setup base project (removing everything)

This commit is contained in:
2025-02-13 13:07:20 +01:00
parent 14bedd9bcd
commit 70413c38c8
13 changed files with 2 additions and 500 deletions

View File

@@ -1 +0,0 @@
uwu

View File

@@ -1,31 +0,0 @@
#include "errors.h"
#include <SDL_messagebox.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
void error(error_code const error_code, char const* const format, ...) {
char buffer[ERROR_MAX_STR_LEN] = {0}; // contains the buffer of the final string
va_list args;
va_start(args, format);
vsnprintf(buffer, ERROR_MAX_STR_LEN, format, args);
va_end(args);
printf("\033[91mE\033[0m: %s\n", buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "something went wrong! :O", buffer, NULL);
exit(error_code);
}
void warn(char const* const format, ...) {
char buffer[ERROR_MAX_STR_LEN] = {0}; // contains the buffer of the final string
va_list args;
va_start(args, format);
vsnprintf(buffer, ERROR_MAX_STR_LEN, format, args);
va_end(args);
printf("\033[93mW\033[0m: %s\n", buffer);
}

View File

@@ -1,28 +0,0 @@
#pragma once
#include <stdint.h>
#define ERROR_MAX_STR_LEN 128
typedef uint8_t error_code;
enum {
ERROR_MISC = -1,
SUCCESS = 0,
ERROR_INIT = 1,
// SDL errors
ERROR_SDL = 2,
ERROR_SDL_INIT = ERROR_SDL | ERROR_INIT,
// renderer errors
ERROR_SDL_RENDERER = ERROR_SDL | 4,
ERROR_SDL_RENDERER_INIT = ERROR_SDL_RENDERER | ERROR_INIT,
// audio errors
ERROR_SDL_AUDIO = ERROR_SDL | 8,
ERROR_SDL_AUDIO_INIT = ERROR_SDL_AUDIO | ERROR_INIT,
};
// call when a fatal error has occurred, the program will immediately terminate when called
void error(error_code const error_code, char const* format, ...);
void warn(char const* format, ...);

View File

@@ -1,17 +0,0 @@
#include "game.h"
#include <SDL_scancode.h>
#include <stdint.h>
#include "../main.h"
void game_init(game_data* const dat) {
*dat = (game_data){0};
}
// called every time the game's state is updated
void game_update(game_data* const dat, uint8_t const* const keys) {
(void)dat;
if (keys[SDL_SCANCODE_ESCAPE]) stop();
}

View File

@@ -1,11 +0,0 @@
#pragma once
#include <stdint.h>
// stores the data used in the game
typedef struct {
uint8_t tmp;
} game_data;
// updates the game's state
void game_init(game_data* game_dat);
void game_update(game_data* game_dat, const uint8_t* keys);

View File

@@ -1,76 +1,8 @@
#include "main.h"
#include <SDL.h>
#include <SDL_error.h>
#include <SDL_events.h>
#include <SDL_keyboard.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "errors.h"
#include "game/game.h"
#include "window/renderer.h"
bool playing = true;
render_data render_dat = {0};
game_data game_dat = {0};
// handles game application initialisation
static void init(void) {
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
error(ERROR_SDL_INIT, "SDL could not initialize! SDL Error: %s", SDL_GetError());
return;
}
renderer_init(&render_dat, &game_dat);
// initialize audio
// AudioDevice* audio_device = audio_device_init(32000, AUDIO_S16, 1, 255);
// AudioData audio1 = audio_load_wav(audio_device, "FILE NAME");
game_init(&game_dat);
}
// handles game application updating
static void update(void) {
// update the input
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
exit(SUCCESS);
break;
}
}
}
// perform updates
game_update(&game_dat, SDL_GetKeyboardState(NULL));
renderer_update(&render_dat);
}
// handles game application quitting
void stop(void) {
playing = false;
}
// entry point of the application
int32_t main(int32_t argc, char** argv) {
(void)argc;
(void)argv;
init();
while (playing)
update();
// cleanup of resources
SDL_Quit();
(void)argc, (void)argv;
printf("%s\n", "Hello, World!");
return 0;
}

