Rudimentary resolution changer, window icon
This commit is contained in:
parent
aeeef1a60f
commit
eb4b0e1714
@ -305,35 +305,47 @@ Texture *asset_texLoadImage(AssetManager *assetManager, MemoryArena_ *arena,
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{
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/* Open the texture image */
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i32 imgWidth, imgHeight, bytesPerPixel;
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stbi_set_flip_vertically_on_load(TRUE);
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u8 *image =
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stbi_load(path, &imgWidth, &imgHeight, &bytesPerPixel, 0);
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asset_imageLoad(&imgWidth, &imgHeight, &bytesPerPixel, path, TRUE);
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#ifdef DENGINE_DEBUG
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if (imgWidth != imgHeight)
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Texture *result = NULL;
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if (image)
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{
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result = asset_texGetFreeSlot(assetManager, arena, key);
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*result = textureGen(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight),
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CAST(GLint)(bytesPerPixel), image);
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GL_CHECK_ERROR();
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asset_imageFree(image);
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}
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return result;
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}
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u8 *asset_imageLoad(i32 *width, i32 *height, i32 *bpp, const char *const path,
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b32 flipVertically)
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{
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stbi_set_flip_vertically_on_load(flipVertically);
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u8 *image = stbi_load(path, width, height, bpp, 0);
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if (*width != *height)
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{
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printf(
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"asset_texLoadImage() warning: Sprite sheet is not square: "
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"%dx%dpx\n", imgWidth, imgHeight);
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"%dx%dpx\n",
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*width, *height);
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}
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#endif
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if (!image)
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{
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printf("stdbi_load() failed: %s\n", stbi_failure_reason());
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return NULL;
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}
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Texture *result = asset_texGetFreeSlot(assetManager, arena, key);
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*result = textureGen(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight),
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CAST(GLint)(bytesPerPixel), image);
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GL_CHECK_ERROR();
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stbi_image_free(image);
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return result;
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return image;
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}
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void asset_imageFree(u8 *image) { stbi_image_free(image); }
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/*
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*********************************
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* Animation Asset Managing
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157
src/Asteroid.c
157
src/Asteroid.c
@ -340,17 +340,17 @@ INTERNAL void addAsteroidWithSpec(GameWorldState *world,
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i32 randValue = rand();
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if (!spec)
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{
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i32 randX = (randValue % (i32)world->worldSize.w);
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i32 randY = (randValue % (i32)world->worldSize.h);
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i32 randX = (randValue % (i32)world->size.w);
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i32 randY = (randValue % (i32)world->size.h);
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v2 midpoint = v2_scale(world->worldSize, 0.5f);
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v2 midpoint = v2_scale(world->size, 0.5f);
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Rect topLeftQuadrant = {V2(0, midpoint.y),
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V2(midpoint.x, world->worldSize.y)};
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V2(midpoint.x, world->size.y)};
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Rect botLeftQuadrant = {V2(0, 0), midpoint};
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Rect topRightQuadrant = {midpoint, world->worldSize};
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Rect topRightQuadrant = {midpoint, world->size};
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Rect botRightQuadrant = {V2(midpoint.x, 0),
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V2(world->worldSize.x, midpoint.y)};
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V2(world->size.x, midpoint.y)};
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// NOTE(doyle): Off-screen so asteroids "float" into view. There's no
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// particular order, just pushing things offscreen when they get
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@ -577,9 +577,9 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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u8 *arenaBase = state->transientArena.base + state->transientArena.size;
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memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize);
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world->camera.min = V2(0, 0);
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world->camera.max = state->renderer.size;
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world->worldSize = state->renderer.size;
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world->camera.min = V2(0, 0);
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world->camera.max = state->renderer.size;
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world->size = state->renderer.size;
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{ // Init null entity
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Entity *nullEntity = &world->entityList[world->entityIndex++];
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@ -617,8 +617,8 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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for (i32 i = 0; i < world->numStarP; i++)
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{
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i32 randX = rand() % (i32)world->worldSize.x;
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i32 randY = rand() % (i32)world->worldSize.y;
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i32 randX = rand() % (i32)world->size.x;
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i32 randY = rand() % (i32)world->size.y;
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world->starPList[i] = V2i(randX, randY);
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}
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@ -821,15 +821,15 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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}
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/* Loop entity around world */
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if (entity->pos.y >= world->worldSize.h)
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if (entity->pos.y >= world->size.h)
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entity->pos.y = 0;
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else if (entity->pos.y < 0)
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entity->pos.y = world->worldSize.h;
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entity->pos.y = world->size.h;
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if (entity->pos.x >= world->worldSize.w)
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if (entity->pos.x >= world->size.w)
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entity->pos.x = 0;
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else if (entity->pos.x < 0)
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entity->pos.x = world->worldSize.w;
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entity->pos.x = world->size.w;
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i32 collisionIndex = moveEntity(world, &state->transientArena, entity,
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i, ddP, dt, ddPSpeedInMs);
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@ -1007,57 +1007,104 @@ INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt)
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v2 screenCenter = v2_scale(renderer->size, 0.5f);
