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xi.c
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xi.c
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#include <stdio.h>
#include <time.h>
#include "xi.h"
#include "config/project-config.h"
#include "mathutils.h"
#include "graphicsutils.h"
#include "xi_components.h"
#include "xi_systems.h"
#include "systems.h"
VECTOR_SOURCE(vsys_t, system_t)
HASHMAP_SOURCE(mu32u8_t, uint32_t, uint8_t, hashI)
void program_state_init(program_state* state){
state->running = 1;
state->base_time = 0;
state->tick = 0;
uint32_t i;
for (i = 0;i<XI_SYSTEM_STATE_COUNT;++i){
state->system_group[i] = vsys_tInit();
}
state->state = XI_SYSTEM_STATE_COUNT; // pre state sentinel
graphicsInit(&state->graphics, WINDOW_W, WINDOW_H, WINDOW_TITLE);
audio_init(&state->audio);
inputInit(&state->user_input);
ecs_init(&state->ecs, COMPONENT_COUNT, COMPONENT_SIZES);
state->project = NULL;
}
void program_state_deinit(program_state* state){
uint32_t i;
for (i = 0;i<XI_SYSTEM_STATE_COUNT;++i){
vsys_tFree(&state->system_group[i]);
}
graphicsClose(&state->graphics);
audio_close(&state->audio);
ecs_deinit(&state->ecs);
free(state->project);
state->project = NULL;
}
xi_utils construct_xi_utils(program_state* state){
xi_utils xi = {
&state->graphics,
&state->audio,
&state->user_input,
&state->ecs,
state->project,
state->tick
};
return xi;
}
void xi_init(program_state* state){
state->state = XI_STATE_INIT;
srand(time(NULL));
loadFont(&state->graphics, "../fnt/arcade.TTF", "default");
setFont(&state->graphics, "default");
view v = {
0, 0,
0, 0,
WINDOW_W, WINDOW_H
};
renderSetView(&state->graphics, v);
std_systems(state);
xi_utils xi = construct_xi_utils(state);
xisetup(&xi);
xistart(&xi);
}
void xi_deinit(program_state* state){
state->state = XI_STATE_DEINIT;
}
void reset_arena(xi_utils* xi){
texture_arena_release(xi->graphics);
xi->graphics->texture_arena = vecT_tInit();
ecs_clear(xi->ecs);
}
void system_add(program_state* state, system_t system, PROGRAM_STATE software_state){
if (software_state >= XI_SYSTEM_STATE_COUNT){
return;
}
vsys_tPushBack(&state->system_group[software_state], system);
}
void std_systems(program_state* state){
system_add(state, system_init(forces_s, 2, POSITION_C, FORCES_C), XI_STATE_UPDATE);
system_add(state, system_init(behavior_s, 1, BEHAVIOR_C), XI_STATE_UPDATE);
system_add(state, system_init(repeater_s, 1, REPEATER_C), XI_STATE_UPDATE);
system_add(state, system_init(animate_s, 2, BLITABLE_C, ANIMATOR_C), XI_STATE_UPDATE);
system_add(state, system_init(clickable_s, 2, POSITION_C, CLICKABLE_C), XI_STATE_UPDATE);
system_t blit = system_init(blitable_s, 2, POSITION_C, BLITABLE_C);
system_add_filter(&blit, 1, ENTITY_GUI);
system_add(state, blit, XI_STATE_RENDER);
system_t guiblit = system_init(blitable_s, 2, POSITION_C, BLITABLE_C);
system_add_requirement(&guiblit, 1, ENTITY_GUI);
system_add(state, guiblit, XI_STATE_RENDER_GUI);
}
void xi_run_system_group(program_state* state, uint32_t group, uint16_t layer){
state->state = group;
uint32_t i;
vsys_t system_list = state->system_group[group];
xi_utils xi = construct_xi_utils(state);
for (i = 0;i<system_list.size;++i){
system_run(vsys_tGet(&system_list, i), &xi, layer);
}
}
void run_render_systems(program_state* state, uint32_t group){
uint32_t i, n = state->ecs.entities;
mu32u8_t map = mu32u8_tInit();
for (i = 0;i<n;++i){
mu32u8_tPush(&map, state->ecs.layers[i], 1);
}
n = map.size;
uint32_t* layers = mu32u8_tGetKeySet(&map);
mu32u8_tFree(&map);
for (i = 0;i<n;++i){
xi_run_system_group(state, group, i);
}
free(layers);
}
void tick_update(program_state* state){
state->tick = (SDL_GetTicks()-state->base_time);
}
void tick_reset(program_state* state){
state->base_time = SDL_GetTicks();
state->tick = 0;
}
uint8_t tick(program_state* state){
return state->tick >= TICK_TIME;
}
uint32_t frame_time(program_state* state){
return state->tick;
}
void do_frame_try(program_state* state){
while (SDL_PollEvent(&state->event)){
read_user_input(state);
}
tick_update(state);
if (!tick(state)){
return;
}
xi_run_system_group(state, XI_STATE_UPDATE_PRE, 0);
xi_run_system_group(state, XI_STATE_UPDATE, 0);
xi_run_system_group(state, XI_STATE_UPDATE_POST, 0);
newInputFrame(&state->user_input);
renderClear(&state->graphics);
renderSetColor(&state->graphics, 0, 0, 0, 255);
run_render_systems(state, XI_STATE_RENDER);
view world = renderGetView(&state->graphics);
renderSetViewAbsolute(&state->graphics);
run_render_systems(state, XI_STATE_RENDER_GUI);
renderSetView(&state->graphics, world);
renderFlip(&state->graphics);
tick_reset(state);
}
void read_user_input(program_state* state){
switch (state->event.type){
case SDL_QUIT:
state->running = 0;
return;
case SDL_KEYDOWN:
if (state->event.key.repeat == 0){
keyDownEvent(&state->user_input, state->event);
}
return;
case SDL_KEYUP:
keyUpEvent(&state->user_input, state->event);
return;
case SDL_MOUSEBUTTONDOWN:
if (!mouseHeld(&state->user_input, state->event.button.button)){
mouseDownEvent(&state->user_input, state->event);
}
return;
case SDL_MOUSEBUTTONUP:
mouseUpEvent(&state->user_input, state->event);
return;
case SDL_MOUSEWHEEL:
mouseScrollEvent(&state->user_input, state->event.wheel.y);
return;
case SDL_MOUSEMOTION:
mouseMoveEvent(&state->user_input, state->event.motion.x, state->event.motion.y);
return;
}
}
int main(int argc, char** argv){
program_state state;
program_state_init(&state);
xi_init(&state);
tick_reset(&state);
while (state.running){
do_frame_try(&state);
}
xi_deinit(&state);
program_state_deinit(&state);
return 0;
}