View File

@@ -1,4 +0,0 @@
#pragma once
// stops execution of the game
void stop(void);

View File

@@ -1,148 +0,0 @@
#include "audio.h"
#include <SDL_audio.h>
#include <SDL_error.h>
#include <SDL_stdinc.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include "../errors.h"
//
// audio mixing
//
// audio callback from SDL_AudioSpec; called when the audio device needs more data
static void audio_mixer(void* const userdata, uint8_t* const stream, int32_t const len) {
memset(stream, 0, len); // clear the playing audio
audio_device* const dev = userdata; // get the callback data
audio_player* prev = NULL;
audio_player* curr = dev->audio_dat;
while (curr != NULL) {
// if the current length, remove self from the list
if (curr->len == 0) {
audio_player* ncurr = curr->nxt; // store the next player as the new current player
// set the current player to the new current player & free the current player
free(curr);
curr = ncurr; // ncurr can be NULL, this is fine
// update the previous pointer accordingly
if (prev == NULL)
dev->audio_dat = ncurr;
else
prev->nxt = ncurr;
// continue code execution
continue;
}
// get the length of which we shall be mixing
uint32_t const mix_length = SDL_min(curr->len, (uint32_t)len);
// mix the audio with the stream
SDL_MixAudioFormat(stream, curr->buf, dev->fmt, mix_length, SDL_MIX_MAXVOLUME);
curr->buf += mix_length; // move the pointer up a a bit
curr->len -= mix_length; // move up the mixed amount
// increment across the list
prev = curr;
curr = curr->nxt;
}
}
// converts the audio to the format of the audio device, reallocates wav_buf to a new size outputted to wav_len
static void convert_audio(audio_device const* const dev, SDL_AudioSpec const wav_spec, uint8_t** const wav_buf, uint32_t* const wav_len) {
// build the audio converter with the audio given
SDL_AudioCVT cvt = {0};
SDL_BuildAudioCVT(&cvt, wav_spec.format, wav_spec.channels, wav_spec.freq, dev->fmt, dev->channels, dev->freq);
cvt.len = (*wav_len) * wav_spec.channels; // calculate the size of the source data in bytes by multiplying the length by the amount of channels (warn: uint32_t -> int32_t)
cvt.buf = realloc(*wav_buf, cvt.len * cvt.len_mult); // grow the inputted buffer for the conversion
// performs the conversion
if (SDL_ConvertAudio(&cvt) != 0)
error(ERROR_SDL_AUDIO_INIT, "something went wrong when converting an audio buffer! SDL Error: %s", SDL_GetError());
// set the length to the new length
*wav_len = cvt.len_cvt;
// reallocate the conversion buffer to match the new size
*wav_buf = realloc(cvt.buf, cvt.len_cvt);
if (*wav_buf == NULL)
error(ERROR_MISC, "null value when reallocating the audio buffer");
}
//
// audio / audio device management
//
// loads a WAV file and returns the relevant information
audio_data audio_wav_load(audio_device const* const dev, char const* const fpath) {
SDL_AudioSpec wav_spec = {0};
audio_data audio = {0};
SDL_LoadWAV(fpath, &wav_spec, &audio.buf, &audio.len);
convert_audio(dev, wav_spec, &audio.buf, &audio.len);
// calculate the amount of seconds that the audio fragment has
audio.ms = 1000 * (((audio.len) / (SDL_AUDIO_BITSIZE(dev->fmt) / 8)) / wav_spec.channels / dev->freq);
return audio;
}
// initializes the audio device
audio_device* audio_device_init(int32_t const freq, SDL_AudioFormat const fmt, uint8_t const channels, uint16_t const samples) {
// allocate memory for the audio device
audio_device* const dev = malloc(sizeof(audio_device));
// define the audio specification
SDL_AudioSpec spec = {freq, fmt, channels, 0, samples, 0, 0, NULL, NULL};
spec.callback = audio_mixer;
spec.userdata = dev;
// create the audio device
*dev = (audio_device){
NULL, // allocate memory on the heap for the playing audio array
SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0),
freq,
fmt,
channels,
};
// if the audio device isn't set, cause an error
if (dev->id < 1) {
error(ERROR_SDL_AUDIO_INIT, "AudioDivice failed to open! SDL Error: %s", SDL_GetError());
return NULL;
}
// default state of the device is paused, so we unpause it here
SDL_PauseAudioDevice(dev->id, 0);
return dev;
}
// plays the audio
void audio_play(audio_device* const dev, audio_data const* audio) {
// create an audio player
audio_player* player = malloc(sizeof(audio_player));
*player = (audio_player){
dev->audio_dat, // set nxt to the first item in dev (can be NULL, this is fine)
audio->buf,
audio->len,
};
// assign ourselves to the first item
dev->audio_dat = player;
}
// frees the audio device
void audio_device_free(audio_device* const dev) {
SDL_CloseAudioDevice(dev->id);
free(dev->audio_dat);
free(dev);
}
// frees the buffer of the audio data
void audio_wav_unload(audio_data* dat) {
free(dat->buf);
}

