synchronise with the template

- use the version of audio management which doesn't crash the
application if something goes wrong
- include colour32
- update error management to be more reflective of the one defined in
the template
- modify the renderer functions to be more reflective of the template
- modify the game functions to be more reflective of the template (& use
a more failproof method of initializing)
- add gametime
- remove set_gamestatus logic and just use a run boolean in gamedata
- remove emscripten preprocessors as those haven't really been used
This commit is contained in:
2025-03-22 15:29:42 +01:00
parent 7fb624311f
commit 60ae11de10
17 changed files with 416 additions and 265 deletions

View File

@@ -16,16 +16,6 @@
(void)vsnprintf(buf, PRINT_BUFFER_SIZE, fmt, args); \
va_end(args);
static gamestatus status = STATUS_RUNNING;
void set_gamestatus(gamestatus nstatus) {
status = nstatus;
}
gamestatus get_gamestatus(void) {
return status;
}
void debug(char const* fmt, ...) {
char const* env = getenv("DEBUG");
if (env == NULL || *env != '1')
@@ -52,20 +42,19 @@ void warn(char const* fmt, ...) {
void error(char const* fmt, ...) {
char buf[PRINT_BUFFER_SIZE] = {0};
write_args(buf, fmt);
(void)fprintf(stderr, "\033[mE: %s\033[0m", buf);
(void)fprintf(stderr, "\033[91mE: %s\033[0m", buf);
}
noreturn void fatal(gamestatus error_code, char const* fmt, ...) {
noreturn void fatal(gamestatus error_code, char const* fname, uint32_t ln, char const* fmt, ...) {
char buf1[PRINT_BUFFER_SIZE] = {0};
write_args(buf1, fmt);
char buf2[PRINT_BUFFER_SIZE * 2] = {0};
sprintf(buf2, "%s\nexitcode: %u", buf1, error_code);
sprintf(buf2, "%s\n at %s:%u (exitcode: %u)", buf1, fname, ln, error_code);
(void)fprintf(stderr, "\033[101mF: %s\033[0m\n", buf2);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "something went wrong! :O", buf2, NULL);
// set status, but exit immediately, as code is not allowed to execute beyond this point
set_gamestatus(error_code);
exit(status);
exit(error_code);
}

View File

@@ -30,12 +30,10 @@ enum gamestatus {
};
typedef int8_t gamestatus;
void set_gamestatus(gamestatus); // sets the current status of the game
gamestatus get_gamestatus(void); // gets the current status of the game
void debug(char const*, ...); // prints a debug message to stdout if the DEBUG environment variable is set, otherwise the call is ignored.
void info(char const*, ...); // prints an info message to stdout
void warn(char const*, ...); // prints a warning message to stderr
void error(char const*, ...); // prints an warning message to stderr
__attribute__((format(printf, 1, 2))) void debug(char const*, ...); // prints a debug message to stdout if the DEBUG environment variable is set, otherwise the call is ignored.
__attribute__((format(printf, 1, 2))) void info(char const*, ...); // prints an info message to stdout
__attribute__((format(printf, 1, 2))) void warn(char const*, ...); // prints a warning message to stderr
__attribute__((format(printf, 1, 2))) void error(char const*, ...); // prints an warning message to stderr
// prints an error message to stderr before exiting
noreturn void fatal(gamestatus, char const* fmt, ...);
__attribute__((format(printf, 4, 5))) noreturn void fatal(gamestatus, char const* file_name, uint32_t line, char const* fmt, ...);

