mirror of
https://github.com/phoboslab/wipeout-rewrite
synced 2024-12-26 09:59:04 +01:00
Merge branch 'cmake'
This commit is contained in:
commit
8670d6bb54
56 changed files with 3479 additions and 2193 deletions
195
Building.md
Normal file
195
Building.md
Normal file
|
@ -0,0 +1,195 @@
|
|||
The Wipeout rewrite supports two different platform-backends:
|
||||
[SDL2](https://github.com/libsdl-org/SDL) and
|
||||
[Sokol](https://github.com/floooh/sokol).
|
||||
The only difference in features is that the SDL2 backend supports game
|
||||
controllers (joysticks, gamepads), while the Sokol backend does not.
|
||||
The Sokol backend is also only supported on macOS, Linux, Windows and Emscripten.
|
||||
|
||||
## Building For Your Platform
|
||||
|
||||
This project requires [CMake](https://cmake.org) to build and platform-specific
|
||||
libraries to run.
|
||||
Consult the following sections for how to acquire them for your platform:
|
||||
|
||||
## *NIX
|
||||
|
||||
Building on *NIX should be as simple as installing CMake, GLEW, and the
|
||||
necessary platform libraries from your package manager.
|
||||
For brevity, this guide assumes that the necessary development tools (i.e. a C
|
||||
complier, make) have already been installed.
|
||||
The SDL2 platform should only require the `sdl2` library and headers, whilst the
|
||||
Sokol platform requires the library/headers for:
|
||||
|
||||
- `X11`
|
||||
- `Xi`
|
||||
- `Xcursor`
|
||||
- `ALSA`
|
||||
|
||||
The following snippets list the specific package manager invocations for
|
||||
popluar *NIX OSs:
|
||||
|
||||
**Debian/Ubuntu**
|
||||
|
||||
```sh
|
||||
apt install cmake libglew-dev
|
||||
# For SDL2
|
||||
apt install libsdl2-dev
|
||||
# For Sokol
|
||||
apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
|
||||
```
|
||||
|
||||
**Fedora**
|
||||
|
||||
```sh
|
||||
dnf install cmake glew-devel
|
||||
# For SDL2
|
||||
dnf install SDL2-devel
|
||||
# For Sokol
|
||||
dnf install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
|
||||
```
|
||||
|
||||
**Arch Linux**
|
||||
|
||||
```sh
|
||||
pacman -S cmake glew
|
||||
# For SDL2
|
||||
pacman -S sdl2
|
||||
# For Sokol
|
||||
pacman install libx11 libxcursor libxi alsa-lib
|
||||
```
|
||||
|
||||
**OpenSUSE**
|
||||
|
||||
```sh
|
||||
zypper install cmake glew-devel
|
||||
# For SDL2
|
||||
zypper install SDL2-devel
|
||||
# For Sokol
|
||||
zypper install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
|
||||
```
|
||||
|
||||
**FreeBSD**
|
||||
|
||||
```sh
|
||||
pkg install cmake sdl2
|
||||
```
|
||||
|
||||
**OpenBSD**
|
||||
|
||||
```sh
|
||||
pkg_add cmake sdl2
|
||||
```
|
||||
|
||||
Note that the Sokol platform is not supported on the BSDs, since the Sokol
|
||||
headers themselves do not support these Operating Systems.
|
||||
|
||||
With the packages installed, you can now setup and build:
|
||||
|
||||
```sh
|
||||
cmake -S path/to/wipeout-rewrite -B path/to/build-dir
|
||||
cmake --build path/to/build-dir
|
||||
```
|
||||
|
||||
## macOS
|
||||
|
||||
Currently only the SDL2 platform works.
|
||||
macOS is very picky about the GLSL shader version when compiling with Sokol and
|
||||
OpenGL3.3; it shouldn't be too difficult to get it working, but will probably
|
||||
require a bunch of `#ifdefs` for SDL and WASM.
|
||||
Pull-requests welcome!
|
||||
|
||||
It is recommended to use [Homebrew](https://brew.sh) to fetch the required
|
||||
software, other solutions (e.g. MacPorts) may work but have not been tested.
|
||||
Using homebrew, you can install the required software with the following:
|
||||
|
||||
```sh
|
||||
brew install cmake
|
||||
# For SDL2
|
||||
brew install sdl2
|
||||
# Nothing extra needed for Sokol
|
||||
```
|
||||
|
||||
With the packages installed, you can now setup and build:
|
||||
|
||||
```sh
|
||||
cmake -S path/to/wipeout-rewrite -B path/to/build-dir \
|
||||
-DCMAKE_PREFIX_PATH="$(brew --prefix sdl2)"
|
||||
cmake --build path/to/build-dir
|
||||
```
|
||||
|
||||
## Windows
|
||||
|
||||
### clang-cl
|
||||
|
||||
Building natively on Windows requires a more complicated setup. The source code
|
||||
relies on GCC extensions that are not supported by `msvc`, which requires the
|
||||
use of `clang-cl`.
|
||||
The simplest way to get a build environment with `clang-cl` is to download and
|
||||
install [Visual Studio](https://visualstudio.microsoft.com/downloads/) (2022 at
|
||||
the time of writing) with the "Desktop development with C++" option selected.
|
||||
Also make sure to select "Clang C++ compiler for Windows" in "Individual
|
||||
Components" if it hasn't been already.
|
||||
|
||||
The next step is to acquire development versions of SDL2 and GLEW.
|
||||
The easiest way is to install [vcpkg](https://vcpkg.io) and let Visual Studio's
|
||||
integration build and install it for you.
|
||||
Follow the [vcpkg "Getting Started" guide](https://vcpkg.io/en/getting-started)
|
||||
and integrate it with Visual Studio.
|
||||
|
||||
Finally, open Visual Studio, select "Open a local folder", and navigate to the
|
||||
directory where you have cloned this repo.
|
||||
Visual Studio should automatically configure itself to build with CMake, and
|
||||
build the necessary libraries using vcpkg.
|
||||
Since this repository contains a `CMakeSettings.json` file, there should already
|
||||
be CMake configurations listed in the menubar dropdown.
|
||||
When adding a new configuration, make sure to use the `clang_cl` toolsets.
|
||||
Select the config you want from the list and build using `F7`, the build
|
||||
artifacts should be under `path\to\wipeout-rewrite\build`.
|
||||
|
||||
### MSYS2
|
||||
|
||||
Building with [MSYS2](https://www.msys2.org/) is sightly easier but still
|
||||
involves a bit of configuration.
|
||||
Download and install MSYS2 using the installer, and enter a MSYS2 environment
|
||||
using the start menu. For this guide we're using the `UCRT` environment, but the
|
||||
others work just as well.
|
||||
|
||||
Install the following packages using `pacman`:
|
||||
|
||||
```sh
|
||||
pacman -S mingw-w64-ucrt-x86_64-{toolchain,cmake,SDL2,glew}
|
||||
```
|
||||
|
||||
With the packages installed, you can now setup and build:
|
||||
|
||||
```sh
|
||||
cmake -S path/to/wipeout-rewrite -B path/to/build-dir
|
||||
cmake --build path/to/build-dir
|
||||
```
|
||||
|
||||
## Emscripten
|
||||
|
||||
Download and install the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html),
|
||||
so that `emcc` and `emcmake` is in your path.
|
||||
Linux users may find it easier to install using their distro's package manager
|
||||
if it is available.
|
||||
Note that only the Sokol platform will work for WebAssembly builds, so make sure
|
||||
to select it at compile time using `-DPLATFORM=Sokol`.