View File

@@ -1,32 +0,0 @@
#pragma once
#include <SDL_audio.h>
#include <stdint.h>
typedef struct {
uint8_t* buf; // the audio buffer
uint32_t len; // length in bytes of the audio buffer
uint32_t ms; // length in seconds of the audio buffer
} audio_data;
typedef struct audio_player {
struct audio_player* nxt; // pointer to the next audio fragment (can be NULL)
uint8_t* buf; // pointer to the current
uint32_t len; // length remaining of the audio buffer
} audio_player;
typedef struct {
audio_player* audio_dat; // linked list of audio players
SDL_AudioDeviceID id; // the audio device id
int32_t freq;
SDL_AudioFormat fmt;
uint8_t channels;
} audio_device;
audio_data audio_wav_load(audio_device const* audio_device, char const* file_path);
audio_device* audio_device_init(int freq, SDL_AudioFormat format, uint8_t channels, uint16_t samples);
void audio_play(audio_device* audio_device, audio_data const* audio);
void audio_device_free(audio_device* dev);
void audio_wav_unload(audio_data* dat);

View File

@@ -1,44 +0,0 @@
#pragma once
#include <stdint.h>
#include "SDL_render.h"
// stores colour in a rgba format, each channel being a 8 bits wide.
typedef union {
uint32_t packed;
struct {
uint8_t a;
uint8_t b;
uint8_t g;
uint8_t r;
};
} colour32;
#define COLOUR32_BLACK ((colour32){0x000000FF})
#define COLOUR32_RED ((colour32){0xFF0000FF})
#define COLOUR32_YELLOW ((colour32){0xFFFF00FF})
#define COLOUR32_ORANGE ((colour32){0xFF6D00FF})
#define COLOUR32_GREEN ((colour32){0x00FF00FF})
#define COLOUR32_CYAN ((colour32){0x00FFFFFF})
#define COLOUR32_BLUE ((colour32){0x0000FFFF})
#define COLOUR32_MAGENTA ((colour32){0xFF00FFFF})
#define COLOUR32_WHITE ((colour32){0xFFFFFFFF})
// sets the render colour to a colour32 value
static inline void set_colour32(SDL_Renderer* const renderer, colour32 const c) {
(void)SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, c.a);
}
// american macros:
#define color32 colour32
#define COLOR32_BLACK COLOUR32_BLACK
#define COLOR32_RED COLOUR32_RED
#define COLOR32_YELLOW COLOUR32_YELLOW
#define COLOR32_ORANGE COLOUR32_ORANGE
#define COLOR32_GREEN COLOUR32_GREEN
#define COLOR32_CYAN COLOUR32_CYAN
#define COLOR32_BLUE COLOUR32_BLUE
#define COLOR32_MAGENTA COLOUR32_MAGENTA
#define COLOR32_WHITE COLOUR32_WHITE