View File

@@ -1,18 +1,18 @@
#include "game.h"
#include <SDL_audio.h>
#include <SDL_keyboard.h>
#include <SDL_scancode.h>
#include <SDL_timer.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "../error.h"
#include "../window/audio.h"
#include "../window/colour8.h"
#include "../window/colour/colour8.h"
#include "./tetromino/shapes.h"
#include "SDL_audio.h"
#include "SDL_timer.h"
#include "tetromino/placing.h"
// shuffle the array using a FisherYates shuffle
@@ -25,7 +25,7 @@ static inline void shuffle(uint8_t const size, shape_id* const elmnts) {
}
}
void next_shape(game_data* const dat) {
void next_shape(gamedata* const dat) {
dat->curr_idx++; // increase the current shape index
dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
dat->sel_y = 0;
@@ -42,19 +42,34 @@ void next_shape(game_data* const dat) {
dat->nxt[TETROMINO_COUNT - 1] = cache;
}
void game_init(game_data* const dat) {
// zero-initialize the game data
*dat = (game_data){0};
// allocate size for each row
for (int8_t i = 0; i < ROWS; i++) {
dat->rows[i] = calloc(COLUMNS, sizeof(colour8));
// game_data->rows[i][0] = (colour8){(uint8_t)((((i + 1) ^ ((i + 1) >> 3)) * 0x27) & 0xFF)}; // for debugging rows
}
void game_init(gamedata* const dat, gametime* gt) {
// set a random seed using the system clock
srand(time(NULL));
// initialize audio device
audiodevice* ad = audio_device_init(32000, AUDIO_S16, 1, 4096);
*dat = (gamedata){
{0}, // row
gt, // time
ad, // audio_device
audio_wav_load(ad, "korobeiniki.wav"), // music
0, // timer_music
0, // timer_update
0, // timer_input
0, // score
{0}, // nxt
0, // curr_idx
0, // sel_x
0, // sel_y
true, // run
};
// initialize the rows within the game data
for (int8_t i = 0; i < ROWS; i++) {
dat->rows[i] = calloc(COLUMNS, sizeof(colour8)); // TODO: add memory safety check
}
// set the shape data in each slot to it's corrsponding ID
for (shape_id i = 0; i < TETROMINO_COUNT; i++)
dat->nxt[i] = i;
@@ -62,16 +77,14 @@ void game_init(game_data* const dat) {
dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
next_shape(dat); // select the next shape (shuffle should not be triggered)
shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
// initialize audio
dat->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
dat->music = audio_wav_load(dat->audio_device, "korobeiniki.wav");
}
// called every time the game's state is updated
void game_update(game_data* const dat, uint8_t const* const keys) {
void game_update(gamedata* const dat) {
uint8_t const* keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_ESCAPE])
set_gamestatus(STATUS_SUCCESS);
dat->run = false;
input_data move = MOVE_NONE; // contains the move data
uint32_t ctime = SDL_GetTicks();
@@ -107,7 +120,7 @@ void game_update(game_data* const dat, uint8_t const* const keys) {
place_update(dat, move);
}
void game_free(game_data* const dat) {
void game_free(gamedata* const dat) {
audio_wav_unload(&dat->music);
audio_device_free(dat->audio_device);
@@ -116,4 +129,7 @@ void game_free(game_data* const dat) {
free(dat->rows[i]);
dat->rows[i] = NULL;
}
// zero-out the rest of the data
*dat = (gamedata){0};
}

View File

@@ -1,10 +1,19 @@
#pragma once
#include <SDL_scancode.h>
#include <math.h>
#include <stdbool.h>
#include <stdint.h>
#include "../window/audio.h"
#include "../window/colour8.h"
#include "tetromino/shapes.h"
#include "../window/colour/colour8.h"
#include "./tetromino/shapes.h"
#include "gametime.h"
// constants for pi(π) and tau(τ)
#define PI (M_PI) // π constant
#define TAU (M_PI * 2.0) // τ constant
#define PIf (M_PIf) // π constant as a 32-bit floating point
#define TAUf (M_PIf * 2.0F) // τ constant as a 32-bit floating point
// stores the data used in the game
#define COLUMNS ((int8_t)10)
@@ -15,8 +24,9 @@ typedef colour8* row;
typedef struct {
row rows[ROWS];
audio_device* audio_device;
audio_data music;
gametime* time;
audiodevice* audio_device;
audiodata music;
uint32_t timer_music;
uint32_t timer_update;
uint32_t timer_input;
@@ -25,9 +35,10 @@ typedef struct {
uint8_t curr_idx; // current shape index
int8_t sel_x; // selected shape x position
int8_t sel_y; // selected shape y position
} game_data;
bool run;
} gamedata;
void next_shape(game_data* dat);
void game_init(game_data* dat); // initializes the game
void game_update(game_data* dat, uint8_t const* keys); // updates the game's state
void game_free(game_data* dat); // free all data stored with the game
void next_shape(gamedata*); // initializes everything needed to start the game; outputs to gamedata
void game_init(gamedata*, gametime*); // initializes the game
void game_update(gamedata*); // causes an update to occur within the game
void game_free(gamedata*); // frees the resources associated with the game