|
||||
|
||||
With the SDK installed, you can now setup and build:
|
||||
|
||||
```sh
|
||||
emcmake cmake -S path/to/wipeout-rewrite -B path/to/build-dir
|
||||
emcmake cmake --build path/to/build-dir
|
||||
```
|
||||
|
||||
## Build Flags
|
||||
|
||||
The following is a table for project specific build flags using CMake:
|
||||
|
||||
| Flag | Description | Options | Default |
|
||||
|------------------|-----------------------------------------------------------------|--------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------|
|
||||
| `PLATFORM` | The platform to build for. | `SDL2`, `Sokol` | `SDL2` |
|
||||
| `RENDERER` | Graphics renderer. | `GL` for OpenGL 3, `GLES2` for OpenGL ES 2, `Software` for a pure software renderer. | `GL` |
|
||||
| `USE_GLVND` | Link against the OpenGL Vendor Neutral Dispatch libraries. | `On`, `Off` | `On`, falling back to `Off` if the libraries aren't found or an OpenGL renderer isn't used. |
|
||||
| `MINIMAL_BUNDLE` | Do not include the music/intro video when building for the web. | `On`, `Off` | `Off` |
|
211
CMakeLists.txt
Normal file
211
CMakeLists.txt
Normal file
|
@ -0,0 +1,211 @@
|
|||
cmake_minimum_required(VERSION 3.13 FATAL_ERROR)
|
||||
project(wipeout-rewrite)
|
||||
|
||||
include(GNUInstallDirs)
|
||||
include(CMakeDependentOption)
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
|
||||
|
||||
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Emscripten")
|
||||
set(EMSCRIPTEN true)
|
||||
endif()
|
||||
|
||||
set(platform_options "SDL2" "Sokol")
|
||||
set(PLATFORM "SDL2" CACHE STRING "Graphics platform to handle input/output")
|
||||
set_property(CACHE PLATFORM PROPERTY STRINGS "${platform_options}")
|
||||
if(NOT PLATFORM IN_LIST platform_options)
|
||||
message(FATAL_ERROR "PLATFORM must be one of ${platform_options}")
|
||||
endif()
|
||||
|
||||
set(renderer_options "GL" "GLES2" "SOFTWARE")
|
||||
set(gl_renderers "GL" "GLES2")
|
||||
set(RENDERER "GL" CACHE STRING "Graphics rendering backend")
|
||||
set_property(CACHE RENDERER PROPERTY STRINGS "${renderer_options}")
|
||||
if(NOT RENDERER IN_LIST renderer_options)
|
||||
message(FATAL_ERROR "RENDERER must be one of ${renderer_options}")
|
||||
endif()
|
||||
if(RENDERER IN_LIST gl_renderers)
|
||||
set(using_gl true)
|
||||
endif()
|
||||
|
||||
cmake_dependent_option(USE_GLVND "Link against modern GLVND ABIs" OFF "using_gl;LINUX" ON)
|
||||
cmake_dependent_option(MINIMAL_BUNDLE "Do not include music/movies for web builds" OFF "EMSCRIPTEN" OFF)
|
||||
|
||||
find_package(OpenGL)
|
||||
find_package(GLEW)
|
||||
find_package(SDL2)
|
||||
|
||||
set(common_src
|
||||
src/wipeout/camera.c
|
||||
src/wipeout/camera.h
|
||||
src/wipeout/droid.c
|
||||
src/wipeout/droid.h
|
||||
src/wipeout/game.c
|
||||
src/wipeout/game.h
|
||||
src/wipeout/hud.c
|
||||
src/wipeout/hud.h
|
||||
src/wipeout/image.c
|
||||
src/wipeout/image.h
|
||||
src/wipeout/ingame_menus.c
|
||||
src/wipeout/ingame_menus.h
|
||||
src/wipeout/intro.c
|
||||
src/wipeout/intro.h
|
||||
src/wipeout/main_menu.c
|
||||
src/wipeout/main_menu.h
|
||||
src/wipeout/menu.c
|
||||
src/wipeout/menu.h
|
||||
src/wipeout/object.c
|
||||
src/wipeout/object.h
|
||||
src/wipeout/particle.c
|
||||
src/wipeout/particle.h
|
||||
src/wipeout/race.c
|
||||
src/wipeout/race.h
|
||||
src/wipeout/scene.c
|
||||
src/wipeout/scene.h
|
||||
src/wipeout/sfx.c
|
||||
src/wipeout/sfx.h
|
||||
src/wipeout/ship.c
|
||||
src/wipeout/ship.h
|
||||
src/wipeout/ship_ai.c
|
||||
src/wipeout/ship_ai.h
|
||||
src/wipeout/ship_player.c
|
||||
src/wipeout/ship_player.h
|
||||
src/wipeout/title.c
|
||||
src/wipeout/title.h
|
||||
src/wipeout/track.c
|
||||
src/wipeout/track.h
|
||||
src/wipeout/ui.c
|
||||
src/wipeout/ui.h
|
||||
src/wipeout/weapon.c
|
||||
src/wipeout/weapon.h
|
||||
src/input.c
|
||||
src/input.h
|
||||
src/mem.c
|
||||
src/mem.h
|
||||
src/platform.h
|
||||
src/render.h
|
||||
src/system.c
|
||||
src/system.h
|
||||
src/types.c
|
||||
src/types.h
|
||||
src/utils.c
|
||||
src/utils.h
|
||||
|
||||
packaging/windows/wipeout.exe.manifest
|
||||
packaging/windows/wipeout.rc
|
||||
)
|
||||
|
||||
add_executable(wipeout WIN32 ${common_src})
|
||||
set_property(TARGET wipeout PROPERTY C_STANDARD 11)
|
||||
target_include_directories(wipeout PRIVATE src)
|
||||
target_include_directories(wipeout SYSTEM PRIVATE src/libs)
|
||||
target_compile_options(wipeout PRIVATE
|
||||
$<$<CXX_COMPILER_ID:MSVC>:/W4>
|
||||
$<$<NOT:$<CXX_COMPILER_ID:MSVC>>:-Wall -Wextra>
|
||||
)
|
||||
|
||||
if(WIN32)
|
||||
target_compile_definitions(wipeout PRIVATE
|
||||
"NOMINMAX"
|
||||
"_USE_MATH_DEFINES"
|
||||
"_CRT_SECURE_NO_WARNINGS"
|
||||
)
|
||||
elseif(APPLE)
|
||||
target_compile_definitions(wipeout PRIVATE
|
||||
"_THREAD_SAFE"
|
||||
"GL_SILENCE_DEPRECATION"
|
||||
)
|
||||
target_link_libraries(wipeout PUBLIC "-framework Foundation")
|
||||
set_source_files_properties(src/platform_sokol.c PROPERTIES COMPILE_FLAGS "-x objective-c")
|
||||
if("${PLATFORM}" STREQUAL Sokol)
|
||||
target_link_libraries(wipeout PUBLIC
|
||||
"-framework Cocoa"
|
||||
"-framework QuartzCore"
|
||||
"-framework AudioToolbox"
|
||||
)
|
||||
endif()
|
||||
elseif(EMSCRIPTEN)
|
||||
# Emscripten's CMake modules don't define targets like the standard
|
||||
# ones do, so we define them ourselves here.
|
||||
add_library(GLEW::GLEW INTERFACE IMPORTED)
|
||||
add_library(OpenGL::GL INTERFACE IMPORTED)
|
||||
if (NOT TARGET SDL2::Main)
|
||||
add_library(SDL2::Main INTERFACE IMPORTED)
|
||||
endif()
|
||||
set_target_properties(OpenGL::GL PROPERTIES
|
||||
IMPORTED_LIBNAME "GL"
|
||||
)
|
||||
set_target_properties(GLEW::GLEW PROPERTIES
|
||||
IMPORTED_LIBNAME "GLEW"
|
||||
)
|
||||
set_target_properties(SDL2::Main PROPERTIES
|
||||
IMPORTED_LIBNAME "SDL2"
|
||||
INTERFACE_COMPILE_OPTIONS "SHELL:-s USE_SDL=2"
|
||||
INTERFACE_LINK_LIBRARIES "SHELL:-s USE_SDL=2"
|
||||
)
|
||||
|
||||
target_link_options(wipeout PRIVATE
|
||||
"SHELL:-s ALLOW_MEMORY_GROWTH=1"
|
||||
"SHELL:-s ENVIRONMENT=web"
|
||||
"SHELL:-s FORCE_FILESYSTEM"
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/wipeout/@/wipeout"
|
||||
)
|
||||
if(MINIMAL_BUNDLE)
|
||||
target_link_options(wipeout PRIVATE
|
||||
"SHELL:--exclude-file ${CMAKE_SOURCE_DIR}/wipeout/music"
|
||||
"SHELL:--exclude-file ${CMAKE_SOURCE_DIR}/intro.mpeg"
|
||||
)
|
||||
endif()
|
||||
|
||||
configure_file("${CMAKE_SOURCE_DIR}/src/wasm-index.html" "game.html" COPYONLY)
|
||||
elseif(UNIX)
|
||||
target_link_libraries(wipeout PUBLIC m)
|
||||
if (PLATFORM STREQUAL "Sokol" AND LINUX)
|
||||
find_package(Threads REQUIRED)
|
||||
find_package(X11 REQUIRED)
|
||||
find_package(ALSA REQUIRED)
|
||||
target_link_libraries(wipeout PUBLIC
|
||||
X11::X11
|
||||
X11::Xcursor
|
||||
Threads::Threads
|
||||
X11::Xi
|
||||
dl
|
||||
ALSA::ALSA
|
||||
)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(using_gl)
|
||||
target_compile_definitions(wipeout PRIVATE "RENDERER_GL")
|
||||
target_sources(wipeout PRIVATE src/render_gl.c)
|
||||
|
||||
target_include_directories(wipeout PUBLIC ${OPENGL_INCLUDE_DIR})
|
||||
if (USE_GLES2)
|
||||
target_compile_definitions(wipeout PRIVATE "USE_GLES2")
|
||||
if (TARGET OpenGL::GLES2)
|
||||
target_link_libraries(wipeout PUBLIC OpenGL::GLES2)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(USE_GLVND AND TARGET OpenGL::OpenGL)
|
||||
target_link_libraries(wipeout PUBLIC OpenGL::OpenGL)
|
||||
else()
|
||||
target_link_libraries(wipeout PUBLIC OpenGL::GL)
|
||||
endif()
|
||||
|
||||
if(NOT APPLE)
|
||||
target_include_directories(wipeout PRIVATE ${GLEW_INCLUDE_DIRS})
