmp = linked_list_get_elem(linked_list, index);
|
||||
if(tmp) linked_list_remove_elem(linked_list, tmp);
|
||||
}
|
||||
|
||||
elem_t *linked_list_get_elem_if(const linked_list_t *linked_list, const condition_t condition, ...)
|
||||
{
|
||||
if(!condition) return NULL;
|
||||
|
||||
va_list args;
|
||||
va_start(args, condition);
|
||||
|
||||
elem_t *actual_elem = linked_list->first;
|
||||
elem_t *next_elem;
|
||||
|
||||
while(actual_elem)
|
||||
{
|
||||
next_elem = actual_elem->next;
|
||||
|
||||
va_list args_copy;
|
||||
va_copy(args_copy, args);
|
||||
|
||||
if(condition(actual_elem, args_copy))
|
||||
{
|
||||
va_end(args_copy);
|
||||
va_end(args);
|
||||
|
||||
return actual_elem;
|
||||
}
|
||||
|
||||
va_end(args_copy);
|
||||
|
||||
actual_elem = next_elem;
|
||||
}
|
||||
|
||||
va_end(args);
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void *linked_list_get_if(const linked_list_t *linked_list, const condition_t condition, ...)
|
||||
{
|
||||
if(!condition) return NULL;
|
||||
|
||||
va_list args;
|
||||
va_start(args, condition);
|
||||
|
||||
elem_t *actual_elem = linked_list->first;
|
||||
elem_t *next_elem;
|
||||
|
||||
while(actual_elem)
|
||||
{
|
||||
next_elem = actual_elem->next;
|
||||
|
||||
va_list args_copy;
|
||||
va_copy(args_copy, args);
|
||||
|
||||
if(condition(actual_elem, args_copy))
|
||||
{
|
||||
va_end(args_copy);
|
||||
va_end(args);
|
||||
|
||||
return actual_elem->data;
|
||||
}
|
||||
|
||||
va_end(args_copy);
|
||||
|
||||
actual_elem = next_elem;
|
||||
}
|
||||
|
||||
va_end(args);
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void linked_list_remove_if(linked_list_t *linked_list, const condition_t condition, ...)
|
||||
{
|
||||
if(!condition) return;
|
||||
|
||||
va_list args;
|
||||
va_start(args, condition);
|
||||
|
||||
elem_t *actual_elem = linked_list->first;
|
||||
elem_t *next_elem;
|
||||
|
||||
while(actual_elem)
|
||||
{
|
||||
next_elem = actual_elem->next;
|
||||
|
||||
va_list args_copy;
|
||||
va_copy(args_copy, args);
|
||||
|
||||
if(condition(actual_elem, args_copy))
|
||||
{
|
||||
linked_list_remove_elem(linked_list, actual_elem);
|
||||
}
|
||||
|
||||
va_end(args_copy);
|
||||
|
||||
actual_elem = next_elem;
|
||||
}
|
||||
|
||||
va_end(args);
|
||||
}
|
||||
|
||||
void linked_list_for_each(const linked_list_t *linked_list, const action_t action, ...)
|
||||
{
|
||||
if(!action) return;
|
||||
|
||||
va_list args;
|
||||
va_start(args, action);
|
||||
|
||||
elem_t *actual_elem = linked_list->first;
|
||||
|
||||
while(actual_elem)
|
||||
{
|
||||
va_list args_copy;
|
||||
va_copy(args_copy, args);
|
||||
|
||||
action(actual_elem, args_copy);
|
||||
|
||||
va_end(args_copy);
|
||||
|
||||
actual_elem = actual_elem->next;
|
||||
}
|
||||
|
||||
va_end(args);
|
||||
}
|
||||
|
|
@ -0,0 +1,281 @@
|
|||
#include "game.h"
|
||||
|
||||
//#define TEXTURE_TEST
|
||||
//#define LINKED_LIST_TEST
|
||||
|
||||
game_t game;
|
||||
|
||||
int main(void)
|
||||
{
|
||||
game_init();
|
||||
|
||||
while(game.is_running)
|
||||
{
|
||||
game_handle_event();
|
||||
game_update();
|
||||
game_render();
|
||||
}
|
||||
|
||||
game_exit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// Texture Unit Tests
|
||||
#ifdef TEXTURE_TEST
|
||||
|
||||
#include "texture_manager.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
dclear(C_WHITE);
|
||||
|
||||
texture_manager_t texture_manager;
|
||||
texture_manager_init(&texture_manager);
|
||||
texture_manager_load_builtin_textures(&texture_manager);
|
||||
|
||||
texture_t *texture = texture_manager_get_texture(&texture_manager, "player_run_sheet");
|
||||
|
||||
rect_t srcR = {0,0,32,32};
|
||||
rect_t dstR = srcR;
|
||||
|
||||
draw_texture(texture, &src, &dst);
|
||||
|
||||
src.x = 33;
|
||||
dst.x = 33;
|
||||
|
||||
draw_texture(texture, &src, &dst);
|
||||
|
||||
