Fumofumotris/source/fumotris/fumotris.c

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#include "fumocommon.h"
#include "fumoengine.h"
enum ControlCode {
LEFT,
RIGHT,
SOFT_DROP,
HARD_DROP,
ROTATE_CCW,
ROTATE_CW,
ROTATE_180,
SWAP,
ESC,
VSCROLL,
HSCROLL,
MOUSE
};
#define CODE_COUNT 12
const struct ControlBind ctrl_binds[12] = {
{ LEFT, 0x25, BUTTON },
{ RIGHT, 0x27, BUTTON },
{ SOFT_DROP, 0x28, BUTTON },
{ HARD_DROP, 0x20, BUTTON },
{ ROTATE_CCW, 'Z', BUTTON },
{ ROTATE_CW, 'X', BUTTON },
{ ROTATE_180, 'A', BUTTON },
{ SWAP, 'C', BUTTON },
{ ESC, 0x1B, BUTTON },
{ VSCROLL, 0, AXIS },
{ HSCROLL, 1, AXIS },
{ MOUSE, 0, JOYSTICK }
};
void Loop(struct FumoGame *game)
{
while (true) {
game->time = TimeNow();
if (!InputAquire(&game->input_hand))
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Panic("Aquire failed");
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ControllerPoll(&game->ctrl, &game->input_hand.recs);
u64 val = ControllerGet(&game->ctrl, LEFT, BUTTON)->is_down;
printf("%u\n", val);
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if (!InputRelease(&game->input_hand))
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Panic("Release failed");
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EventInvokeUpdate(&game->update, 0);
_sleep(100);
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}
}
int main()
{
struct FumoGame game;
FumoInit(&game);
for (size_t i = 0; i < CODE_COUNT; i++) {
const struct ControlBind *bind = &ctrl_binds[i];
ControllerMap(&game.ctrl, bind->code, bind->bind, bind->type);
}
Loop(&game);
return 0;
}
/*const u8 I[16] = {
0, 0, 0, 0,
0, 0, 0, 0,
1, 1, 1, 1,
0, 0, 0, 0
};
const u8 O[4] = {
1, 1,
1, 1
};
const u8 T[9] = {
0, 1, 0,
1, 1, 1,
0, 0, 0
};
const u8 S[9] = {
0, 1, 1,
1, 1, 0,
0, 0, 0
};
const u8 Z[9] = {
1, 1, 0,
0, 1, 1,
0, 0, 0
};
const u8 J[9] = {
1, 0, 0,
1, 1, 1,
0, 0, 0
};
const u8 L[9] = {
0, 0, 1,
1, 1, 1,
0, 0, 0
};*/