|
||||
target_link_libraries(wipeout PRIVATE GLEW::GLEW)
|
||||
endif()
|
||||
elseif("${RENDERER}" STREQUAL "SOFTWARE")
|
||||
target_compile_definitions(wipeout PRIVATE "RENDERER_SOFTWARE")
|
||||
target_sources(wipeout PRIVATE src/render_software.c)
|
||||
endif()
|
||||
|
||||
if("${PLATFORM}" STREQUAL SDL2)
|
||||
target_sources(wipeout PRIVATE src/platform_sdl.c)
|
||||
target_link_libraries(wipeout PUBLIC SDL2::Main)
|
||||
elseif("${PLATFORM}" STREQUAL Sokol)
|
||||
target_sources(wipeout PRIVATE src/platform_sokol.c)
|
||||
endif()
|
||||
|
||||
install(TARGETS wipeout)
|
71
CMakeSettings.json
Normal file
71
CMakeSettings.json
Normal file
|
@ -0,0 +1,71 @@
|
|||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "x64-Clang-Debug",
|
||||
"generator": "Ninja",
|
||||
"configurationType": "Debug",
|
||||
"buildRoot": "${projectDir}\\build\\${name}",
|
||||
"installRoot": "${projectDir}install\\${name}",
|
||||
"cmakeCommandArgs": "",
|
||||
"buildCommandArgs": "",
|
||||
"ctestCommandArgs": "",
|
||||
"inheritEnvironments": [ "clang_cl_x64_x64" ],
|
||||
"intelliSenseMode": "windows-clang-x64"
|
||||
},
|
||||
{
|
||||
"name": "x64-Clang-Release",
|
||||
"generator": "Ninja",
|
||||
"configurationType": "RelWithDebInfo",
|
||||
"buildRoot": "${projectDir}\\build\\${name}",
|
||||
"installRoot": "${projectDir}install\\${name}",
|
||||
"cmakeCommandArgs": "",
|
||||
"buildCommandArgs": "",
|
||||
"ctestCommandArgs": "",
|
||||
"inheritEnvironments": [ "clang_cl_x64_x64" ],
|
||||
},
|
||||
{
|
||||
"name": "x86-Clang-Debug",
|
||||
"generator": "Ninja",
|
||||
"configurationType": "Debug",
|
||||
"buildRoot": "${projectDir}\\build\\${name}",
|
||||
"installRoot": "${projectDir}install\\${name}",
|
||||
"cmakeCommandArgs": "",
|
||||
"buildCommandArgs": "",
|
||||
"ctestCommandArgs": "",
|
||||
"inheritEnvironments": [ "clang_cl_x86" ]
|
||||
},
|
||||
{
|
||||
"name": "x86-Clang-Release",
|
||||
"generator": "Ninja",
|
||||
"configurationType": "RelWithDebInfo",
|
||||
"buildRoot": "${projectDir}\\build\\${name}",
|
||||
"installRoot": "${projectDir}install\\${name}",
|
||||
"cmakeCommandArgs": "",
|
||||
"buildCommandArgs": "",
|
||||
"ctestCommandArgs": "",
|
||||
"inheritEnvironments": [ "clang_cl_x86" ]
|
||||
},
|
||||
{
|
||||
"name": "arm64-Clang-Debug",
|
||||
"generator": "Ninja",
|
||||
"configurationType": "Debug",
|
||||
"buildRoot": "${projectDir}\\build\\${name}",
|
||||
"installRoot": "${projectDir}install\\${name}",
|
||||
"cmakeCommandArgs": "",
|
||||
"buildCommandArgs": "",
|
||||
"ctestCommandArgs": "",
|
||||
"inheritEnvironments": [ "clang_cl_arm64_x64" ]
|
||||
},
|
||||
{
|
||||
"name": "arm64-Clang-Release",
|
||||
"generator": "Ninja",
|
||||
"configurationType": "RelWithDebInfo",
|
||||
"buildRoot": "${projectDir}\\build\\${name}",
|
||||
"installRoot": "${projectDir}install\\${name}",
|
||||
"cmakeCommandArgs": "",
|
||||
"buildCommandArgs": "",
|
||||
"ctestCommandArgs": "",
|
||||
"inheritEnvironments": [ "clang_cl_arm64_x64" ]
|
||||
}
|
||||
]
|
||||
}
|
63
README.md
63
README.md
|
@ -6,72 +6,11 @@ Play here: https://phoboslab.org/wipegame/
|
|||
|
||||
More info in my blog: https://phoboslab.org/log/2023/08/rewriting-wipeout
|
||||
|
||||
|
||||
⚠️ Work in progress. Expect bugs.
|
||||
|
||||
|
||||
## Building
|
||||
|
||||
The game currently supports two different platform-backends: [SDL2](https://github.com/libsdl-org/SDL) and [Sokol](https://github.com/floooh/sokol). The only difference in features is that the SDL2 backend supports game controllers (joysticks, gamepads), while the Sokol backend does not.
|
||||
|
||||
|
||||
### Linux
|
||||
|
||||
#### Ubuntu
|
||||
|
||||
```
|
||||
# for SDL2 backend
|
||||
apt install libsdl2-dev libglew-dev
|
||||
make sdl
|
||||
```
|
||||
|
||||
```
|
||||
# for Sokol backend
|
||||
apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
|
||||
make sokol
|
||||
```
|
||||
|
||||
#### Fedora
|
||||
|
||||
```
|
||||
# for SDL2 backend
|
||||
dnf install SDL2-devel glew-devel
|
||||
make sdl
|
||||
```
|
||||
|
||||
```
|
||||
# for Sokol backend
|
||||
dnf install libX11-devel libXi-devel alsa-lib-devel glew-devel libXcursor-devel
|
||||
make sokol
|
||||
```
|
||||
|
||||
### macOS
|
||||
|
||||
Currently only the SDL2 backend works. macOS is very picky about the GLSL shader version when compiling with Sokol and OpenGL3.3; it shouldn't be too difficult to get it working, but will probably require a bunch of `#ifdefs` for SDL and WASM. PRs welcome!
|
||||
|
||||
```
|
||||
brew install sdl2 glew
|
||||
make sdl
|
||||
```
|
||||
|
||||
### Windows
|
||||
|
||||
In theory both backends should work on Windows, but the Makefile is missing the proper compiler flags. Please send a PR!
|
||||
|
||||
_todo_
|
||||
|
||||
|
||||
### WASM
|
||||
|
||||
Install [emscripten](https://emscripten.org/) and activate emsdk, so that `emcc` is in your `PATH`. The WASM version automatically
|
||||
selects the Sokol backend. I'm not sure what needs to be done to make the SDL2 backend work with WASM.
|
||||
|
||||
```
|
||||
make wasm
|
||||
```
|
||||
|
||||
This builds the minimal version (no music, no intro) as well as the full version.
|
||||
|
||||
See [Building.md](Building.md) for more info.
|
||||
|
||||
### Flags
|
||||
|
||||
|
|
388
cmake/FindSDL2.cmake
Normal file
388
cmake/FindSDL2.cmake
Normal file
|
@ -0,0 +1,388 @@
|
|||
# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
|
||||
# file Copyright.txt or https://cmake.org/licensing for details.
|
||||
|
||||
# Copyright 2019 Amine Ben Hassouna <amine.benhassouna@gmail.com>
|
||||
# Copyright 2000-2019 Kitware, Inc. and Contributors
|
||||
# All rights reserved.
|
||||
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions
|
||||
# are met:
|
||||
|
||||
# * Redistributions of source code must retain the above copyright
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
|
||||
# * Redistributions in binary form must reproduce the above copyright
|
||||
# notice, this list of conditions and the following disclaimer in the
|
||||
# documentation and/or other materials provided with the distribution.
|
||||
|
||||
# * Neither the name of Kitware, Inc. nor the names of Contributors
|
||||
# may be used to endorse or promote products derived from this
|
||||
# software without specific prior written permission.
|
||||
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
#[=======================================================================[.rst:
|
||||
FindSDL2
|
||||
--------
|
||||
|
||||
Locate SDL2 library
|
||||
|
||||
This module defines the following 'IMPORTED' targets:
|
||||
|
||||
::
|
||||
|
||||
SDL2::Core
|
||||
The SDL2 library, if found.
|
||||
Libraries should link to SDL2::Core
|
||||
|
||||
SDL2::Main
|
||||
The SDL2main library, if found.
|
||||
Applications should link to SDL2::Main instead of SDL2::Core
|
||||
|
||||
|
||||
|
||||
This module will set the following variables in your project:
|
||||
|
||||
::
|
||||
|
||||
SDL2_LIBRARIES, the name of the library to link against
|
||||
SDL2_INCLUDE_DIRS, where to find SDL.h
|
||||
SDL2_FOUND, if false, do not try to link to SDL2
|
||||
SDL2MAIN_FOUND, if false, do not try to link to SDL2main
|
||||
SDL2_VERSION_STRING, human-readable string containing the version of SDL2
|
||||
|
||||
|
||||
|
||||
This module responds to the following cache variables:
|
||||
|
||||
::
|
||||
|
||||
SDL2_PATH
|
||||
Set a custom SDL2 Library path (default: empty)
|
||||
|
||||
SDL2_NO_DEFAULT_PATH
|
||||
Disable search SDL2 Library in default path.
