216 lines
6.3 KiB
Plaintext
216 lines
6.3 KiB
Plaintext
////////////
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/// math ///
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////////////
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struct Vec2 { x: f32, y: f32 }
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impl Vec2 {
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pub fn zero() -> Vec2 { Vec2 { x: 0.0, y: 0.0 } }
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pub fn at(x: f32, y: f32) -> Vec2 { Vec2 { x: x, y: y } }
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}
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//impl binop ()
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///////////////////
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/// SDL externs ///
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///////////////////
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struct SDL_FPoint { x: f32, y: f32 }
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struct SDL_FColor { r: f32, g: f32, b: f32, a: f32 }
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struct SDL_Vertex { position: SDL_FPoint, color: SDL_FColor, tex_coord: SDL_FPoint }
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impl SDL_Vertex {
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pub fn new() -> SDL_Vertex {
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SDL_Vertex {
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position: SDL_FPoint { x: 0.0, y: 0.0 },
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color: SDL_FColor { r: 1.0, g: 0.0, b: 1.0, a: 1.0 },
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tex_coord: SDL_FPoint { x: 0.0, y: 0.0 },
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}
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}
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pub fn pos(self, pos: Vec2) -> SDL_Vertex {
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return SDL_Vertex {
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position: SDL_FPoint { x: pos.x, y: pos.y },
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color: self.color,
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tex_coord: self.tex_coord,
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};
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}
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pub fn col(self, color: [f32; 3]) -> SDL_Vertex {
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return SDL_Vertex {
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position: self.position,
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color: [color[0], color[1], color[2], self.color.a],
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tex_coord: self.tex_coord,
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};
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}
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}
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struct SDL_Window {}
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struct SDL_Renderer {}
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struct SDL_Texture {}
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struct SDL_Event { type: u32, reserved: [u8; 124] }
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struct SDL_FRect { x: f32, y: f32, w: f32, h: f32 }
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struct SDL_Rect { x: i32, y: i32, w: i32, h: i32 }
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extern fn SDL_malloc(size: u64) -> *u8;
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extern fn SDL_Init(flags: u32) -> bool;
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extern fn SDL_Quit();
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extern fn SDL_CreateWindowAndRenderer(title: *char, width: i32, height: i32, flags: i32,
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window_out: &mut *SDL_Window, renderer_out: &mut *SDL_Renderer) -> bool;
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extern fn SDL_Delay(ms: u32);
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extern fn SDL_SetRenderDrawColor(renderer: *SDL_Renderer, r: u8, g: u8, b: u8, a: u8);
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extern fn SDL_RenderClear(renderer: *SDL_Renderer);
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extern fn SDL_RenderPresent(renderer: *SDL_Renderer);
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extern fn SDL_HasEvent(event_type: u32) -> bool;
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extern fn SDL_PollEvent(event: &mut SDL_Event) -> bool;
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extern fn SDL_PumpEvents();
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extern fn SDL_FlushEvents(min_type: u32, max_type: u32);
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extern fn SDL_GetTicks() -> u64;
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extern fn SDL_SetWindowTitle(window: *SDL_Window, title: *char) -> bool;
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extern fn SDL_CreateTexture(renderer: *SDL_Renderer,
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pixel_format: u32, texture_access: u32, width: u32, height: u32) -> *SDL_Texture;
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extern fn SDL_RenderTexture(renderer: *SDL_Renderer,
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texture: *SDL_Texture, srcfrect: &SDL_FRect, dstfrect: &SDL_FRect) -> bool;
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extern fn SDL_UpdateTexture(texture: *SDL_Texture, rect: &SDL_Rect, pixels: *u8, pitch: u32) -> bool;
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extern fn SDL_GetError() -> *char;
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extern fn SDL_GetWindowSize(window: *SDL_Window, w: &mut i32, h: &mut i32) -> bool;
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extern fn SDL_rand(max_exclusive: u32) -> u32;
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extern fn SDL_SetTextureScaleMode(texture: *SDL_Texture, scale_mode: i32) -> bool;
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extern fn SDL_sqrtf(value: f32) -> f32;
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extern fn SDL_randf() -> f32;
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extern fn SDL_powf(value: f32, power: f32) -> f32;
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extern fn exit(exit_code: i32);
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extern fn SDL_RenderGeometry(renderer: *SDL_Renderer, texture: *SDL_Texture,
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vertices: *SDL_Vertex, num_vertices: i32, indices: *i32, num_indices: i32) -> bool;
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// SDL error reporting helper
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import std::print;
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import std::String;
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fn print_sdl_error(context: *char) {
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let mut message = String::new();
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message = message + context + ": " + SDL_GetError();
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print(message);
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message.free();
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}
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////////////////
