5feb20b352
just learned you don't need to include everything all the damn time
151 lines
2.6 KiB
C
151 lines
2.6 KiB
C
#include <iso646.h>
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#include <pthread.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "ctrl.h"
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#include "input.h"
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#include "fumotris.h"
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#include "term.h"
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#include "tetr.h"
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#include "event.h"
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#include "platform.h"
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struct Instance {
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struct Controller ctrl;
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struct Terminal term;
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struct Delegate on_start;
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struct Delegate on_update;
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struct Delegate on_draw;
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};
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const u8 I[16] = {
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0, 0, 0, 0,
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0, 0, 0, 0,
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1, 1, 1, 1,
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0, 0, 0, 0
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};
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const u8 O[4] = {
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1, 1,
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1, 1
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};
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const u8 T[9] = {
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0, 1, 0,
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1, 1, 1,
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0, 0, 0
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};
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const u8 S[9] = {
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0, 1, 1,
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1, 1, 0,
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0, 0, 0
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};
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const u8 Z[9] = {
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1, 1, 0,
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0, 1, 1,
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0, 0, 0
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};
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const u8 J[9] = {
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1, 0, 0,
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1, 1, 1,
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0, 0, 0
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};
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const u8 L[9] = {
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0, 0, 1,
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1, 1, 1,
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0, 0, 0
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};
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struct CtrlBind {
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enum CtrlCode code;
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u16 bind;
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u8 type;
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};
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const size_t code_count = 12;
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const struct CtrlBind ctrl_binds[12] = {
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{ LEFT, 0x25, BUTTON },
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{ RIGHT, 0x27, BUTTON },
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{ SOFT_DROP, 0x28, BUTTON },
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{ HARD_DROP, 0x20, BUTTON },
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{ ROTATE_CCW, 'Z', BUTTON },
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{ ROTATE_CW, 'X', BUTTON },
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{ ROTATE_180, 'A', BUTTON },
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{ SWAP, 'C', BUTTON },
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{ ESC, 0x1B, BUTTON },
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{ VSCROLL, 0, AXIS },
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{ HSCROLL, 1, AXIS },
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{ MOUSE, 0, JOYSTICK }
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};
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void *Update(void *args)
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{
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struct Instance *game = args;
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while (true) {
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// Input
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CtrlPoll(&game->ctrl);
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if (CtrlGet(&game->ctrl, LEFT, BUTTON)->is_down)
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printf("left down this frame\n");
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// Game logic
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//Invoke(&game->on_update, game);
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// Draw
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//TermOut(&game->term);
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//puts(game->term.buf);
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}
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}
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void Loop(struct Instance *game)
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{
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pthread_t update_thread;
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pthread_create(&update_thread, nullptr, Update, (void *)game);
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}
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bool Start(struct Instance *game)
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{
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if (!NewCtrl(&game->ctrl))
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return false;
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for (size_t i = 0; i < code_count; i++) {
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const struct CtrlBind *bind = &ctrl_binds[i];
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CtrlMap(&game->ctrl, bind->code, bind->bind, bind->type);
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}
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if (!NewTerm(&game->term, 20, 20))
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return false;
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if (!NewDelegate(&game->on_start, 16))
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return false;
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if (!NewDelegate(&game->on_update, 16))
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return false;
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if (!NewDelegate(&game->on_draw, 16))
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return false;
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return true;
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}
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int main()
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{
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struct Instance game;
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if (!Start(&game))
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exit(1);
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if(!PlatformInit())
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exit(1);
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InputStart(&game.ctrl.buf, );
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Loop(&game);
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return 0;
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} |