diff --git a/apps/demos/bunnymark/game.c b/apps/demos/bunnymark/game.c index 973e27c..f4cf281 100644 --- a/apps/demos/bunnymark/game.c +++ b/apps/demos/bunnymark/game.c @@ -17,7 +17,7 @@ void handle_input(void) { State *state = ctx.udata; - if (ctx.mouse_window_position.y <= 60) + if (ctx.mouse_position.y <= 60) return; if (input_is_action_pressed("add_a_bit")) @@ -27,10 +27,10 @@ void handle_input(void) if (state->bunniesCount < MAX_BUNNIES) { state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit"); - state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0; - state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0; + state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f; + state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f; state->bunnies[state->bunniesCount].color = - (Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255}; + (Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255}; state->bunniesCount++; } } @@ -43,10 +43,10 @@ void handle_input(void) if (state->bunniesCount < MAX_BUNNIES) { state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot"); - state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0; - state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0; + state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f; + state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f; state->bunnies[state->bunniesCount].color = - (Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255}; + (Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255}; state->bunniesCount++; } } @@ -73,32 +73,29 @@ void game_tick(void) State *state = ctx.udata; - const double delta = - (double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe) - for (int i = 0; i < state->bunniesCount; i++) { state->bunnies[i].position.x += state->bunnies[i].speed.x; state->bunnies[i].position.y += state->bunnies[i].speed.y; - if (((state->bunnies[i].position.x + BUNNY_W / 2) > ctx.base_draw_w) || - ((state->bunnies[i].position.x + BUNNY_W / 2) < 0)) + if (((state->bunnies[i].position.x + (float)BUNNY_W / 2) > (float)ctx.resolution.x) || + ((state->bunnies[i].position.x + (float)BUNNY_W / 2) < 0)) state->bunnies[i].speed.x *= -1; - if (((state->bunnies[i].position.y + BUNNY_H / 2) > ctx.base_draw_h) || - ((state->bunnies[i].position.y + BUNNY_H / 2 - 60) < 0)) + if (((state->bunnies[i].position.y + (float)BUNNY_H / 2) > (float)ctx.resolution.y) || + ((state->bunnies[i].position.y + (float)BUNNY_H / 2 - 60) < 0)) state->bunnies[i].speed.y *= -1; } handle_input(); // Clear window with Gray color (set the background color this way) - draw_rectangle((Rect){0, 0, ctx.base_draw_w, ctx.base_draw_h}, GRAY); + draw_rectangle((Rect){0, 0, (float)ctx.resolution.x, (float)ctx.resolution.y}, GRAY); for (int i = 0; i < state->bunniesCount; i++) { // Draw each bunny based on their position and color, also scale accordingly m_sprite(m_set(path, "wabbit_alpha.png"), - m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x, - .y = (int)state->bunnies[i].position.y, + m_set(rect, ((Rect){.x = state->bunnies[i].position.x, + .y = state->bunnies[i].position.y, .w = BUNNY_W * SPRITE_SCALE, .h = BUNNY_H * SPRITE_SCALE})), m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), ); diff --git a/apps/demos/platformer/scenes/title.c b/apps/demos/platformer/scenes/title.c index 1790d17..2acf6ae 100644 --- a/apps/demos/platformer/scenes/title.c +++ b/apps/demos/platformer/scenes/title.c @@ -19,15 +19,13 @@ static void title_tick(State *state) { return; } - m_sprite("/assets/title.png", ((Rect) { - ((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 })); - + ((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 })); /* draw the tick count as an example of dynamic text */ - size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1; + size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1; char *text_str = cmalloc(text_str_len); - snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count); + snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number); const char *font = "fonts/kenney-pixel.ttf"; int text_h = 32; diff --git a/apps/demos/scenery/scenes/ingame.c b/apps/demos/scenery/scenes/ingame.c index 1393083..c71a560 100644 --- a/apps/demos/scenery/scenes/ingame.c +++ b/apps/demos/scenery/scenes/ingame.c @@ -17,8 +17,8 @@ static void ingame_tick(State *state) { if (input_is_mouse_captured()) { const float sensitivity = 0.6f; /* TODO: put this in a better place */ - scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity; - scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity; + scn->yaw += (float)ctx.mouse_movement.x * sensitivity; + scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; scn->pitch = clampf(scn->pitch, -89.0f, 89.0f); const float yaw_rad = scn->yaw * (float)DEG2RAD; @@ -62,8 +62,8 @@ static void ingame_tick(State *state) { for (int ly = 64; ly--;) { for (int lx = 64; lx--;) { - float x = SDL_truncf(scn->cam.pos.x + 32 - lx); - float y = SDL_truncf(scn->cam.pos.z + 32 - ly); + float x = SDL_truncf(scn->cam.pos.x + 32 - (float)lx); + float y = SDL_truncf(scn->cam.pos.z + 32 - (float)ly); float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; @@ -89,7 +89,7 @@ static void ingame_tick(State *state) { } draw_skybox("/assets/miramar/miramar_*.tga"); - draw_fog(0.9, 1.0, 0.05, (Color){ 140, 147, 160, 255 }); + draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 }); } diff --git a/apps/demos/scenery/scenes/title.c b/apps/demos/scenery/scenes/title.c index 9361ade..6af9e34 100644 --- a/apps/demos/scenery/scenes/title.c +++ b/apps/demos/scenery/scenes/title.c @@ -16,15 +16,13 @@ static void title_tick(State *state) { return; } - m_sprite("/assets/title.png", ((Rect) { - ((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 })); - - + ((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 })); + /* draw the tick count as an example of dynamic text */ - size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1; + size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1; char *text_str = cmalloc(text_str_len); - snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count); + snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number); const char *font = "/fonts/kenney-pixel.ttf"; int text_h = 32; @@ -39,6 +37,7 @@ static void title_tick(State *state) { }, (Color) { 0, 0, 0, 255 } ); + draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font); free(text_str); diff --git a/include/twn_context.h b/include/twn_context.h index 4f15066..9ae0037 100644 --- a/include/twn_context.h +++ b/include/twn_context.h @@ -8,40 +8,39 @@ #include -/* context that is valid for current frame */ -/* changes to it should not have an effect, unless specified */ -/* TODO: ensure the statement above */ +/* context that is only valid for current frame */ +/* any changes to it will be dropped, unless explicitly stated */ typedef struct Context { - /* you may read from and write to these from game code */ + /* you may read from and write to this one from game code */ + /* it is ensured to persist between initializations */ void *udata; - /* TODO: is it what we actually want? */ - int64_t delta_time; /* preserves real time frame delta with no manipilation */ - uint64_t tick_count; + /* which frame is it, starting from 0 at startup */ + uint64_t frame_number; - Vec2i mouse_window_position; - Vec2i mouse_relative_position; + /* real time spent on one frame (in seconds) */ + /* townengine is fixed step based, so you don't have */ + /* TODO: actually set it */ + float frame_duration; - /* set just once on startup */ + /* resolution is set from config and dictates both logical and drawing space, as they're related */ + /* even if scaling is done, game logic should never change over that */ + Vec2i resolution; + Vec2i mouse_position; + Vec2i mouse_movement; + + /* is set on startup, should be used as source of randomness */ uint64_t random_seed; - /* this should be a multiple of the current ticks per second */ - /* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */ - /* it can be changed at runtime; any resulting logic anomalies are bugs */ - unsigned int update_multiplicity; - - /* TODO: use Vec2i? */ - int window_w; - int window_h; - int base_draw_w; - int base_draw_h; - + /* whether debugging logic should be enabled in user code */ bool debug; - bool is_running; - bool window_size_has_changed; + + /* is set to true when state is invalidated and needs to be rebuilt */ + /* watch for it and handle properly! */ bool initialization_needed; } Context; +/* when included after twn_engine_context there's an 'ctx' defined already */ #ifndef TWN_ENGINE_CONTEXT_C_H TWN_API extern Context ctx; #endif diff --git a/include/twn_game_api.h b/include/twn_game_api.h index aadf815..b835a72 100644 --- a/include/twn_game_api.h +++ b/include/twn_game_api.h @@ -1,6 +1,6 @@ /* include this header in game code to get the usable parts of the engine */ -#ifndef GAME_API_H -#define GAME_API_H +#ifndef TWN_GAME_API_H +#define TWN_GAME_API_H #include "twn_context.h" diff --git a/include/twn_util.h b/include/twn_util.h index d47c2bc..1e43c5d 100644 --- a/include/twn_util.h +++ b/include/twn_util.h @@ -1,5 +1,5 @@ -#ifndef UTIL_H -#define UTIL_H +#ifndef TWN_UTIL_H +#define TWN_UTIL_H #include "twn_types.h" #include "twn_engine_api.h" diff --git a/src/game_object/twn_linux_game_object.c b/src/game_object/twn_linux_game_object.c index fb1afca..5de0e1f 100644 --- a/src/game_object/twn_linux_game_object.c +++ b/src/game_object/twn_linux_game_object.c @@ -57,7 +57,7 @@ static void load_game_object(void) { handle = new_handle; - if (ctx.game.tick_count != 0) + if (ctx.game.frame_number != 0) log_info("Game object was reloaded\n"); return; @@ -84,7 +84,7 @@ static void watcher_callback(XWATCHER_FILE_EVENT event, switch(event) { case XWATCHER_FILE_MODIFIED: SDL_LockMutex(lock); - last_tick_modified = ctx.game.tick_count; + last_tick_modified = ctx.game.frame_number; loaded_after_modification = false; SDL_UnlockMutex(lock); break; @@ -129,7 +129,7 @@ bool game_object_try_reloading(void) { /* only load the modified library after some time, as compilers make a lot of modifications */ SDL_LockMutex(lock); - if (ctx.game.tick_count - last_tick_modified > MODIFIED_TICKS_MERGED && + if (ctx.game.frame_number - last_tick_modified > MODIFIED_TICKS_MERGED && !loaded_after_modification) { load_game_object(); loaded_after_modification = true; diff --git a/src/game_object/twn_win32_game_object.c b/src/game_object/twn_win32_game_object.c index 32f1f8f..ea40ff5 100644 --- a/src/game_object/twn_win32_game_object.c +++ b/src/game_object/twn_win32_game_object.c @@ -48,7 +48,7 @@ static void load_game_object(void) { handle = new_handle; - if (ctx.game.tick_count != 0) + if (ctx.game.frame_number != 0) log_info("Game object was reloaded\n"); return; diff --git a/src/rendering/twn_draw.c b/src/rendering/twn_draw.c index 5a14563..e47adca 100644 --- a/src/rendering/twn_draw.c +++ b/src/rendering/twn_draw.c @@ -250,23 +250,23 @@ void render(void) { textures_update_atlas(&ctx.texture_cache); /* fit rendering context onto the resizable screen */ - if (ctx.game.window_size_has_changed) { - if ((float)ctx.game.window_w / (float)ctx.game.window_h > (float)ctx.base_render_width / (float)ctx.base_render_height) { - float ratio = (float)ctx.game.window_h / (float)ctx.base_render_height; + if (ctx.window_size_has_changed) { + if ((float)ctx.window_dims.x / (float)ctx.window_dims.y > (float)ctx.base_render_width / (float)ctx.base_render_height) { + float ratio = (float)ctx.window_dims.y / (float)ctx.base_render_height; int w = (int)((float)ctx.base_render_width * ratio); setup_viewport( - ctx.game.window_w / 2 - w / 2, + ctx.window_dims.x / 2 - w / 2, 0, w, - ctx.game.window_h + ctx.window_dims.y ); } else { - float ratio = (float)ctx.game.window_w / (float)ctx.base_render_width; + float ratio = (float)ctx.window_dims.x / (float)ctx.base_render_width; int h = (int)((float)ctx.base_render_height * ratio); setup_viewport( 0, - ctx.game.window_h / 2 - h / 2, - ctx.game.window_w, + ctx.window_dims.y / 2 - h / 2, + ctx.window_dims.x, h ); } diff --git a/src/twn_engine_context_c.h b/src/twn_engine_context_c.h index bb6cbb1..9c8104d 100644 --- a/src/twn_engine_context_c.h +++ b/src/twn_engine_context_c.h @@ -17,6 +17,8 @@ typedef struct EngineContext { /* user code facing context */ + Context game_copy; + /* engine-side context, copied to `game_copy` before every frame */ Context game; InputState input; @@ -27,6 +29,8 @@ typedef struct EngineContext { /* where the app was run from, used as the root for packs */ char *base_dir; + Vec2i window_dims; + /* configuration */ toml_table_t *config_table; int64_t base_render_width; @@ -52,6 +56,7 @@ typedef struct EngineContext { uint8_t audio_stream_channel_count; /* main loop machinery */ + int64_t delta_time; /* preserves real time frame delta with no manipilation */ int64_t clocks_per_second; int64_t prev_frame_time; int64_t desired_frametime; /* how long one tick should be */ @@ -59,10 +64,17 @@ typedef struct EngineContext { int64_t delta_averager_residual; int64_t time_averager[4]; + /* this should be a multiple of the current ticks per second */ + /* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */ + /* it can be changed at runtime; any resulting logic anomalies are bugs */ + uint32_t update_multiplicity; + SDL_GLContext *gl_context; SDL_Window *window; uint32_t window_id; + bool is_running; + bool window_size_has_changed; bool resync_flag; bool was_successful; } EngineContext; diff --git a/src/twn_input.c b/src/twn_input.c index aad353c..f8b496f 100644 --- a/src/twn_input.c +++ b/src/twn_input.c @@ -194,8 +194,8 @@ void input_state_update(InputState *input) { SDL_GetRelativeMouseState(&input->mouse_relative_position.x, &input->mouse_relative_position.y); - ctx.game.mouse_window_position = input->mouse_window_position; - ctx.game.mouse_relative_position = input->mouse_relative_position; + ctx.game.mouse_position = input->mouse_window_position; + ctx.game.mouse_movement = input->mouse_relative_position; for (size_t i = 0; i < shlenu(input->action_hash); ++i) { Action *action = &input->action_hash[i].value; diff --git a/src/twn_loop.c b/src/twn_loop.c index 7bbc9fc..c5ff5d5 100644 --- a/src/twn_loop.c +++ b/src/twn_loop.c @@ -36,8 +36,8 @@ static int event_callback(void *userdata, SDL_Event *event) { switch (event->window.event) { case SDL_WINDOWEVENT_SIZE_CHANGED: - ctx.game.window_w = event->window.data1; - ctx.game.window_h = event->window.data2; + ctx.window_dims.x = event->window.data1; + ctx.window_dims.y = event->window.data2; ctx.resync_flag = true; break; @@ -59,12 +59,12 @@ static int event_callback(void *userdata, SDL_Event *event) { static void poll_events(void) { SDL_Event e; - ctx.game.window_size_has_changed = false; + ctx.window_size_has_changed = false; while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: - ctx.game.is_running = false; + ctx.is_running = false; break; case SDL_WINDOWEVENT: @@ -73,7 +73,7 @@ static void poll_events(void) { switch (e.window.event) { case SDL_WINDOWEVENT_SIZE_CHANGED: - ctx.game.window_size_has_changed = true; + ctx.window_size_has_changed = true; break; default: @@ -111,6 +111,11 @@ static void APIENTRY opengl_log(GLenum source, #endif +void preserve_persistent_ctx_fields(void) { + ctx.game.udata = ctx.game_copy.udata; +} + + static void main_loop(void) { /* if (!ctx.is_running) { @@ -124,7 +129,7 @@ static void main_loop(void) { int64_t current_frame_time = SDL_GetPerformanceCounter(); int64_t delta_time = current_frame_time - ctx.prev_frame_time; ctx.prev_frame_time = current_frame_time; - ctx.game.delta_time = delta_time; + ctx.delta_time = delta_time; /* handle unexpected timer anomalies (overflow, extra slow frames, etc) */ if (delta_time > ctx.desired_frametime * 8) { /* ignore extra-slow frames */ @@ -188,24 +193,23 @@ static void main_loop(void) { ctx.resync_flag = false; } + ctx.game_copy = ctx.game; + /* finally, let's get to work */ int frames = 0; - while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.game.update_multiplicity) { + while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.update_multiplicity) { frames += 1; - for (size_t i = 0; i < ctx.game.update_multiplicity; ++i) { + for (size_t i = 0; i < ctx.update_multiplicity; ++i) { /* TODO: disable rendering pushes on not-last ? */ render_queue_clear(); - poll_events(); - input_state_update(&ctx.input); - game_object_tick(); + preserve_persistent_ctx_fields(); ctx.frame_accumulator -= ctx.desired_frametime; - ctx.game.tick_count = (ctx.game.tick_count % ULLONG_MAX) + 1; + ctx.game.frame_number = (ctx.game.frame_number % ULLONG_MAX) + 1; ctx.game.initialization_needed = false; - } } @@ -439,7 +443,7 @@ static bool initialize(void) { goto fail; } ctx.base_render_width = datum_base_render_width.u.i; - ctx.game.base_draw_w = (int)ctx.base_render_width; + ctx.game.resolution.x = (int)ctx.base_render_width; toml_datum_t datum_base_render_height = toml_int_in(game, "base_render_height"); if (!datum_base_render_height.ok) { @@ -447,7 +451,7 @@ static bool initialize(void) { goto fail; } ctx.base_render_height = datum_base_render_height.u.i; - ctx.game.base_draw_h = (int)ctx.base_render_height; + ctx.game.resolution.y = (int)ctx.base_render_height; ctx.window = SDL_CreateWindow(datum_title.u.s, SDL_WINDOWPOS_CENTERED, @@ -503,8 +507,8 @@ static bool initialize(void) { /* TODO: */ // SDL_GetRendererOutputSize(ctx.renderer, &ctx.window_w, &ctx.window_h); - ctx.game.window_w = (int)ctx.base_render_width; - ctx.game.window_h = (int)ctx.base_render_height; + ctx.window_dims.x = (int)ctx.base_render_width; + ctx.window_dims.y = (int)ctx.base_render_height; /* add a watcher for immediate updates on window size */ SDL_AddEventWatch(event_callback, NULL); @@ -532,7 +536,7 @@ static bool initialize(void) { } /* you could change this at runtime if you wanted */ - ctx.game.update_multiplicity = 1; + ctx.update_multiplicity = 1; #ifndef EMSCRIPTEN /* hook up opengl debugging callback */ @@ -561,13 +565,13 @@ static bool initialize(void) { } } - ctx.game.is_running = true; + ctx.is_running = true; ctx.resync_flag = true; ctx.clocks_per_second = SDL_GetPerformanceFrequency(); ctx.prev_frame_time = SDL_GetPerformanceCounter(); ctx.desired_frametime = ctx.clocks_per_second / ctx.ticks_per_second; ctx.frame_accumulator = 0; - ctx.game.tick_count = 0; + ctx.game.frame_number = 0; /* delta time averaging */ ctx.delta_averager_residual = 0; @@ -772,7 +776,7 @@ int enter_loop(int argc, char **argv) { ctx.was_successful = true; ctx.game.initialization_needed = true; - while (ctx.game.is_running) { + while (ctx.is_running) { if (game_object_try_reloading()) { ctx.game.initialization_needed = true; reset_state(); diff --git a/src/twn_util.c b/src/twn_util.c index be4edcd..17f459e 100644 --- a/src/twn_util.c +++ b/src/twn_util.c @@ -273,11 +273,11 @@ void tick_timer(int *value) { } void tick_ftimer(float *value) { - *value = MAX(*value - ((float)ctx.game.delta_time / (float)ctx.clocks_per_second), 0.0f); + *value = MAX(*value - ((float)ctx.delta_time / (float)ctx.clocks_per_second), 0.0f); } bool repeat_ftimer(float *value, float at) { - *value -= (float)ctx.game.delta_time / (float)ctx.clocks_per_second; + *value -= (float)ctx.delta_time / (float)ctx.clocks_per_second; if (*value < 0.0f) { *value += at; return true;