39
src/game/gametime.h Normal file
View File

@@ -0,0 +1,39 @@
#pragma once
#include <time.h>
#include "../util/attributes.h"
typedef struct {
struct timespec ts; // stores the time at the current update
double sec; // stores the current time in seconds
float scale; // multiplier for the time calculation, default value is 1.0
float delta; // the time that it took between updates
} gametime;
// initializes the gametime struct
atrb_const static inline gametime gametime_new(void) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return (gametime){
ts,
0.0,
1.0F,
0.0F,
};
}
// updates the internal variables
static inline void gametime_update(gametime* gt) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
gt->sec = (double)ts.tv_nsec * 1e-9; // calculate the current time in seconds
gt->delta = ((double)(ts.tv_nsec - gt->ts.tv_nsec) * 1e-9) * gt->scale; // calculate how much time has passed between this and last frame
gt->ts = ts; // update the game's timespec
}
// gets how many times the game updates per second
atrb_const static inline float gametime_get_ups(gametime* gt) {
return 1.0F / gt->delta;
}

View File

@@ -2,8 +2,7 @@
#include <stdint.h>
#include "../../error.h"
#include "../../window/colour8.h"
#include "../../window/colour/colour8.h"
#include "../game.h"
#include "shapes.h"
@@ -101,7 +100,7 @@ static inline shape_id rotate_id(shape_id const id, int const dir) {
return (id + dir) & 31;
}
void place_update(game_data* const game_data, input_data const move) {
void place_update(gamedata* const game_data, input_data const move) {
// store the current index and ID, only changes when placed (which yields no movement) and rotation (which occurs last)
uint8_t const curr_idx = game_data->curr_idx;
shape_id const curr_id = game_data->nxt[curr_idx];
@@ -116,7 +115,7 @@ void place_update(game_data* const game_data, input_data const move) {
next_shape(game_data);
if (shape_intersects(game_data->rows, game_data->curr_idx, game_data->sel_x, game_data->sel_y))
set_gamestatus(STATUS_SUCCESS);
game_data->run = false;
return;
}

View File

@@ -15,8 +15,8 @@ enum {
MOVE_ROTRIGHT = 16,
};
void place_update(game_data* game_data, input_data move);
void place_update(gamedata* game_data, input_data move);
#ifdef DEBUG
void dbg_set_all(game_data* game_data);
void dbg_set_all(gamedata* game_data);
#endif

View File

@@ -1,6 +1,6 @@
#include "shapes.h"
#include "../../window/colour8.h"
#include "../../window/colour/colour8.h"
/* 0 1 2 3 */
#define SHAPE_O ((shape)0x0660) // 0000 0110 0110 0000 the O tetromino with no rotation
@@ -55,13 +55,13 @@ shape shape_from_id(shape_id const id) {
colour8 colour_from_id(shape_id const id) {
switch (id & 7) {
case TETROMINO_O: return COLOUR_YELLOW;
case TETROMINO_I: return COLOUR_CYAN;
case TETROMINO_S: return COLOUR_RED;
case TETROMINO_Z: return COLOUR_GREEN;
case TETROMINO_T: return COLOUR_MAGENTA;
case TETROMINO_L: return COLOUR_ORANGE;
case TETROMINO_J: return COLOUR_BLUE;
default: return COLOUR_BLACK;
case TETROMINO_O: return COLOUR8_YELLOW;
case TETROMINO_I: return COLOUR8_CYAN;
case TETROMINO_S: return COLOUR8_RED;
case TETROMINO_Z: return COLOUR8_GREEN;
case TETROMINO_T: return COLOUR8_MAGENTA;
case TETROMINO_L: return COLOUR8_ORANGE;
case TETROMINO_J: return COLOUR8_BLUE;
default: return COLOUR8_BLACK;
}
}