|
||||
If SDL2_PATH (default: ON)
|
||||
Else (default: OFF)
|
||||
|
||||
SDL2_INCLUDE_DIR
|
||||
SDL2 headers path.
|
||||
|
||||
SDL2_LIBRARY
|
||||
SDL2 Library (.dll, .so, .a, etc) path.
|
||||
|
||||
SDL2MAIN_LIBRAY
|
||||
SDL2main Library (.a) path.
|
||||
|
||||
SDL2_BUILDING_LIBRARY
|
||||
This flag is useful only when linking to SDL2_LIBRARIES insead of
|
||||
SDL2::Main. It is required only when building a library that links to
|
||||
SDL2_LIBRARIES, because only applications need main() (No need to also
|
||||
link to SDL2main).
|
||||
If this flag is defined, then no SDL2main will be added to SDL2_LIBRARIES
|
||||
and no SDL2::Main target will be created.
|
||||
|
||||
|
||||
Don't forget to include SDLmain.h and SDLmain.m in your project for the
|
||||
OS X framework based version. (Other versions link to -lSDL2main which
|
||||
this module will try to find on your behalf.) Also for OS X, this
|
||||
module will automatically add the -framework Cocoa on your behalf.
|
||||
|
||||
|
||||
Additional Note: If you see an empty SDL2_LIBRARY in your project
|
||||
configuration, it means CMake did not find your SDL2 library
|
||||
(SDL2.dll, libsdl2.so, SDL2.framework, etc). Set SDL2_LIBRARY to point
|
||||
to your SDL2 library, and configure again. Similarly, if you see an
|
||||
empty SDL2MAIN_LIBRARY, you should set this value as appropriate. These
|
||||
values are used to generate the final SDL2_LIBRARIES variable and the
|
||||
SDL2::Core and SDL2::Main targets, but when these values are unset,
|
||||
SDL2_LIBRARIES, SDL2::Core and SDL2::Main does not get created.
|
||||
|
||||
|
||||
$SDL2DIR is an environment variable that would correspond to the
|
||||
./configure --prefix=$SDL2DIR used in building SDL2. l.e.galup 9-20-02
|
||||
|
||||
|
||||
|
||||
Created by Amine Ben Hassouna:
|
||||
Adapt FindSDL.cmake to SDL2 (FindSDL2.cmake).
|
||||
Add cache variables for more flexibility:
|
||||
SDL2_PATH, SDL2_NO_DEFAULT_PATH (for details, see doc above).
|
||||
Mark 'Threads' as a required dependency for non-OSX systems.
|
||||
Modernize the FindSDL2.cmake module by creating specific targets:
|
||||
SDL2::Core and SDL2::Main (for details, see doc above).
|
||||
|
||||
|
||||
Original FindSDL.cmake module:
|
||||
Modified by Eric Wing. Added code to assist with automated building
|
||||
by using environmental variables and providing a more
|
||||
controlled/consistent search behavior. Added new modifications to
|
||||
recognize OS X frameworks and additional Unix paths (FreeBSD, etc).
|
||||
Also corrected the header search path to follow "proper" SDL
|
||||
guidelines. Added a search for SDLmain which is needed by some
|
||||
platforms. Added a search for threads which is needed by some
|
||||
platforms. Added needed compile switches for MinGW.
|
||||
|
||||
On OSX, this will prefer the Framework version (if found) over others.
|
||||
People will have to manually change the cache value of SDL2_LIBRARY to
|
||||
override this selection or set the SDL2_PATH variable or the CMake
|
||||
environment CMAKE_INCLUDE_PATH to modify the search paths.
|
||||
|
||||
Note that the header path has changed from SDL/SDL.h to just SDL.h
|
||||
This needed to change because "proper" SDL convention is #include
|
||||
"SDL.h", not <SDL/SDL.h>. This is done for portability reasons
|
||||
because not all systems place things in SDL/ (see FreeBSD).
|
||||
#]=======================================================================]
|
||||
|
||||
# Define options for searching SDL2 Library in a custom path
|
||||
|
||||
set(SDL2_PATH "" CACHE STRING "Custom SDL2 Library path")
|
||||
|
||||
set(_SDL2_NO_DEFAULT_PATH OFF)
|
||||
if(SDL2_PATH)
|
||||
set(_SDL2_NO_DEFAULT_PATH ON)
|
||||
endif()
|
||||
|
||||
set(SDL2_NO_DEFAULT_PATH ${_SDL2_NO_DEFAULT_PATH}
|
||||
CACHE BOOL "Disable search SDL2 Library in default path")
|
||||
unset(_SDL2_NO_DEFAULT_PATH)
|
||||
|
||||
set(SDL2_NO_DEFAULT_PATH_CMD)
|
||||
if(SDL2_NO_DEFAULT_PATH)
|
||||
set(SDL2_NO_DEFAULT_PATH_CMD NO_DEFAULT_PATH)
|
||||
endif()
|
||||
|
||||
# Search for the SDL2 include directory
|
||||
find_path(SDL2_INCLUDE_DIR SDL.h
|
||||
HINTS
|
||||
ENV SDL2DIR
|
||||
${SDL2_NO_DEFAULT_PATH_CMD}
|
||||
PATH_SUFFIXES SDL2
|
||||
# path suffixes to search inside ENV{SDL2DIR}
|
||||
include/SDL2 include
|
||||
PATHS ${SDL2_PATH}
|
||||
DOC "Where the SDL2 headers can be found"
|
||||
)
|
||||
|
||||
set(SDL2_INCLUDE_DIRS "${SDL2_INCLUDE_DIR}")
|
||||
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
set(VC_LIB_PATH_SUFFIX lib/x64)
|
||||
else()
|
||||
set(VC_LIB_PATH_SUFFIX lib/x86)
|
||||
endif()
|
||||
|
||||
# SDL-2.0 is the name used by FreeBSD ports...
|
||||
# don't confuse it for the version number.
|
||||
find_library(SDL2_LIBRARY
|
||||
NAMES SDL2 SDL-2.0
|
||||
HINTS
|
||||
ENV SDL2DIR
|
||||
${SDL2_NO_DEFAULT_PATH_CMD}
|
||||
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
|
||||
PATHS ${SDL2_PATH}
|
||||
DOC "Where the SDL2 Library can be found"
|
||||
)
|
||||
|
||||
set(SDL2_LIBRARIES "${SDL2_LIBRARY}")
|
||||
|
||||
if(NOT SDL2_BUILDING_LIBRARY)
|
||||
if(NOT SDL2_INCLUDE_DIR MATCHES ".framework")
|
||||
# Non-OS X framework versions expect you to also dynamically link to
|
||||
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
|
||||
# seem to provide SDL2main for compatibility even though they don't
|
||||
# necessarily need it.
|
||||
|
||||
if(SDL2_PATH)
|
||||
set(SDL2MAIN_LIBRARY_PATHS "${SDL2_PATH}")
|
||||
endif()
|
||||
|
||||
if(NOT SDL2_NO_DEFAULT_PATH)
|
||||
set(SDL2MAIN_LIBRARY_PATHS
|
||||
/sw
|
||||
/opt/local
|
||||
/opt/csw
|
||||
/opt
|
||||
"${SDL2MAIN_LIBRARY_PATHS}"
|
||||
)
|
||||
endif()
|
||||
|
||||
find_library(SDL2MAIN_LIBRARY
|
||||
NAMES SDL2main
|
||||
HINTS
|
||||
ENV SDL2DIR
|
||||
${SDL2_NO_DEFAULT_PATH_CMD}
|
||||
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
|
||||
PATHS ${SDL2MAIN_LIBRARY_PATHS}
|
||||
DOC "Where the SDL2main library can be found"
|
||||
)
|
||||
unset(SDL2MAIN_LIBRARY_PATHS)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# SDL2 may require threads on your system.
|
||||
# The Apple build may not need an explicit flag because one of the
|
||||
# frameworks may already provide it.
|
||||
# But for non-OSX systems, I will use the CMake Threads package.
|
||||
if(NOT APPLE)
|
||||
find_package(Threads QUIET)
|
||||
if(NOT Threads_FOUND)
|
||||
set(SDL2_THREADS_NOT_FOUND "Could NOT find Threads (Threads is required by SDL2).")