texture_manager_remove_texture(&texture_manager, "player_run_sheet");
|
||||
|
||||
src.w = 128;
|
||||
dst.x = 0;
|
||||
dst.y = 33;
|
||||
|
||||
texture_manager_draw_texture(&texture_manager, "player_idle_sheet", &src, &dst);
|
||||
|
||||
texture_manager_clear(&texture_manager);
|
||||
|
||||
dupdate();
|
||||
getkey();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
#endif // TEXTURE_TEST
|
||||
|
||||
// Linked List Unit Tests
|
||||
#ifdef LINKED_LIST_TEST
|
||||
|
||||
#include "linked_list.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
dclear(C_WHITE);
|
||||
|
||||
linked_list_t linked_list;
|
||||
linked_list_init(&linked_list, sizeof(int), NULL);
|
||||
if(linked_list.first == linked_list.last &&
|
||||
linked_list.first == NULL)
|
||||
{
|
||||
dtext(1, 0, C_BLACK, "linked_list is initialised correctly");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
elem_t *elem1 = NULL;
|
||||
elem_t *elem2 = NULL;
|
||||
elem_t *elem3 = NULL;
|
||||
elem_t *elem4 = NULL;
|
||||
|
||||
elem1 = elem_create(&linked_list);
|
||||
if(elem1 && elem1->data)
|
||||
{
|
||||
dtext(1, 10, C_BLACK, "elem1 is initalised correctly");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_push_back_elem(&linked_list, elem1);
|
||||
if(linked_list.first == linked_list.last &&
|
||||
linked_list.first == elem1 &&
|
||||
!linked_list.first->prev &&
|
||||
!linked_list.first->next &&
|
||||
!linked_list.last->prev &&
|
||||
!linked_list.last->next)
|
||||
{
|
||||
dtext(1, 20, C_BLACK, "elem1 is correctly pushed back");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_pop_back(&linked_list);
|
||||
if(linked_list.first == linked_list.last &&
|
||||
linked_list.first == NULL)
|
||||
{
|
||||
dtext(1, 30, C_BLACK, "elem1 is correctly poped back");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
elem1 = elem_create(&linked_list);
|
||||
elem2 = elem_create(&linked_list);
|
||||
elem3 = elem_create(&linked_list);
|
||||
elem4 = elem_create(&linked_list);
|
||||
|
||||
linked_list_push_back_elem(&linked_list, elem1);
|
||||
linked_list_push_back_elem(&linked_list, elem2);
|
||||
if(linked_list.first == elem1 &&
|
||||
linked_list.last == elem2 &&
|
||||
!linked_list.first->prev &&
|
||||
linked_list.first->next &&
|
||||
linked_list.last->prev &&
|
||||
!linked_list.last->next &&
|
||||
linked_list.first->next == elem2 &&
|
||||
linked_list.last->prev == elem1)
|
||||
{
|
||||
dtext(1, 40, C_BLACK, "elem1 and elem2 are correctly pushed back");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_push_front_elem(&linked_list, elem3);
|
||||
linked_list_push_front_elem(&linked_list, elem4);
|
||||
if(!linked_list.first->prev &&
|
||||
!linked_list.last->next &&
|
||||
linked_list.first == elem4 &&
|
||||
linked_list.first->next == elem3 &&
|
||||
linked_list.first->next->next == elem1 &&
|
||||
linked_list.first->next->next->next == elem2 &&
|
||||
linked_list.last == elem2 &&
|
||||
linked_list.last->prev == elem1 &&
|
||||
linked_list.last->prev->prev == elem3 &&
|
||||
linked_list.last->prev->prev->prev == elem4)
|
||||
{
|
||||
dtext(1, 50, C_BLACK, "elem3 and elem4 are correctly pushed front");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
if(linked_list_get_elem(&linked_list, 2) == elem1)
|
||||
{
|
||||
dtext(1, 60, C_BLACK, "elem4 is got correctly");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_pop_back(&linked_list);
|
||||
if(!linked_list.first->prev &&
|
||||
!linked_list.last->next &&
|
||||
linked_list.first == elem4 &&
|
||||
linked_list.first->next == elem3 &&
|
||||
linked_list.first->next->next == elem1 &&
|
||||
linked_list.last == elem1 &&
|
||||
linked_list.last->prev == elem3 &&
|
||||
linked_list.last->prev->prev == elem4)
|
||||
{
|
||||
dtext(1, 70, C_BLACK, "elem2 is correctly poped back");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_remove(&linked_list, 1);