View File

@@ -2,7 +2,7 @@
#include <stdbool.h>
#include <stdint.h>
#include "../../window/colour8.h"
#include "../../window/colour/colour8.h"
typedef uint16_t shape;
typedef uint8_t shape_row;

View File

@@ -1,44 +1,34 @@
#include <SDL.h>
#include <SDL_error.h>
#include <SDL_events.h>
#include <SDL_keyboard.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <wchar.h>
#include <SDL_ttf.h>
#include <stdint.h>
#include "SDL_ttf.h"
#include "error.h"
#include "game/game.h"
#include "game/gametime.h"
#include "window/renderer.h"
#ifdef __EMSCRIPTEN__ // for web builds
# include <emscripten.h>
#endif
// initialized in init(), reading beforehand is undefined behaviour
static gametime gt;
static gamedata gdat;
static renderdata rdat;
bool playing = true;
render_data render_dat = {0};
game_data game_dat = {0};
// handles game application initialisation
// initialize the game
static void init(void) {
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
fatal(ERROR_SDL_INIT, "SDL could not initialize! SDL Error: %s", SDL_GetError());
fatal(ERROR_SDL_INIT, __FILE_NAME__, __LINE__, "SDL could not initialize! SDL Error: %s", SDL_GetError());
if (TTF_Init() != 0)
fatal(ERROR_SDL_FONT_INIT, "the TTF module of SDL could not initialize! TTF Error: %s", TTF_GetError());
fatal(ERROR_SDL_FONT_INIT, __FILE_NAME__, __LINE__, "the TTF module of SDL could not initialize! TTF Error: %s", TTF_GetError());
// initialize units
game_init(&game_dat);
renderer_init(&render_dat, &game_dat);
// initialize other game components
gt = gametime_new();
game_init(&gdat, &gt);
render_init(&rdat, &gdat);
}
// handles game application updating
// perform the updates to the game
static void update(void) {
// update the input
{
@@ -46,36 +36,31 @@ static void update(void) {
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
set_gamestatus(STATUS_SUCCESS);
gdat.run = false;
break;
}
}
}
// preform updates
game_update(&game_dat, SDL_GetKeyboardState(NULL));
renderer_update(&render_dat);
// perform updates
gametime_update(&gt);
game_update(&gdat);
render_update(&rdat);
}
// handles game application quitting
void stop(void) {
playing = false;
}
// entry point of the application
int main(int const argc, char const* const* const argv) {
(void)argc;
(void)argv;
// entry-point of the application
int32_t main(int32_t argc, char** argv) {
(void)argc, (void)argv;
init();
debug("successfully initialized!");
while (get_gamestatus() == -1) {
while (gdat.run == true)
update();
}
// cleanup of resources
game_free(&game_dat);
debug("done! starting to free resources...");
game_free(&gdat);
render_free(&rdat);
SDL_Quit();
return 0;
}

35
src/util/attributes.h Normal file
View File

@@ -0,0 +1,35 @@
#pragma once
// default attribute definitions (empty)
#define atrb_deprecated
#define atrb_unused
#define atrb_pure
#define atrb_const
// define the attributes where possible
#if defined(__GNUC__) || defined(__clang__)
# if __has_attribute(deprecated)
# undef atrb_deprecated
# define atrb_deprecated __attribute__((deprecated))
# endif
# if __has_attribute(unused)
# undef atrb_unused
# define atrb_unused __attribute__((unused))
# endif
# if __has_attribute(pure)
# undef atrb_pure
# define atrb_pure __attribute__((pure))
# endif
# if __has_attribute(const)
# undef atrb_const
# define atrb_const __attribute__((const))
# endif
#elif defined(_MSC_VER)
# undef atrb_depatrb_deprecated
# define atrb_deprecated __declspec(deprecated)
#endif