|
||||
if(SDL2_FIND_REQUIRED)
|
||||
message(FATAL_ERROR ${SDL2_THREADS_NOT_FOUND})
|
||||
else()
|
||||
if(NOT SDL2_FIND_QUIETLY)
|
||||
message(STATUS ${SDL2_THREADS_NOT_FOUND})
|
||||
endif()
|
||||
return()
|
||||
endif()
|
||||
unset(SDL2_THREADS_NOT_FOUND)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# MinGW needs an additional link flag, -mwindows
|
||||
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -mwindows
|
||||
if(MINGW)
|
||||
set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW")
|
||||
endif()
|
||||
|
||||
if(SDL2_LIBRARY)
|
||||
# For SDL2main
|
||||
if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY)
|
||||
list(FIND SDL2_LIBRARIES "${SDL2MAIN_LIBRARY}" _SDL2_MAIN_INDEX)
|
||||
if(_SDL2_MAIN_INDEX EQUAL -1)
|
||||
set(SDL2_LIBRARIES "${SDL2MAIN_LIBRARY}" ${SDL2_LIBRARIES})
|
||||
endif()
|
||||
unset(_SDL2_MAIN_INDEX)
|
||||
endif()
|
||||
|
||||
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
|
||||
# CMake doesn't display the -framework Cocoa string in the UI even
|
||||
# though it actually is there if I modify a pre-used variable.
|
||||
# I think it has something to do with the CACHE STRING.
|
||||
# So I use a temporary variable until the end so I can set the
|
||||
# "real" variable in one-shot.
|
||||
if(APPLE)
|
||||
set(SDL2_LIBRARIES ${SDL2_LIBRARIES} -framework Cocoa)
|
||||
endif()
|
||||
|
||||
# For threads, as mentioned Apple doesn't need this.
|
||||
# In fact, there seems to be a problem if I used the Threads package
|
||||
# and try using this line, so I'm just skipping it entirely for OS X.
|
||||
if(NOT APPLE)
|
||||
set(SDL2_LIBRARIES ${SDL2_LIBRARIES} ${CMAKE_THREAD_LIBS_INIT})
|
||||
endif()
|
||||
|
||||
# For MinGW library
|
||||
if(MINGW)
|
||||
set(SDL2_LIBRARIES ${MINGW32_LIBRARY} ${SDL2_LIBRARIES})
|
||||
endif()
|
||||
|
||||
endif()
|
||||
|
||||
# Read SDL2 version
|
||||
if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL_version.h")
|
||||
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL_MAJOR_VERSION[ \t]+[0-9]+$")
|
||||
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL_MINOR_VERSION[ \t]+[0-9]+$")
|
||||
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL_PATCHLEVEL[ \t]+[0-9]+$")
|
||||
string(REGEX REPLACE "^#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}")
|
||||
string(REGEX REPLACE "^#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}")
|
||||
string(REGEX REPLACE "^#define[ \t]+SDL_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}")
|
||||
set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH})
|
||||
unset(SDL2_VERSION_MAJOR_LINE)
|
||||
unset(SDL2_VERSION_MINOR_LINE)
|
||||
unset(SDL2_VERSION_PATCH_LINE)
|
||||
unset(SDL2_VERSION_MAJOR)
|
||||
unset(SDL2_VERSION_MINOR)
|
||||
unset(SDL2_VERSION_PATCH)
|
||||
endif()
|
||||
|
||||
include(FindPackageHandleStandardArgs)
|
||||
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
|
||||
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR
|
||||
VERSION_VAR SDL2_VERSION_STRING)
|
||||
|
||||
if(SDL2MAIN_LIBRARY)
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2main
|
||||
REQUIRED_VARS SDL2MAIN_LIBRARY SDL2_INCLUDE_DIR
|
||||
VERSION_VAR SDL2_VERSION_STRING)
|
||||
endif()
|
||||
|
||||
|
||||
mark_as_advanced(SDL2_PATH
|
||||
SDL2_NO_DEFAULT_PATH
|
||||
SDL2_LIBRARY
|
||||
SDL2MAIN_LIBRARY
|
||||
SDL2_INCLUDE_DIR
|
||||
SDL2_BUILDING_LIBRARY)
|
||||
|
||||
|
||||
# SDL2:: targets (SDL2::Core and SDL2::Main)
|
||||
if(SDL2_FOUND)
|
||||
|
||||
# SDL2::Core target
|
||||
if(SDL2_LIBRARY AND NOT TARGET SDL2::Core)
|
||||
add_library(SDL2::Core UNKNOWN IMPORTED)
|
||||
set_target_properties(SDL2::Core PROPERTIES
|
||||
IMPORTED_LOCATION "${SDL2_LIBRARY}"
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIR}")
|
||||
|
||||
if(APPLE)
|
||||
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
|
||||
# For more details, please see above.
|
||||
set_property(TARGET SDL2::Core APPEND PROPERTY
|
||||
INTERFACE_LINK_OPTIONS -framework Cocoa)
|
||||
else()
|
||||
# For threads, as mentioned Apple doesn't need this.
|
||||
# For more details, please see above.
|
||||
set_property(TARGET SDL2::Core APPEND PROPERTY
|
||||
INTERFACE_LINK_LIBRARIES Threads::Threads)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# SDL2::Main target
|
||||
# Applications should link to SDL2::Main instead of SDL2::Core
|
||||
# For more details, please see above.
|
||||
if(NOT SDL2_BUILDING_LIBRARY AND NOT TARGET SDL2::Main)
|
||||
|
||||
if(SDL2_INCLUDE_DIR MATCHES ".framework" OR NOT SDL2MAIN_LIBRARY)
|
||||
add_library(SDL2::Main INTERFACE IMPORTED)
|
||||
set_property(TARGET SDL2::Main PROPERTY
|
||||
INTERFACE_LINK_LIBRARIES SDL2::Core)
|
||||
elseif(SDL2MAIN_LIBRARY)
|
||||
# MinGW requires that the mingw32 library is specified before the
|
||||
# libSDL2main.a static library when linking.
|
||||
# The SDL2::MainInternal target is used internally to make sure that
|
||||
# CMake respects this condition.
|
||||
add_library(SDL2::MainInternal UNKNOWN IMPORTED)
|
||||
set_property(TARGET SDL2::MainInternal PROPERTY
|
||||
IMPORTED_LOCATION "${SDL2MAIN_LIBRARY}")
|
||||
set_property(TARGET SDL2::MainInternal PROPERTY
|
||||
INTERFACE_LINK_LIBRARIES SDL2::Core)
|
||||
|
||||
add_library(SDL2::Main INTERFACE IMPORTED)
|
||||
|
||||
if(MINGW)
|
||||
# MinGW needs an additional link flag '-mwindows' and link to mingw32
|
||||
set_property(TARGET SDL2::Main PROPERTY
|
||||
INTERFACE_LINK_LIBRARIES "mingw32" "-mwindows")
|
||||
endif()
|
||||
|
||||
set_property(TARGET SDL2::Main APPEND PROPERTY
|
||||
INTERFACE_LINK_LIBRARIES SDL2::MainInternal)
|
||||
endif()
|
||||
|
||||
endif()
|
||||
endif()
|
8
packaging/windows/wipeout.exe.manifest
Normal file
8
packaging/windows/wipeout.exe.manifest
Normal file
|
@ -0,0 +1,8 @@
|
|||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
|
||||
<asmv3:application>
|
||||
<asmv3:windowsSettings>
|
||||
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
|
||||
</asmv3:windowsSettings>
|
||||
</asmv3:application>
|
||||
</assembly>
|
BIN
packaging/windows/wipeout.ico
Normal file
BIN
packaging/windows/wipeout.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 766 B |
3
packaging/windows/wipeout.rc
Normal file
3
packaging/windows/wipeout.rc
Normal file
|
@ -0,0 +1,3 @@
|
|||
#define MANIFEST_RESOURCE_ID 1
|
||||
MANIFEST_RESOURCE_ID RT_MANIFEST "wipeout.exe.manifest"
|
||||
IDI_ICON1 ICON DISCARDABLE "wipeout.ico"
|
|
@ -159,16 +159,16 @@ static void *capture_user;
|
|||
static int32_t mouse_x;
|
||||
static int32_t mouse_y;
|
||||
|
||||
void input_init() {
|
||||
void input_init(void) {
|
||||
input_unbind_all(INPUT_LAYER_SYSTEM);
|
||||
input_unbind_all(INPUT_LAYER_USER);
|
||||
}
|
||||
|
||||
void input_cleanup() {
|
||||
void input_cleanup(void) {
|
||||
|
||||
}
|
||||
|
||||
void input_clear() {
|
||||
void input_clear(void) {
|
||||
clear(actions_pressed);
|
||||
clear(actions_released);
|
||||
}
|
||||
|
@ -274,7 +274,7 @@ bool input_released(uint8_t action) {
|
|||
return actions_released[action];
|
||||
}
|
||||
|
||||
vec2_t input_mouse_pos() {
|
||||
vec2_t input_mouse_pos(void) {
|
||||
return vec2(mouse_x, mouse_y);
|
||||
}
|
||||
|
||||
|
|
|
@ -156,9 +156,9 @@ typedef enum {
|
|||
typedef void(*input_capture_callback_t)
|
||||
(void *user, button_t button, int32_t ascii_char);
|
||||
|
||||
void input_init();
|
||||
void input_cleanup();
|
||||
void input_clear();
|
||||
void input_init(void);
|
||||
void input_cleanup(void);
|
||||
void input_clear(void);
|
||||
|
||||
void input_bind(input_layer_t layer, button_t button, uint8_t action);
|
||||
void input_unbind(input_layer_t layer,button_t button);
|
||||
|
@ -175,7 +175,7 @@ void input_capture(input_capture_callback_t cb, void *user);
|
|||
float input_state(uint8_t action);
|
||||
bool input_pressed(uint8_t action);
|
||||
bool input_released(uint8_t action);
|
||||
vec2_t input_mouse_pos();
|
||||
vec2_t input_mouse_pos(void);
|
||||
|
||||
button_t input_name_to_button(const char *name);
|
||||
const char *input_button_to_name(button_t button);
|
||||
|
|
4273
src/libs/sokol_app.h
4273
src/libs/sokol_app.h
File diff suppressed because it is too large
Load diff
|
@ -61,6 +61,8 @@
|
|||
The main purpose of this function is to remove jitter/inaccuracies from
|
||||
measured frame times, and instead use the display refresh rate as
|
||||
frame duration.