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const char *const title = "Asteroids";
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v2 titleDim = asset_fontStringDimInPixels(arial25, title);
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v2 halfTitleDim = v2_scale(titleDim, 0.5f);
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v2 titleP = v2_add(screenCenter, V2(0, 40));
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titleP = v2_sub(titleP, halfTitleDim);
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renderer_stringFixed(renderer, transientArena, arial25, title, titleP,
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V2(0, 0), 0, V4(1, 0, 0, 1), 0);
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ui_beginState(uiState);
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{ // Draw blinking Start Game prompt
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menuState->startMenuGameStartBlinkTimer -= dt;
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if (menuState->startMenuGameStartBlinkTimer < 0.0f)
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if (menuState->optionsShow)
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{
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if (platform_queryKey(&inputBuffer->keys[keycode_o],
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readkeytype_one_shot, KEY_DELAY_NONE) ||
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platform_queryKey(&inputBuffer->keys[keycode_backspace],
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readkeytype_one_shot, KEY_DELAY_NONE))
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{
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menuState->startMenuGameStartBlinkTimer = 1.0f;
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menuState->startMenuToggleShow =
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(menuState->startMenuToggleShow) ? FALSE : TRUE;
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menuState->optionsShow = FALSE;
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}
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else
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{
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f32 textYOffset = arial25->size * 1.5f;;
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const char *const title = "Options";
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v2 p = v2_add(screenCenter, V2(0, textYOffset));
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renderer_stringFixedCentered(renderer, transientArena, arial25,
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title, p, V2(0, 0), 0, V4(1, 0, 1, 1),
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0);
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const char *const resolutionLabel = "Resolution";
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p = v2_add(screenCenter, V2(0, 0));
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renderer_stringFixedCentered(renderer, transientArena, arial25,
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resolutionLabel, p, V2(0, 0), 0,
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V4(1, 0, 1, 1), 0);
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const char *const resSizeLabel = "< 800x600 >";
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p = v2_add(screenCenter, V2(0, -textYOffset));
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renderer_stringFixedCentered(renderer, transientArena, arial25,
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resSizeLabel, p, V2(0, 0), 0,
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V4(1, 0, 1, 1), 0);
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if (platform_queryKey(&inputBuffer->keys[keycode_enter],
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readkeytype_one_shot, KEY_DELAY_NONE))
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{
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menuState->newResolutionRequest = TRUE;
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menuState->newResolution = V2(800, 600);
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renderer->size = menuState->newResolution;
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GameWorldState *world = GET_STATE_DATA(
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state, &state->persistentArena, GameWorldState);
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world->size = menuState->newResolution;
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world->camera.max = menuState->newResolution;
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}
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}
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}
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else
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{
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/* Draw title text */
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const char *const title = "Asteroids";
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v2 p = v2_add(screenCenter, V2(0, 40));
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renderer_stringFixedCentered(renderer, transientArena, arial25, title,
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p, V2(0, 0), 0, V4(1, 0, 0, 1), 0);
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/* Draw blinking start game prompt */
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menuState->startPromptBlinkTimer -= dt;
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if (menuState->startPromptBlinkTimer < 0.0f)
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{
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menuState->startPromptBlinkTimer = 1.0f;
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menuState->startPromptShow =
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(menuState->startPromptShow) ? FALSE : TRUE;
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}
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if (menuState->startMenuToggleShow)
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if (menuState->startPromptShow)
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{
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const char *const gameStart = "Press enter to start";
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v2 gameStartDim = asset_fontStringDimInPixels(arial25, gameStart);
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v2 halfGameStartDim = v2_scale(gameStartDim, 0.5f);
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v2 gameStartP = v2_add(screenCenter, V2(0, -40));
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gameStartP = v2_sub(gameStartP, halfGameStartDim);
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renderer_stringFixed(renderer, transientArena, arial25, gameStart,
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gameStartP, V2(0, 0), 0, V4(1, 1, 0, 1), 0);
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v2 p = v2_add(screenCenter, V2(0, -40));
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renderer_stringFixedCentered(renderer, transientArena, arial25,
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gameStart, p, V2(0, 0), 0,
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V4(1, 1, 0, 1), 0);
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}
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}
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{
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const char *const optionPrompt = "Press [o] for options ";
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v2 dim = asset_fontStringDimInPixels(arial25, optionPrompt);
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v2 halfDim = v2_scale(dim, 0.5f);
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v2 p = v2_add(screenCenter, V2(0, -120));
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p = v2_sub(p, halfDim);
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renderer_stringFixed(renderer, transientArena, arial25, optionPrompt, p,
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V2(0, 0), 0, V4(1, 1, 0, 1), 0);
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}
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{ // Draw show options prompt
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const char *const optionPrompt = "Press [o] for options ";
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v2 p = v2_add(screenCenter, V2(0, -120));
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renderer_stringFixedCentered(renderer, transientArena, arial25,
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optionPrompt, p, V2(0, 0), 0, V4(1, 1, 0, 1),
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0);
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}
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if (platform_queryKey(&inputBuffer->keys[keycode_enter],
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readkeytype_one_shot, KEY_DELAY_NONE))
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{
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state->currState = appstate_GameWorldState;
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if (platform_queryKey(&inputBuffer->keys[keycode_enter],
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readkeytype_one_shot, KEY_DELAY_NONE))
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{
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GameWorldState *world =
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GET_STATE_DATA(state, &state->persistentArena, GameWorldState);
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addPlayer(world);
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GameWorldState *world =
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GET_STATE_DATA(state, &state->persistentArena, GameWorldState);