View File

@@ -7,112 +7,117 @@
#include <stdlib.h>
#include <string.h>
#ifdef __unix__
# include <unistd.h>
# define fexists(fname) (access(fname, F_OK) == 0)
#elif _WIN32
# include <io.h>
# define fexists(fname) (_access(fname, 0) == 0)
#else
# error platform not supported!
#endif
#include "../error.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) {
static void audiomixer(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
audiodevice* const dev = userdata; // retreive the callback data
audio_player* prev = NULL;
audio_player* curr = dev->audio_dat;
// return if dev is null, since it can fail to initialize
if (dev == NULL) return;
struct audioplayer* prev = NULL;
struct audioplayer* curr = dev->audio_players;
while (curr != NULL) {
// if the current length, remove self from the list
// if the current audio fragment has reached the end of their data
if (curr->len == 0) {
audio_player* ncurr = curr->nxt; // store the next player as the new current player
struct audioplayer* ncurr = curr->nxt;
// set the current player to the new current player & free the current player
// free the memory allocated to it and assign the next to to the currently playing
free(curr);
curr = ncurr; // ncurr can be NULL, this is fine
curr = ncurr;
// update the previous pointer accordingly
// write to the audio device if prev hasn't been set yet
if (prev == NULL)
dev->audio_dat = ncurr;
dev->audio_players = curr;
else
prev->nxt = ncurr;
prev->nxt = curr;
// continue code execution
// continue so if curr is now NULL, the loop stops
continue;
}
// get the length of which we shall be mixing
uint32_t const mix_length = SDL_min(curr->len, (uint32_t)len);
// calculate how much of the current audio player we should mix into the stream
uint32_t const mixlen = 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
// mix the current buffer into the stream, and update the audio player values accordingly
SDL_MixAudioFormat(stream, curr->buf, dev->fmt, mixlen, SDL_MIX_MAXVOLUME);
curr->buf += mixlen;
curr->len -= mixlen;
// increment across the list
// increment the current node
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
static int8_t audio_cvt(audiodevice const* dev, SDL_AudioSpec const* spec, uint8_t** bufptr, uint32_t* len) {
// init the converter
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, spec->format, spec->channels, spec->freq, dev->fmt, dev->channels, dev->freq);
cvt.len = (*len) * 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(*bufptr, cvt.len * cvt.len_mult); // grow the inputted buffer for the conversion
// performs the conversion
if (SDL_ConvertAudio(&cvt) != 0)
fatal(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)
fatal(ERROR_SDL_AUDIO, "null value when reallocating the audio buffer");
// ensure the conversion buffer reallocation goes correctly
if (cvt.buf == NULL) {
error("%s:%u something went wrong whilst growing the audio buffer whilst converting!", __FILE_NAME__, __LINE__);
free(*bufptr);
return 1;
}
//
// 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;
// converts the audio to the new format
if (SDL_ConvertAudio(&cvt)) {
error("something went wrong when loading/converting an audio buffer! SDL Error: %s", SDL_GetError());
free(cvt.buf);
return 1;
}
// 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));
*len = cvt.len;
*bufptr = realloc(cvt.buf, cvt.len_cvt);
if (*bufptr == NULL) {
warn("%s:%u something went wrong whilst shrinking the audio buffer whilst converting!", __FILE_NAME__, __LINE__);
*bufptr = cvt.buf; // use the conversion buffer, as this one will be valid if realloc fails
}
return 0;
}
audiodevice* audio_device_init(int32_t freq, SDL_AudioFormat fmt, uint8_t channels, uint16_t samples) {
audiodevice* dev = malloc(sizeof(audiodevice));
if (dev == NULL) {
error("%s:%u null pointer when allocating memory for the audio device!", __FILE_NAME__, __LINE__);
return NULL;
}
// define the audio specification
SDL_AudioSpec spec = {freq, fmt, channels, 0, samples, 0, 0, NULL, NULL};
spec.callback = audio_mixer;
spec.callback = audiomixer;
spec.userdata = dev;
// create the audio device
*dev = (audio_device){
NULL, // allocate memory on the heap for the playing audio array
*dev = (audiodevice){
NULL,
SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0),
freq,
fmt,
channels,
};
// if the audio device isn't set, cause an error
if (dev->id < 1) {
fatal(ERROR_SDL_AUDIO_INIT, "AudioDivice failed to open! SDL Error: %s", SDL_GetError());
error("%s:%u audio device failed to open! SDL Error: %s", __FILE_NAME__, __LINE__, SDL_GetError());
free(dev);
return NULL;
}
@@ -121,28 +126,64 @@ audio_device* audio_device_init(int32_t const freq, SDL_AudioFormat const fmt, u
return dev;
}
// plays the audio
void audio_play(audio_device* const dev, audio_data const* audio) {
void audio_play(audiodevice* dev, audiodata const* audio) {
if (dev == NULL) return; // dev might fail to initialize
if (audio->len == 0) return; // audio might fail to initialize
// 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)
struct audioplayer* player = malloc(sizeof(struct audioplayer));
*player = (struct audioplayer){
dev->audio_players, // 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;
dev->audio_players = player;
}
// frees the audio device
void audio_device_free(audio_device* const dev) {
void audio_device_free(audiodevice* dev) {
if (dev == NULL) return;
SDL_CloseAudioDevice(dev->id);
free(dev->audio_dat);
struct audioplayer* curr = dev->audio_players;
// free all audio players
while (curr != NULL) {
dev->audio_players = curr->nxt; // use audio_players in dev as a cache
free(curr);
curr = dev->audio_players;
}
// free the audio device itself
free(dev);
}
// frees the buffer of the audio data
void audio_wav_unload(audio_data* dat) {
free(dat->buf);
audiodata audio_wav_load(audiodevice const* dev, char const* fpath) {
if (dev == NULL) return (audiodata){0};
SDL_AudioSpec spec;
audiodata audio;
debug("loading audio file '%s'...", fpath);
if (!fexists(fpath)) {
error("%s:%u couldn't find audio file '%s'!", __FILE_NAME__, __LINE__, fpath);
return (audiodata){0};
}
// load and parse the audio to the correct format
SDL_LoadWAV(fpath, &spec, &audio.buf, &audio.len);
if (audio_cvt(dev, &spec, &audio.buf, &audio.len)) {
return (audiodata){0};
}
// calculate the time in miliseconds of the audio fragment
audio.ms = 1000 * (((audio.len) / (SDL_AUDIO_BITSIZE(dev->fmt) / 8)) / spec.channels / dev->freq);
return audio;
}
void audio_wav_unload(audiodata* audio) {
free(audio->buf);
*audio = (audiodata){0}; // zero out all audio data
}

