HATPC/scene_test.c

84 lines
2.6 KiB
C

#include "mempool.h"
#include "scene_impl.h"
#include <stdio.h>
#include <unistd.h>
// Use double buffer to handle key presses
// Can do single buffer, but need careful handling
unsigned int curr_keybuf = 0;
unsigned int next_keybuf = 1;
struct sc_queue_32 key_buffer[2];
int main(void)
{
sc_queue_init(key_buffer);
sc_queue_init(key_buffer + 1);
InitWindow(320, 240, "raylib");
SetTargetFPS(60);
init_memory_pools();
LevelScene_t scene;
init_level_scene(&scene);
Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
p_bbox->size.x = 30;
p_bbox->size.y = 30;
add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
update_entity_manager(&scene.scene.ent_manager);
//for (size_t step = 0; step < 6000; step++)
while(true)
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
// Process any existing pressed key
while (!sc_queue_empty(key_buffer + curr_keybuf))
{
int button = sc_queue_del_first(key_buffer + curr_keybuf);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
do_action(&scene.scene, action, false);
}
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(key_buffer + next_keybuf, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
printf("Button pressed: %d\n", button);
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
printf("Action mapped: %d\n", action);
do_action(&scene.scene, action, true);
sc_queue_add_last(key_buffer + next_keybuf, button);
}
// Swap keystroke buffer;
{
unsigned int tmp = curr_keybuf;
curr_keybuf = next_keybuf;
next_keybuf = tmp;
}
update_scene(&scene.scene);
// This is needed to advance time delta
BeginDrawing();
render_scene(&scene.scene);
ClearBackground(RAYWHITE);
EndDrawing();
if (WindowShouldClose()) break;
}
CloseWindow();
free_level_scene(&scene);
sc_queue_term(key_buffer);
sc_queue_term(key_buffer + 1);
}