View File

@@ -1,53 +0,0 @@
#pragma once
#include <stdint.h>
#include "SDL_render.h"
// stores colour in a rrrgggbb format, which maps exactly to 8 bits
typedef uint8_t colour8;
/* rrrg ggbb */
#define COLOUR8_BLACK ((colour8)0x00) // 0000 0000
#define COLOUR8_RED ((colour8)0xE0) // 1110 0000
#define COLOUR8_YELLOW ((colour8)0xFC) // 1111 1100
#define COLOUR8_ORANGE ((colour8)0xEC) // 1111 1100
#define COLOUR8_GREEN ((colour8)0x1C) // 0001 1100
#define COLOUR8_CYAN ((colour8)0x1F) // 0001 1111
#define COLOUR8_BLUE ((colour8)0x03) // 0000 0011
#define COLOUR8_MAGENTA ((colour8)0xE3) // 1110 0011
#define COLOUR8_WHITE ((colour8)0xFF) // 1111 1111
// gets the red channel in 32 bit colour space
static inline uint8_t colour8_red32(colour8 const colour) {
return (colour >> 5) * (255 / 7);
}
// gets the green channel in 32 bit colour space
static inline uint8_t colour8_green32(colour8 const colour) {
return ((colour >> 2) & 7) * (255 / 7);
}
// gets the blue channel in 32 bit colour space
static inline uint8_t colour8_blue32(colour8 const colour) {
return (colour & 3) * (255 / 3);
}
// sets the render colour to a colour8 value
static inline void set_colour8(SDL_Renderer* const renderer, colour8 const c) {
(void)SDL_SetRenderDrawColor(renderer, colour8_red32(c), colour8_green32(c), colour8_blue32(c), 0xFF);
}
// american macros:
#define color8 colour8
#define color8_red32 colour8_red32
#define color8_green32 colour8_green32
#define color8_blue32 colour8_blue32
#define COLOR8_BLACK COLOUR8_BLACK
#define COLOR8_RED COLOUR8_RED
#define COLOR8_YELLOW COLOUR8_YELLOW
#define COLOR8_ORANGE COLOUR8_ORANGE
#define COLOR8_GREEN COLOUR8_GREEN
#define COLOR8_CYAN COLOUR8_CYAN
#define COLOR8_BLUE COLOUR8_BLUE
#define COLOR8_MAGENTA COLOUR8_MAGENTA
#define COLOR8_WHITE COLOUR8_WHITE

View File

@@ -1,47 +0,0 @@
#include "renderer.h"
#include <SDL_error.h>
#include <SDL_render.h>
#include <SDL_video.h>
#include <stdio.h>
#include "../errors.h"
#include "../game/game.h"
#include "colour/colour32.h"
// initializes the window and renderer
void renderer_init(render_data* const render_dat, game_data const* const game_dat) {
// create a new window
SDL_Window* const window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 100, 100, SDL_WINDOW_SHOWN);
if (window == NULL)
error(ERROR_SDL_RENDERER_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
// create a renderer
SDL_Renderer* const renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL)
error(ERROR_SDL_RENDERER_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
*render_dat = (render_data){
window,
renderer,
game_dat,
};
}
void renderer_update(const render_data* render_data) {
SDL_Renderer* renderer = render_data->renderer;
int success = 0; // if an error occurs, this value is <0
// clear render
set_colour32(renderer, COLOUR32_BLACK);
success |= SDL_RenderClear(renderer);
if (success < 0) {
warn("\033[93mW\033[0m: something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
return;
}
SDL_RenderPresent(renderer);
}

View File

@@ -1,14 +0,0 @@
#pragma once
#include <SDL_render.h>
#include <SDL_video.h>
#include "../game/game.h"
typedef struct {
SDL_Window* window;
SDL_Renderer* renderer;
game_data const* game_dat;
} render_data;
void renderer_init(render_data* render_dat, game_data const* game_dat);
void renderer_update(render_data const* render_data);