View File

@@ -3,30 +3,33 @@
#include <SDL_audio.h>
#include <stdint.h>
typedef struct {
uint8_t* buf; // the audio buffer
struct audiodata {
uint8_t* buf; // pointer to 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;
uint32_t ms; // length in miliseconds of the audio buffer
};
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;
// contains the data of the audio fragments to be played
struct audioplayer {
struct audioplayer* nxt; // pointer to the next audioplayer (may be null)
uint8_t* buf; // pointer to the current item in the buffer to be played
uint32_t len; // the length in bytes that the buffer has remaining
};
typedef struct {
audio_player* audio_dat; // linked list of audio players
SDL_AudioDeviceID id; // the audio device id
struct audiodevice {
struct audioplayer* audio_players;
SDL_AudioDeviceID id;
int32_t freq;
SDL_AudioFormat fmt;
uint8_t channels;
} audio_device;
};
typedef struct audiodata audiodata;
typedef struct audiodevice audiodevice;
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);
audiodevice* audio_device_init(int32_t, SDL_AudioFormat, uint8_t, uint16_t);
void audio_play(audiodevice*, audiodata const*);
void audio_device_free(audiodevice*);
void audio_device_free(audio_device* dev);
void audio_wav_unload(audio_data* dat);
audiodata audio_wav_load(audiodevice const*, char const*);
void audio_wav_unload(audiodata*);