|
||||
if(!linked_list.first->prev &&
|
||||
!linked_list.last->next &&
|
||||
linked_list.first == elem4 &&
|
||||
linked_list.first->next == elem1 &&
|
||||
linked_list.last == elem1 &&
|
||||
linked_list.last->prev == elem4)
|
||||
{
|
||||
dtext(1, 80, C_BLACK, "elem3 is correctly removed");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_clear(&linked_list);
|
||||
if(linked_list.first == linked_list.last &&
|
||||
linked_list.first == NULL)
|
||||
{
|
||||
dtext(1, 90, C_BLACK, "linked list is correctly cleared");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
elem1 = elem_create(&linked_list);
|
||||
elem2 = elem_create(&linked_list);
|
||||
elem3 = elem_create(&linked_list);
|
||||
elem4 = elem_create(&linked_list);
|
||||
|
||||
linked_list_push_back_elem(&linked_list, elem1);
|
||||
linked_list_push_back_elem(&linked_list, elem2);
|
||||
linked_list_push_front_elem(&linked_list, elem3);
|
||||
if(linked_list.first == elem3 &&
|
||||
linked_list.last == elem2 &&
|
||||
!linked_list.first->prev &&
|
||||
linked_list.first->next &&
|
||||
linked_list.last->prev &&
|
||||
!linked_list.last->next &&
|
||||
linked_list.first->next == elem1 &&
|
||||
linked_list.first->next->next == elem2 &&
|
||||
linked_list.last->prev == elem1 &&
|
||||
linked_list.last->prev->prev == elem3)
|
||||
{
|
||||
dtext(1, 100, C_BLACK, "elem1, elem2 and elem3 are correctly pushed");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_insert_elem(&linked_list, elem4, 1);
|
||||
if(linked_list.first == elem3 &&
|
||||
linked_list.last == elem2 &&
|
||||
!linked_list.first->prev &&
|
||||
linked_list.first->next &&
|
||||
linked_list.last->prev &&
|
||||
!linked_list.last->next &&
|
||||
linked_list.first->next == elem4 &&
|
||||
linked_list.first->next->next == elem1 &&
|
||||
linked_list.first->next->next->next == elem2 &&
|
||||
linked_list.last->prev == elem1 &&
|
||||
linked_list.last->prev->prev == elem4 &&
|
||||
linked_list.last->prev->prev->prev == elem3)
|
||||
{
|
||||
dtext(1, 110, C_BLACK, "elem3 is correctly inserted");
|
||||
}
|
||||
else
|
||||
{
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
linked_list_clear(&linked_list);
|
||||
|
||||
Exit:
|
||||
dupdate();
|
||||
getkey();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
#endif // LINKED_LIST_TEST
|
||||
|
|
@ -0,0 +1,92 @@
|
|||
#include <malloc.h>
|
||||
#include <string.h>
|
||||
#include "texture_manager.h"
|
||||
//#include "textures.h"
|
||||
|
||||
texture_t *create_texture(image_t *image, const char *name)
|
||||
{
|
||||
if(!image) return NULL;
|
||||
|
||||
texture_t *texture = kmalloc(sizeof(texture_t), NULL);
|
||||
if (!texture) return NULL;
|
||||
|
||||
texture->name = name;
|
||||
texture->image = image;
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
inline void destroy_texture(texture_t *texture)
|
||||
{
|
||||
kfree(texture);
|
||||
}
|
||||
|
||||
inline void draw_texture(const texture_t *texture, const rect_t *src, const rect_t *dst, bool flip)
|
||||
{
|
||||
dsubimage_rgb16_effect((int)dst->x, (int)dst->y, texture->image, (int)src->x, (int)src->y, (int)src->w, (int)src->h, flip ? IMAGE_HFLIP : DIMAGE_NONE);
|
||||
}
|
||||
|
||||
inline void texture_manager_init(texture_manager_t *texture_manager)
|
||||
{
|
||||
linked_list_init(&texture_manager->textures, sizeof(texture_t), NULL);
|
||||
}
|
||||
|
||||
void texture_manager_load_builtin_textures(texture_manager_t *texture_manager)
|
||||
{
|
||||
for(size_t i = 0; i < BUILTIN_TEXTURE_COUNT; i++)
|
||||
{
|
||||
texture_t *texture = create_texture((image_t *)builtin_textures[i].image, builtin_textures[i].name);
|
||||
texture_manager_add_texture(texture_manager, texture);
|
||||
}
|
||||
}
|
||||
|
||||
texture_t *texture_manager_load_builtin_texture(texture_manager_t *texture_manager, const char *name)
|
||||
{
|
||||
for(size_t i = 0; i < BUILTIN_TEXTURE_COUNT; i++)