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/// the game ///
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////////////////
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struct Ship {
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position: Vec2,
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}
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struct Game {
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ship: Ship,
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}
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impl Game {
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pub fn new() -> Game {
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Game {
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ship: Ship {
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position: Vec2::zero(),
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},
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}
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}
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pub fn run_frame(&mut self, dt: f32, renderer: *SDL_Renderer, aspect_ratio: f32) {
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let ship = *self.ship;
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let vertices = [
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SDL_Vertex::new().pos(ship.position).col([1.0, 1.0, 1.0]),
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SDL_Vertex::new().pos(ship.position).col([1.0, 1.0, 1.0]),
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SDL_Vertex::new().pos(ship.position).col([1.0, 1.0, 1.0])
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];
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let borrow: &[SDL_Vertex; 3] = &vertices;
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SDL_RenderGeometry(renderer, SDL_Texture::null(),
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borrow as *SDL_Vertex, 3, i32::null(), 0);
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// TODO: add a ship
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// TODO: wind sim
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// TODO: wave sim
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}
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}
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////////////////
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/// the game ///
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////////////////
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struct Platform {
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window: *SDL_Window,
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renderer: *SDL_Renderer,
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game: Game,
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last_frame_ticks: u64,
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}
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impl Platform {
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pub fn new() -> Platform {
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let SDL_INIT_VIDEO = 32;
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let SDL_WINDOW_RESIZABLE = 32;
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let init_success = SDL_Init(SDL_INIT_VIDEO);
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if init_success == false {
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print_sdl_error("SDL init failed");
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return exit(1);
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}
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let mut window = SDL_Window::null();
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let mut renderer = SDL_Renderer::null();
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let mut window_title = "Yacht Reid";
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let gfx_init_success = SDL_CreateWindowAndRenderer(
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window_title, 640, 480, SDL_WINDOW_RESIZABLE,
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&mut window, &mut renderer
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);
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if gfx_init_success == false {
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print_sdl_error("SDL renderer and window creation failed");
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return exit(1);
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}
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return Platform {
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window: window,
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renderer: renderer,
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game: Game::new(),
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last_frame_ticks: SDL_GetTicks(),
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};
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}
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pub fn run_frame(&mut self) -> bool {
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let mut event = SDL_Event { type: 0, reserved: [0; 124] };
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while (SDL_PollEvent(&mut event)) {
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if event.type == 256 { // SDL_EVENT_QUIT
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return false;
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}
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}
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let now = SDL_GetTicks();
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let dt = (now - *self.last_frame_ticks) as f32 / 1000.0;
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*self.last_frame_ticks = now;
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let mut screen_width = 0;
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let mut screen_height = 0;
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SDL_GetWindowSize(*self.window, &mut screen_width, &mut screen_height);
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let aspect_ratio = screen_width as f32 / screen_height as f32;
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SDL_SetRenderDrawColor(*self.renderer, 0, 50, 90, 255);
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SDL_RenderClear(*self.renderer);
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*self.game.run_frame(dt, *self.renderer, aspect_ratio);
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SDL_RenderPresent(*self.renderer);
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return true;
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}
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pub fn cleanup(&mut self) {
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SDL_Quit();
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}
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}
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////////////
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/// main ///
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////////////
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fn main() -> i32 {
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let mut platform = Platform::new();
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while platform.run_frame() {}
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return 0;
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}
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