View File

@@ -0,0 +1,42 @@
#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

@@ -7,15 +7,15 @@
typedef uint8_t colour8;
/* rrrg ggbb */
#define COLOUR_BLACK ((colour8)0x00) // 0000 0000
#define COLOUR_RED ((colour8)0xE0) // 1110 0000
#define COLOUR_YELLOW ((colour8)0xFC) // 1111 1100
#define COLOUR_ORANGE ((colour8)0xEC) // 1111 1100
#define COLOUR_GREEN ((colour8)0x1C) // 0001 1100
#define COLOUR_CYAN ((colour8)0x1F) // 0001 1111
#define COLOUR_BLUE ((colour8)0x03) // 0000 0011
#define COLOUR_MAGENTA ((colour8)0xE3) // 1110 0011
#define COLOUR_WHITE ((colour8)0xFF) // 1111 1111
#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) {
@@ -37,17 +37,17 @@ 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:
// american macros:
#define color8 colour8
#define color8_red32 colour8_red32
#define color8_green32 colour8_green32
#define color8_blue32 colour8_blue32
#define COLOR_BLACK COLOUR_BLACK
#define COLOR_RED COLOUR_RED
#define COLOR_YELLOW COLOUR_YELLOW
#define COLOR_ORANGE COLOUR_ORANGE
#define COLOR_GREEN COLOUR_GREEN
#define COLOR_CYAN COLOUR_CYAN
#define COLOR_BLUE COLOUR_BLUE
#define COLOR_MAGENTA COLOUR_MAGENTA
#define COLOR_WHITE COLOUR_WHITE
#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