|
||||
{
|
||||
if(!strcmp(builtin_textures[i].name, name))
|
||||
{
|
||||
texture_t *texture = create_texture((image_t *)builtin_textures[i].image, builtin_textures[i].name);
|
||||
texture_manager_add_texture(texture_manager, texture);
|
||||
return texture;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
inline void texture_manager_add_texture(texture_manager_t *texture_manager, texture_t *texture)
|
||||
{
|
||||
linked_list_push_back(&texture_manager->textures, texture);
|
||||
}
|
||||
|
||||
// Only for this file
|
||||
// Arg : const char *name
|
||||
static inline bool is_texture_name(elem_t *elem, va_list args)
|
||||
{
|
||||
return !strcmp(((texture_t *)elem->data)->name, va_arg(args, const char*));
|
||||
}
|
||||
|
||||
texture_t *texture_manager_get_texture(texture_manager_t *texture_manager, const char *name)
|
||||
{
|
||||
texture_t *texture = linked_list_get_if(&texture_manager->textures, is_texture_name, name);
|
||||
if(texture) return texture;
|
||||
|
||||
texture = texture_manager_load_builtin_texture(texture_manager, name);
|
||||
return texture;
|
||||
}
|
||||
|
||||
inline void texture_manager_remove_texture(texture_manager_t *texture_manager, const char *name)
|
||||
{
|
||||
linked_list_remove_if(&texture_manager->textures, is_texture_name, name);
|
||||
}
|
||||
|
||||
inline void texture_manager_clear(texture_manager_t *texture_manager)
|
||||
{
|
||||
linked_list_clear(&texture_manager->textures);
|
||||
}
|
||||
|
||||
inline void texture_manager_draw_texture(texture_manager_t *texture_manager, const char *name, const rect_t *src, const rect_t *dst, bool flip)
|
||||
{
|
||||
draw_texture(texture_manager_get_texture(texture_manager, name), src, dst, flip);
|
||||
}
|
||||
|
|
@ -0,0 +1,97 @@
|
|||
#include "vector2d.h"
|
||||
|
||||
__attribute__((const)) float fabsf(float x)
|
||||
{
|
||||
union {
|
||||
float f;
|
||||
uint32_t i;
|
||||
} u = {x};
|
||||
|
||||
u.i &= 0x7FFFFFFF;
|
||||
return u.f;
|
||||
}
|
||||
|
||||
bool has_intersection(const rect_t * A, const rect_t * B)
|
||||
{
|
||||
float Amin, Amax, Bmin, Bmax;
|
||||
|
||||
if (!A || !B)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Special cases for empty rects */
|
||||
if (rect_empty(A) || rect_empty(B))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Horizontal intersection */
|
||||
Amin = A->x;
|
||||
Amax = Amin + A->w;
|
||||
Bmin = B->x;
|
||||
Bmax = Bmin + B->w;
|
||||
if (Bmin > Amin)
|
||||
Amin = Bmin;
|
||||
if (Bmax < Amax)
|
||||
Amax = Bmax;
|
||||
if (Amax <= Amin)
|
||||
return false;
|
||||
|
||||
/* Vertical intersection */
|
||||
Amin = A->y;
|
||||
Amax = Amin + A->h;
|
||||
Bmin = B->y;
|
||||
Bmax = Bmin + B->h;
|
||||
if (Bmin > Amin)
|
||||
Amin = Bmin;
|
||||
if (Bmax < Amax)
|
||||
Amax = Bmax;
|
||||
if (Amax <= Amin)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool intersect_rect(const rect_t * A, const rect_t * B, rect_t * result)
|
||||
{
|
||||
if (!A || !B || !result)
|
||||
{
|
||||
// TODO error message
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Special cases for empty rects */
|
||||
if (rect_empty(A) || rect_empty(B))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float Amin, Amax, Bmin, Bmax;
|
||||
|
||||
/* Horizontal intersection */
|
||||
Amin = A->x;
|
||||
Amax = Amin + A->w;
|
||||
Bmin = B->x;
|
||||
Bmax = Bmin + B->w;
|
||||
if (Bmin > Amin)
|
||||
Amin = Bmin;
|
||||
result->x = Amin;
|
||||
if (Bmax < Amax)
|
||||
Amax = Bmax;
|
||||
result->w = Amax - Amin;
|
||||
|
||||
/* Vertical intersection */
|
||||
Amin = A->y;
|
||||
Amax = Amin + A->h;
|
||||
Bmin = B->y;
|
||||
Bmax = Bmin + B->h;
|
||||
if (Bmin > Amin)
|
||||
Amin = Bmin;
|
||||
result->y = Amin;
|
||||
if (Bmax < Amax)
|
||||
Amax = Bmax;
|
||||
result->h = Amax - Amin;
|
||||
|
||||
return !rect_empty(result);
|
||||
}
|
||||