|
||||
NOTE: for more robust frame timing, consider using the
|
||||
sokol_app.h function sapp_frame_duration()
|
||||
|
||||
Use the following functions to convert a duration in ticks into
|
||||
useful time units:
|
||||
|
@ -77,7 +79,7 @@
|
|||
|
||||
Windows: QueryPerformanceFrequency() / QueryPerformanceCounter()
|
||||
MacOS/iOS: mach_absolute_time()
|
||||
emscripten: performance.now()
|
||||
emscripten: emscripten_get_now()
|
||||
Linux+others: clock_gettime(CLOCK_MONOTONIC)
|
||||
|
||||
zlib/libpng license
|
||||
|
@ -199,19 +201,13 @@ static _stm_state_t _stm;
|
|||
see https://gist.github.com/jspohr/3dc4f00033d79ec5bdaf67bc46c813e3
|
||||
*/
|
||||
#if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__))
|
||||
_SOKOL_PRIVATE int64_t int64_muldiv(int64_t value, int64_t numer, int64_t denom) {
|
||||
_SOKOL_PRIVATE int64_t _stm_int64_muldiv(int64_t value, int64_t numer, int64_t denom) {
|
||||
int64_t q = value / denom;
|
||||
int64_t r = value % denom;
|
||||
return q * numer + r * numer / denom;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
EM_JS(double, stm_js_perfnow, (void), {
|
||||
return performance.now();
|
||||
});
|
||||
#endif
|
||||
|
||||
SOKOL_API_IMPL void stm_setup(void) {
|
||||
memset(&_stm, 0, sizeof(_stm));
|
||||
_stm.initialized = 0xABCDABCD;
|
||||
|
@ -222,7 +218,7 @@ SOKOL_API_IMPL void stm_setup(void) {
|
|||
mach_timebase_info(&_stm.timebase);
|
||||
_stm.start = mach_absolute_time();
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
_stm.start = stm_js_perfnow();
|
||||
_stm.start = emscripten_get_now();
|
||||
#else
|
||||
struct timespec ts;
|
||||
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||
|
@ -236,13 +232,12 @@ SOKOL_API_IMPL uint64_t stm_now(void) {
|
|||
#if defined(_WIN32)
|
||||
LARGE_INTEGER qpc_t;
|
||||
QueryPerformanceCounter(&qpc_t);
|
||||
now = (uint64_t) int64_muldiv(qpc_t.QuadPart - _stm.start.QuadPart, 1000000000, _stm.freq.QuadPart);
|
||||
now = (uint64_t) _stm_int64_muldiv(qpc_t.QuadPart - _stm.start.QuadPart, 1000000000, _stm.freq.QuadPart);
|
||||
#elif defined(__APPLE__) && defined(__MACH__)
|
||||
const uint64_t mach_now = mach_absolute_time() - _stm.start;
|
||||
now = (uint64_t) int64_muldiv((int64_t)mach_now, (int64_t)_stm.timebase.numer, (int64_t)_stm.timebase.denom);
|
||||
now = (uint64_t) _stm_int64_muldiv((int64_t)mach_now, (int64_t)_stm.timebase.numer, (int64_t)_stm.timebase.denom);
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
double js_now = stm_js_perfnow() - _stm.start;
|
||||
SOKOL_ASSERT(js_now >= 0.0);
|
||||
double js_now = emscripten_get_now() - _stm.start;
|
||||
now = (uint64_t) (js_now * 1000000.0);
|
||||
#else
|
||||
struct timespec ts;
|
||||
|
|
|
@ -18,7 +18,7 @@ static uint32_t temp_objects_len;
|
|||
// These allocations persist for many frames. The allocator level is reset
|
||||
// whenever we load a new race track or menu in game_set_scene()
|
||||
|
||||
void *mem_mark() {
|
||||
void *mem_mark(void) {
|
||||
return &hunk[bump_len];
|
||||
}
|
||||
|
||||
|
@ -76,6 +76,6 @@ void mem_temp_free(void *p) {
|
|||
temp_len = remaining_max;
|
||||
}
|
||||
|
||||
void mem_temp_check() {
|
||||
void mem_temp_check(void) {
|
||||
error_if(temp_len != 0, "Temp memory not free: %d object(s)", temp_objects_len);
|
||||
}
|
||||
|
|
|
@ -7,11 +7,11 @@
|
|||
#define MEM_HUNK_BYTES (4 * 1024 * 1024)
|
||||
|
||||
void *mem_bump(uint32_t size);
|
||||
void *mem_mark();
|
||||
void *mem_mark(void);
|
||||
void mem_reset(void *p);
|
||||
|
||||
void *mem_temp_alloc(uint32_t size);
|
||||
void mem_temp_free(void *p);
|
||||
void mem_temp_check();
|
||||
void mem_temp_check(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -3,10 +3,10 @@
|
|||
|
||||
#include "types.h"
|
||||
|
||||
void platform_exit();
|
||||
vec2i_t platform_screen_size();
|
||||
double platform_now();
|
||||
bool platform_get_fullscreen();
|
||||
void platform_exit(void);
|
||||
vec2i_t platform_screen_size(void);
|
||||
double platform_now(void);
|
||||
bool platform_get_fullscreen(void);
|
||||
void platform_set_fullscreen(bool fullscreen);
|
||||
void platform_set_audio_mix_cb(void (*cb)(float *buffer, uint32_t len));
|
||||
|
||||
|
|
|
@ -48,11 +48,11 @@ uint8_t platform_sdl_axis_map[] = {
|
|||
};
|
||||
|
||||
|
||||
void platform_exit() {
|
||||
void platform_exit(void) {
|
||||
wants_to_exit = true;
|
||||
}
|
||||
|
||||
SDL_GameController *platform_find_gamepad() {
|
||||
SDL_GameController *platform_find_gamepad(void) {
|
||||
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
||||
if (SDL_IsGameController(i)) {
|
||||
return SDL_GameControllerOpen(i);
|
||||
|
@ -63,7 +63,7 @@ SDL_GameController *platform_find_gamepad() {
|
|||
}
|
||||
|
||||
|
||||
void platform_pump_events() {
|
||||
void platform_pump_events(void) {
|
||||
SDL_Event ev;
|
||||
while (SDL_PollEvent(&ev)) {
|
||||
// Detect ALT+Enter press to toggle fullscreen
|
||||
|
@ -188,12 +188,12 @@ void platform_pump_events() {
|
|||
}
|
||||
}
|
||||
|
||||
double platform_now() {
|
||||
double platform_now(void) {
|
||||
uint64_t perf_counter = SDL_GetPerformanceCounter();
|
||||
return (double)perf_counter / (double)perf_freq;
|
||||
}
|
||||
|
||||
bool platform_get_fullscreen() {
|
||||
bool platform_get_fullscreen(void) {
|
||||
return SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN;
|
||||
}
|
||||
|
||||
|
@ -251,7 +251,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
|
|||
#define PLATFORM_WINDOW_FLAGS SDL_WINDOW_OPENGL
|
||||
SDL_GLContext platform_gl;
|
||||
|
||||
void platform_video_init() {
|
||||
void platform_video_init(void) {
|
||||
#if defined(USE_GLES2)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
|
@ -262,19 +262,19 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
|
|||
SDL_GL_SetSwapInterval(1);
|
||||
}
|
||||
|
||||
void platform_prepare_frame() {
|
||||
void platform_prepare_frame(void) {
|
||||
// nothing
|
||||
}
|
||||
|
||||
void platform_video_cleanup() {
|
||||
void platform_video_cleanup(void) {
|
||||
SDL_GL_DeleteContext(platform_gl);
|
||||
}
|
||||
|
||||
void platform_end_frame() {
|
||||
void platform_end_frame(void) {
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
vec2i_t platform_screen_size() {
|
||||
vec2i_t platform_screen_size(void) {
|
||||
int width, height;
|
||||
SDL_GL_GetDrawableSize(window, &width, &height);
|
||||
return vec2i(width, height);
|
||||
|
@ -291,18 +291,18 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
|
|||
static vec2i_t screen_size = vec2i(0, 0);
|
||||
|
||||
|
||||
void platform_video_init() {
|
||||
void platform_video_init(void) {
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
||||
}
|
||||
|
||||
void platform_video_cleanup() {
|
||||
void platform_video_cleanup(void) {
|
||||
if (screenbuffer) {
|
||||
SDL_DestroyTexture(screenbuffer);
|
||||
}
|
||||
SDL_DestroyRenderer(renderer);
|
||||
}
|
||||
|
||||
void platform_prepare_frame() {
|
||||
void platform_prepare_frame(void) {
|
||||
if (screen_size.x != screenbuffer_size.x || screen_size.y != screenbuffer_size.y) {
|
||||
if (screenbuffer) {
|
||||
SDL_DestroyTexture(screenbuffer);
|
||||
|
@ -313,7 +313,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
|
|||
SDL_LockTexture(screenbuffer, NULL, &screenbuffer_pixels, &screenbuffer_pitch);
|
||||
}
|
||||
|
||||
void platform_end_frame() {
|
||||
void platform_end_frame(void) {
|
||||
screenbuffer_pixels = NULL;
|
||||
SDL_UnlockTexture(screenbuffer);
|
||||
SDL_RenderCopy(renderer, screenbuffer, NULL, NULL);
|
||||
|
@ -325,7 +325,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
|
|||
return screenbuffer_pixels;
|
||||
}
|
||||
|
||||
vec2i_t platform_screen_size() {
|
||||
vec2i_t platform_screen_size(void) {
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
|
||||
|
@ -343,7 +343,7 @@ int main(int argc, char *argv[]) {
|
|||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
// Figure out the absolute asset and userdata paths. These may either be
|
||||
// supplied at build time through -DPATH_ASSETS=.. and -DPATH_USERDATA=..