@@ -1,37 +1,38 @@
// initializes the window and renderer
#include "renderer.h"
#include <SDL_error.h>
#include <SDL_pixels.h>
#include <SDL_rect.h>
#include <SDL_render.h>
#include <SDL_surface.h>
#include <SDL_ttf.h>
#include <SDL_video.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <wchar.h>
#include "../error.h"
#include "../game/game.h"
#include "../game/tetromino/shapes.h"
#include "SDL_surface.h"
#include "colour8.h"
#include "renderer.h"
#include "colour/colour32.h"
#include "colour/colour8.h"
#define COLOUR_SCORE COLOUR_YELLOW
#define COLOUR_SCORE COLOUR32_YELLOW
void renderer_init(render_data* const render_dat, game_data const* const game_dat) {
void render_init(renderdata* const render_dat, gamedata const* const game_dat) {
SDL_Window* const window = SDL_CreateWindow("tetris clone", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
if (window == NULL) fatal(ERROR_SDL_RENDERING_INIT, __FILE_NAME__, __LINE__, "Window failed to be created! SDL Error: %s", SDL_GetError());
SDL_Renderer* const renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
if (renderer == NULL) fatal(ERROR_SDL_RENDERING_INIT, __FILE_NAME__, __LINE__, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
TTF_Font* const font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
if (font == NULL) fatal(ERROR_SDL_FONT_INIT, "Failed to open font! TTF Error: %s", TTF_GetError());
if (font == NULL) fatal(ERROR_SDL_FONT_INIT, __FILE_NAME__, __LINE__, "Failed to open font! TTF Error: %s", TTF_GetError());
// initialize the render data
*render_dat = (render_data){
*render_dat = (renderdata){
game_dat,
window,
renderer,
@@ -48,7 +49,7 @@ static inline int32_t get_row_pos(uint8_t row) {
return row * BLOCK_HEIGHT + 1 + TET_PADDING;
}
static void draw_score_text(render_data const* dat) {
static void draw_score_text(renderdata const* dat) {
struct render_cache* const cache = dat->cache;
uint16_t const score = dat->game_dat->score;
@@ -60,7 +61,7 @@ static void draw_score_text(render_data const* dat) {
if (!score) sprintf(score_text, "0");
else sprintf(score_text, "%hu0", score);
SDL_Surface* const txt_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){colour8_red32(COLOUR_SCORE), colour8_green32(COLOUR_SCORE), colour8_blue32(COLOUR_SCORE), 0xFF});
SDL_Surface* const txt_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){COLOUR_SCORE.r, COLOUR_SCORE.g, COLOUR_SCORE.b, COLOUR_SCORE.a});
SDL_Texture* const txt_texture = SDL_CreateTextureFromSurface(renderer, txt_surface);
if (cache->score_texture != NULL) {
@@ -84,15 +85,10 @@ static inline int draw_block(SDL_Renderer* const renderer, int8_t const x, int8_
return SDL_RenderFillRect(renderer, &block);
}
// sets the colour32 from the colour8
static inline void set_colour(SDL_Renderer* const renderer, colour8 const c) {
(void)SDL_SetRenderDrawColor(renderer, colour8_red32(c), colour8_green32(c), colour8_blue32(c), 0xFF);
}
// draws a shape at the specified position
static void draw_shape(SDL_Renderer* const renderer, shape_id const id, int8_t const pos_x, int8_t const pos_y) {
shape const shape = shape_from_id(id);
set_colour(renderer, colour_from_id(id));
set_colour8(renderer, colour_from_id(id));
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
shape_row const shape_row = shape_get_row(shape, y);
@@ -107,31 +103,30 @@ static void draw_shape(SDL_Renderer* const renderer, shape_id const id, int8_t c
}
// draw the block data in the level
static void render_level(SDL_Renderer* const renderer, game_data const* const data) {
static void render_level(SDL_Renderer* const renderer, gamedata const* const data) {
for (int8_t y = 0; y < ROWS; y++) {
row_const const row = data->rows[y];
for (int8_t x = 0; x < COLUMNS; x++) {
if (row[x] != 0) {
set_colour(renderer, row[x]);
set_colour8(renderer, row[x]);
draw_block(renderer, x, y);
}
}
}
}
void renderer_update(render_data const* const dat) {
void render_update(renderdata const* const dat) {
SDL_Renderer* const renderer = dat->renderer;
game_data const* const game_data = dat->game_dat;
gamedata const* const game_data = dat->game_dat;
int success = 0; // if an error occurs, this value is <0
// clear render
set_colour(renderer, COLOUR_BLACK);
set_colour32(renderer, COLOUR32_BLACK); // using colour32 is more efficient, as it sets the colours directly
success |= SDL_RenderClear(renderer);
set_colour(renderer, COLOUR_WHITE);
set_colour32(renderer, COLOUR32_WHITE);
static SDL_Rect const field_size = {TET_PADDING, TET_PADDING, TET_WIDTH + 1, TET_HEIGHT + 1};
SDL_RenderDrawRect(renderer, &field_size);
@@ -150,13 +145,10 @@ void renderer_update(render_data const* const dat) {
SDL_RenderPresent(renderer);
}
void renderer_free(render_data* const render_data) {
void render_free(renderdata* const render_data) {
SDL_DestroyRenderer(render_data->renderer);
SDL_DestroyWindow(render_data->window);
TTF_CloseFont(render_data->font);
free(render_data->cache);
render_data->renderer = NULL;
render_data->window = NULL;
render_data->font = NULL;
render_data->cache = NULL;
*render_data = (renderdata){0};
}

View File

@@ -1,9 +1,8 @@
#pragma once
#include <SDL_render.h>
#include <SDL_surface.h>
#include <SDL_ttf.h>
#include <SDL_video.h>
#include <stdint.h>
#include "../game/game.h"
@@ -16,20 +15,22 @@
#define BLOCK_WIDTH (TET_WIDTH / COLUMNS) // width of a block
#define BLOCK_HEIGHT (TET_HEIGHT / ROWS) // height of a block
// contains the data that's cached between renders
struct render_cache {
SDL_Texture* score_texture;
SDL_Surface* score_surface;
uint16_t prevscore;
};
// contains the data necessary for rendering
typedef struct {
game_data const* game_dat;
gamedata const* game_dat;
SDL_Window* window;
SDL_Renderer* renderer;
TTF_Font* font;
struct render_cache* cache;
} render_data;
} renderdata;
void renderer_init(render_data* render_dat, game_data const* game_dat);
void renderer_update(render_data const* dat);
void renderer_free(render_data* dat);
void render_init(renderdata*, gamedata const*); // initializes the renderer, outputs to render_data
void render_update(renderdata const*); // causes a draw to occur, will also determine update rate
void render_free(renderdata*); // frees the memory allocated to the renderer in render_data