#include #include #include #include #include #include #include #include "control.h" #include "fumotris.h" #include "term.h" #include "tetr.h" #include "event.h" #ifdef _WIN32 #include "win.h" #endif struct Instance { struct Terminal term; struct Ctrl ctrl; struct RecordBuffer rec_buf; struct Delegate on_start; struct Delegate on_draw; struct Delegate on_update; }; 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 }; struct CtrlBind { enum CtrlCode code; u16 bind; u8 type; }; const size_t code_count = 12; const struct CtrlBind ctrl_binds[12] = { { LEFT, 0x25, KEY }, { RIGHT, 0x27, KEY }, { SOFT_DROP, 0x28, KEY }, { HARD_DROP, 0x20, KEY }, { ROTATE_CCW, 'Z', KEY }, { ROTATE_CW, 'X', KEY }, { ROTATE_180, 'A', KEY }, { SWAP, 'C', KEY }, { ESC, 0x1B, KEY }, { VSCROLL, 0, AXIS }, { HSCROLL, 1, AXIS }, { MOUSE, 0, JOYSTICK } }; void Draw(struct Instance *game) { while (true) { Call(&game->on_draw, game); } } void Update(struct Instance *game) { while (true) { Call(&game->on_update, game); } } void Loop(struct Ctrl *ctrl, struct RecordBuffer *rec_buf) { pthread_t draw_thread; pthread_create(&draw_thread, nullptr, Draw, &term); pthread_t update_thread; pthread_create(&update_thread, nullptr, Update, &term); } int main() { #ifdef _WIN32 if(!WindowsInit()) exit(1); #endif struct ctrl_bkt code_bkts[code_count]; struct ctrl_dict codes = { .capacity = code_count, .filled = 0, .bkts = code_bkts }; struct ctrl_bkt bind_bkts[code_count]; struct ctrl_dict binds = { .capacity = code_count, .filled = 0, .bkts = bind_bkts }; struct Axis axes[code_count]; struct Ctrl ctrl = NewCtrl(&codes, &binds, axes); for (size_t i = 0; i < code_count; i++) { const struct CtrlBind *bind = &ctrl_binds[i]; CtrlMap(&ctrl, bind->code, bind->bind, bind->type); } struct RecordBuffer rec_buf = { .count = 0, .mutex = PTHREAD_MUTEX_INITIALIZER }; struct Instance game = { .term = NewTerm(20, 20), .ctrl = NewCtrl(), .on_start = NewDelegate(16), .on_draw = NewDelegate(16), .on_update = NewDelegate(16) }; StartInput(&ctrl, &rec_buf); Loop(&ctrl, &rec_buf); JoinInput(&ctrl); return 0; }