|
||||
// supplied at build time through -DPATH_ASSETS=.. and -DPATH_USERDATA=..
|
||||
// or received at runtime from SDL. Note that SDL may return NULL for these.
|
||||
// We fall back to the current directory (i.e. just "") in this case.
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
|
||||
#if defined(RENDERER_GL)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#define SOKOL_GLES2
|
||||
#define SOKOL_GLES3
|
||||
#else
|
||||
#define SOKOL_GLCORE33
|
||||
#endif
|
||||
|
@ -14,9 +14,9 @@
|
|||
#endif
|
||||
|
||||
#define SOKOL_IMPL
|
||||
#include "libs/sokol_audio.h"
|
||||
#include "libs/sokol_time.h"
|
||||
#include "libs/sokol_app.h"
|
||||
#include <sokol_audio.h>
|
||||
#include <sokol_time.h>
|
||||
#include <sokol_app.h>
|
||||
#include "input.h"
|
||||
|
||||
// FIXME: we should figure out the actual path where the executabe resides,
|
||||
|
@ -161,15 +161,15 @@ static const uint8_t keyboard_map[] = {
|
|||
|
||||
static void (*audio_callback)(float *buffer, uint32_t len) = NULL;
|
||||
|
||||
void platform_exit() {
|
||||
void platform_exit(void) {
|
||||
sapp_quit();
|
||||
}
|
||||
|
||||
vec2i_t platform_screen_size() {
|
||||
vec2i_t platform_screen_size(void) {
|
||||
return vec2i(sapp_width(), sapp_height());
|
||||
}
|
||||
|
||||
double platform_now() {
|
||||
double platform_now(void) {
|
||||
return stm_sec(stm_now());
|
||||
}
|
||||
|
||||
|
|
12
src/render.h
12
src/render.h
|
@ -28,18 +28,18 @@ typedef enum {
|
|||
extern uint16_t RENDER_NO_TEXTURE;
|
||||
|
||||
void render_init(vec2i_t screen_size);
|
||||
void render_cleanup();
|
||||
void render_cleanup(void);
|
||||
|
||||
void render_set_screen_size(vec2i_t size);
|
||||
void render_set_resolution(render_resolution_t res);
|
||||
void render_set_post_effect(render_post_effect_t post);
|
||||
vec2i_t render_size();
|
||||
vec2i_t render_size(void);
|
||||
|
||||
void render_frame_prepare();
|
||||
void render_frame_end();
|
||||
void render_frame_prepare(void);
|
||||
void render_frame_end(void);
|
||||
|
||||
void render_set_view(vec3_t pos, vec3_t angles);
|
||||
void render_set_view_2d();
|
||||
void render_set_view_2d(void);
|
||||
void render_set_model_mat(mat4_t *m);
|
||||
void render_set_depth_write(bool enabled);
|
||||
void render_set_depth_test(bool enabled);
|
||||
|
@ -57,7 +57,7 @@ void render_push_2d_tile(vec2i_t pos, vec2i_t uv_offset, vec2i_t uv_size, vec2i_
|
|||
uint16_t render_texture_create(uint32_t width, uint32_t height, rgba_t *pixels);
|
||||
vec2i_t render_texture_size(uint16_t texture_index);
|
||||
void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels);
|
||||
uint16_t render_textures_len();
|
||||
uint16_t render_textures_len(void);
|
||||
void render_textures_reset(uint16_t len);
|
||||
void render_textures_dump(const char *path);
|
||||
|
||||
|
|
|
@ -11,23 +11,19 @@
|
|||
// Linux
|
||||
#elif defined(__unix__)
|
||||
#include <GL/glew.h>
|
||||
#elif defined(__MSYS__)
|
||||
#include <GL/glew.h>
|
||||
// WINDOWS
|
||||
#else
|
||||
|
||||
// Windows
|
||||
#elif defined(WIN32)
|
||||
#include <windows.h>
|
||||
|
||||
#define GL3_PROTOTYPES 1
|
||||
#include <glew.h>
|
||||
#pragma comment(lib, "glew32.lib")
|
||||
|
||||
#include <gl/GL.h>
|
||||
#pragma comment(lib, "opengl32.lib")
|
||||
#include <GL/glew.h>
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#include "libs/stb_image_write.h"
|
||||
#include <stb_image_write.h>
|
||||
|
||||
#include "system.h"
|
||||
#include "render.h"
|
||||
|
@ -137,7 +133,7 @@ static const char * const SHADER_GAME_VS = SHADER_SOURCE(
|
|||
uniform vec2 fade;
|
||||
uniform float time;
|
||||
|
||||
void main() {
|
||||
void main(void) {
|
||||
gl_Position = projection * view * model * vec4(pos, 1.0);
|
||||
gl_Position.xy += screen.xy * gl_Position.w;
|
||||
v_color = color;
|
||||
|
@ -154,7 +150,7 @@ static const char * const SHADER_GAME_FS = SHADER_SOURCE(
|
|||
varying vec2 v_uv;
|
||||
uniform sampler2D texture;
|
||||
|
||||
void main() {
|
||||
void main(void) {
|
||||
vec4 tex_color = texture2D(texture, v_uv);
|
||||
vec4 color = tex_color * v_color;
|
||||
if (color.a == 0.0) {
|
||||
|
@ -184,7 +180,7 @@ typedef struct {
|
|||
} attribute;
|
||||
} prg_game_t;
|
||||
|
||||
prg_game_t *shader_game_init() {
|
||||
prg_game_t *shader_game_init(void) {
|
||||
prg_game_t *s = mem_bump(sizeof(prg_game_t));
|
||||
|
||||
s->program = create_program(SHADER_GAME_VS, SHADER_GAME_FS);
|
||||
|
@ -228,7 +224,7 @@ static const char * const SHADER_POST_VS = SHADER_SOURCE(
|
|||
uniform vec2 screen_size;
|
||||
uniform float time;
|
||||
|
||||
void main() {
|
||||
void main(void) {
|
||||
gl_Position = projection * vec4(pos, 1.0);
|
||||
v_uv = uv;
|
||||
}
|
||||
|
@ -240,7 +236,7 @@ static const char * const SHADER_POST_FS_DEFAULT = SHADER_SOURCE(
|
|||
uniform sampler2D texture;
|
||||
uniform vec2 screen_size;
|
||||
|
||||
void main() {
|
||||
void main(void) {
|
||||
gl_FragColor = texture2D(texture, v_uv);
|
||||
}
|
||||
);
|
||||
|
@ -332,14 +328,14 @@ void shader_post_general_init(prg_post_t *s) {
|
|||
bind_va_f(s->attribute.uv, vertex_t, uv, 0);
|
||||
}
|
||||
|
||||
prg_post_t *shader_post_default_init() {
|
||||
prg_post_t *shader_post_default_init(void) {
|
||||
prg_post_t *s = mem_bump(sizeof(prg_post_t));
|
||||
s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_DEFAULT);
|
||||
shader_post_general_init(s);
|
||||
return s;
|
||||
}
|
||||
|
||||
prg_post_t *shader_post_crt_init() {
|
||||
prg_post_t *shader_post_crt_init(void) {
|
||||
prg_post_t *s = mem_bump(sizeof(prg_post_t));
|
||||
s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_CRT);
|
||||
shader_post_general_init(s);
|
||||
|
@ -383,7 +379,7 @@ prg_post_t *prg_post;
|
|||
prg_post_t *prg_post_effects[NUM_RENDER_POST_EFFCTS] = {};
|
||||
|
||||
|
||||
static void render_flush();
|
||||
static void render_flush(void);
|
||||
|
||||
|
||||
// static void gl_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) {
|
||||
|
@ -464,7 +460,7 @@ void render_init(vec2i_t screen_size) {
|
|||
render_set_screen_size(screen_size);
|
||||
}
|
||||
|
||||
void render_cleanup() {
|
||||
void render_cleanup(void) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
|
@ -572,11 +568,11 @@ void render_set_post_effect(render_post_effect_t post) {
|
|||
prg_post = prg_post_effects[post];
|
||||
}
|
||||
|
||||
vec2i_t render_size() {
|
||||
vec2i_t render_size(void) {
|
||||
return backbuffer_size;
|
||||
}
|
||||
|
||||
void render_frame_prepare() {
|
||||
void render_frame_prepare(void) {
|
||||
use_program(prg_game);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, backbuffer);
|
||||
glViewport(0, 0, backbuffer_size.x, backbuffer_size.y);