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addPlayer(world);
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state->currState = appstate_GameWorldState;
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}
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else if (platform_queryKey(&inputBuffer->keys[keycode_o],
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readkeytype_one_shot, KEY_DELAY_NONE))
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{
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menuState->optionsShow = TRUE;
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}
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}
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ui_endState(uiState, inputBuffer);
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@ -97,6 +97,14 @@ INTERNAL void scrollCallback(GLFWwindow *window, double xOffset, double yOffset)
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{
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}
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INTERNAL void setGlfwWindowHints()
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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}
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i32 main(void)
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{
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/*
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@ -105,10 +113,7 @@ i32 main(void)
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**************************
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*/
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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setGlfwWindowHints();
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i32 windowWidth = 1600;
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i32 windowHeight = 900;
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@ -181,6 +186,19 @@ i32 main(void)
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glfwSetWindowUserPointer(window, CAST(void *)(gameState));
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{
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i32 width, height;
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char *iconPath = "data/textures/Asteroids/icon.png";
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u8 *pixels = asset_imageLoad(&width, &height, NULL, iconPath, FALSE);
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if (pixels)
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{
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GLFWimage image = {width, height, pixels};
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glfwSetWindowIcon(window, 1, &image);
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asset_imageFree(pixels);
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}
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}
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/*
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*******************
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* GAME LOOP
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@ -252,6 +270,19 @@ i32 main(void)
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}
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startTime = endTime;
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StartMenuState *menuState =
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ASTEROID_GET_STATE_DATA(gameState, StartMenuState);
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if (menuState)
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{
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if (menuState->newResolutionRequest)
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{
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windowSize = menuState->newResolution;
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glfwSetWindowSize(window, (i32)windowSize.w, (i32)windowSize.h);
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menuState->newResolutionRequest = FALSE;
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}
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}
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}
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glfwTerminate();
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@ -41,8 +41,13 @@ TexAtlas *asset_atlasGet(AssetManager *const assetManager,
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const char *const key);
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Texture *asset_texGetFreeSlot(AssetManager *const assetManager,
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MemoryArena_ *const arena, const char *const key);
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Texture *asset_loadTextureImage(AssetManager *assetManager, MemoryArena_ *arena,
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const char *const path, const char *const key);
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Texture *asset_texLoadImage(AssetManager *assetManager, MemoryArena_ *arena,
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const char *const path, const char *const key);
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u8 *asset_imageLoad(i32 *width, i32 *height, i32 *bpp, const char *const path,
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b32 flipVertically);
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void asset_imageFree(u8 *image);
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/*
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*********************************
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@ -45,8 +45,8 @@ typedef struct GameWorldState
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i32 numAudioRenderers;
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f32 pixelsPerMeter;
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v2 worldSize;
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Rect camera;
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v2 size;
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// TODO(doyle): Ensure we change this if it gets too big
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b32 collisionTable[entitytype_count][entitytype_count];
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@ -54,8 +54,13 @@ typedef struct GameWorldState
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typedef struct StartMenuState
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{
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f32 startMenuGameStartBlinkTimer;
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b32 startMenuToggleShow;
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f32 startPromptBlinkTimer;
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b32 startPromptShow;
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b32 optionsShow;
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b32 newResolutionRequest;
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v2 newResolution;
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} StartMenuState;
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typedef struct GameState
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@ -3,10 +3,9 @@
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#include "Dengine/Common.h"
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#include "Dengine/Math.h"
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#include "Dengine/Assets.h"
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#include "Dengine/AssetManager.h"
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/* Forward Declaration */
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typedef struct AssetManager AssetManager;
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typedef struct Font Font;
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typedef struct Entity Entity;
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typedef struct MemoryArena MemoryArena_;
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@ -125,6 +124,22 @@ inline void renderer_stringFixed(Renderer *const renderer, MemoryArena_ *arena,
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pivotPoint, rotate, color, flags);
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}
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inline void renderer_stringFixedCentered(Renderer *const renderer,
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MemoryArena_ *arena, Font *const font,
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const char *const string, v2 pos,
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v2 pivotPoint, Radians rotate,
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v4 color, RenderFlags flags)
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{
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Rect staticCamera = {V2(0, 0), renderer->size};
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v2 dim = asset_fontStringDimInPixels(font, string);
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v2 halfDim = v2_scale(dim, 0.5f);
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pos = v2_sub(pos, halfDim);
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renderer_string(renderer, arena, staticCamera, font, string, pos,
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pivotPoint, rotate, color, flags);
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}
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void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
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Rect camera, Entity *entity, v2 pivotPoint, Degrees rotate,
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v4 color, RenderFlags flags);
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Block a user