|
||||
|
@ -591,7 +587,7 @@ void render_frame_prepare() {
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void render_frame_end() {
|
||||
void render_frame_end(void) {
|
||||
render_flush();
|
||||
|
||||
use_program(prg_post);
|
||||
|
@ -625,7 +621,7 @@ void render_frame_end() {
|
|||
render_flush();
|
||||
}
|
||||
|
||||
void render_flush() {
|
||||
void render_flush(void) {
|
||||
if (tris_len == 0) {
|
||||
return;
|
||||
}
|
||||
|
@ -662,7 +658,7 @@ void render_set_view(vec3_t pos, vec3_t angles) {
|
|||
glUniform2f(prg_game->uniform.fade, RENDER_FADEOUT_NEAR, RENDER_FADEOUT_FAR);
|
||||
}
|
||||
|
||||
void render_set_view_2d() {
|
||||
void render_set_view_2d(void) {
|
||||
render_flush();
|
||||
render_set_depth_test(false);
|
||||
render_set_depth_write(false);
|
||||
|
@ -959,7 +955,7 @@ void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) {
|
|||
glTexSubImage2D(GL_TEXTURE_2D, 0, t->offset.x, t->offset.y, t->size.x, t->size.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
}
|
||||
|
||||
uint16_t render_textures_len() {
|
||||
uint16_t render_textures_len(void) {
|
||||
return textures_len;
|
||||
}
|
||||
|
||||
|
|
|
@ -43,7 +43,7 @@ void render_init(vec2i_t screen_size) {
|
|||
RENDER_NO_TEXTURE = render_texture_create(2, 2, white_pixels);
|
||||
}
|
||||
|
||||
void render_cleanup() {}
|
||||
void render_cleanup(void) {}
|
||||
|
||||
void render_set_screen_size(vec2i_t size) {
|
||||
screen_size = size;
|
||||
|
@ -63,12 +63,12 @@ void render_set_screen_size(vec2i_t size) {
|
|||
void render_set_resolution(render_resolution_t res) {}
|
||||
void render_set_post_effect(render_post_effect_t post) {}
|
||||
|
||||
vec2i_t render_size() {
|
||||
vec2i_t render_size(void) {
|
||||
return screen_size;
|
||||
}
|
||||
|
||||
|
||||
void render_frame_prepare() {
|
||||
void render_frame_prepare(void) {
|
||||
screen_buffer = platform_get_screenbuffer(&screen_pitch);
|
||||
screen_ppr = screen_pitch / sizeof(rgba_t);
|
||||
|
||||
|
@ -80,7 +80,7 @@ void render_frame_prepare() {
|
|||
}
|
||||
}
|
||||
|
||||
void render_frame_end() {}
|
||||
void render_frame_end(void) {}
|
||||
|
||||
void render_set_view(vec3_t pos, vec3_t angles) {
|
||||
view_mat = mat4_identity();
|
||||
|
@ -92,7 +92,7 @@ void render_set_view(vec3_t pos, vec3_t angles) {
|
|||
render_set_model_mat(&mat4_identity());
|
||||
}
|
||||
|
||||
void render_set_view_2d() {
|
||||
void render_set_view_2d(void) {
|
||||
float near = -1;
|
||||
float far = 1;
|
||||
float left = 0;
|
||||
|
@ -227,7 +227,7 @@ void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) {
|
|||
// memcpy(t->pixels, pixels, t->size.x * t->size.y * sizeof(rgba_t));
|
||||
}
|
||||
|
||||
uint16_t render_textures_len() {
|
||||
uint16_t render_textures_len(void) {
|
||||
return textures_len;
|
||||
}
|
||||
|
||||
|
|
18
src/system.c
18
src/system.c
|
@ -13,23 +13,23 @@ static double time_scale = 1.0;
|
|||
static double tick_last;
|
||||
static double cycle_time = 0;
|
||||
|
||||
void system_init() {
|
||||
void system_init(void) {
|
||||
time_real = platform_now();
|
||||
input_init();
|
||||
render_init(platform_screen_size());
|
||||
game_init();
|
||||
}
|
||||
|
||||
void system_cleanup() {
|
||||
void system_cleanup(void) {
|
||||
render_cleanup();
|
||||
input_cleanup();
|
||||
}
|
||||
|
||||
void system_exit() {
|
||||
void system_exit(void) {
|
||||
platform_exit();
|
||||
}
|
||||
|
||||
void system_update() {
|
||||
void system_update(void) {
|
||||
double time_real_now = platform_now();
|
||||
double real_delta = time_real_now - time_real;
|
||||
time_real = time_real_now;
|
||||
|
@ -52,7 +52,7 @@ void system_update() {
|
|||
mem_temp_check();
|
||||
}
|
||||
|
||||
void system_reset_cycle_time() {
|
||||
void system_reset_cycle_time(void) {
|
||||
cycle_time = 0;
|
||||
}
|
||||
|
||||
|
@ -60,7 +60,7 @@ void system_resize(vec2i_t size) {
|
|||
render_set_screen_size(size);
|
||||
}
|
||||
|
||||
double system_time_scale_get() {
|
||||
double system_time_scale_get(void) {
|
||||
return time_scale;
|
||||
}
|
||||
|
||||
|
@ -68,14 +68,14 @@ void system_time_scale_set(double scale) {
|
|||
time_scale = scale;
|
||||
}
|
||||
|
||||
double system_tick() {
|
||||
double system_tick(void) {
|
||||
return tick_last;
|
||||
}
|
||||
|
||||
double system_time() {
|
||||
double system_time(void) {
|
||||
return time_scaled;
|
||||
}
|
||||
|
||||
double system_cycle_time() {
|
||||
double system_cycle_time(void) {
|
||||
return cycle_time;
|
||||
}
|
||||
|
|
18
src/system.h
18
src/system.h
|
@ -7,17 +7,17 @@
|
|||
#define SYSTEM_WINDOW_WIDTH 1280
|
||||
#define SYSTEM_WINDOW_HEIGHT 720
|
||||
|
||||
void system_init();
|
||||
void system_update();
|
||||
void system_cleanup();
|
||||
void system_exit();
|
||||
void system_init(void);
|
||||
void system_update(void);
|
||||
void system_cleanup(void);
|
||||
void system_exit(void);
|
||||
void system_resize(vec2i_t size);
|
||||
|
||||
double system_time();
|
||||
double system_tick();
|
||||
double system_cycle_time();
|
||||
void system_reset_cycle_time();
|
||||
double system_time_scale_get();
|
||||
double system_time(void);
|
||||
double system_tick(void);
|
||||
double system_cycle_time(void);
|
||||
void system_reset_cycle_time(void);
|
||||
double system_time_scale_get(void);
|
||||
void system_time_scale_set(double ts);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -4,6 +4,12 @@
|
|||
#include <string.h>
|
||||
#include "types.h"
|
||||
|
||||
#ifdef WIN32
|
||||
#undef min
|
||||
#undef max
|
||||
#undef near
|
||||
#undef far
|
||||
#endif
|
||||
|
||||
#if !defined(offsetof)
|
||||
#define offsetof(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
|
||||
static Object *droid_model;
|
||||
|
||||
void droid_load() {
|
||||
void droid_load(void) {
|
||||
texture_list_t droid_textures = image_get_compressed_textures("wipeout/common/rescu.cmp");
|
||||
droid_model = objects_load("wipeout/common/rescu.prm", droid_textures);
|
||||
}
|
||||
|
|
|
@ -29,7 +29,7 @@ typedef struct droid_t {
|
|||
|
||||
void droid_draw(droid_t *droid);
|
||||
|
||||
void droid_load();
|
||||
void droid_load(void);
|
||||
void droid_init(droid_t *droid, ship_t *ship);
|
||||
void droid_update(droid_t *droid, ship_t *ship);
|
||||
void droid_update_intro(droid_t *droid, ship_t *ship);
|
||||
|
|
|
@ -487,8 +487,8 @@ game_t g = {0};
|
|||
|
||||
|
||||
struct {
|
||||
void (*init)();
|
||||
void (*update)();
|
||||
void (*init)(void);
|
||||
void (*update)(void);
|
||||
} game_scenes[] = {
|
||||
[GAME_SCENE_INTRO] = {intro_init, intro_update},
|
||||
[GAME_SCENE_TITLE] = {title_init, title_update},
|
||||
|
@ -501,8 +501,7 @@ static game_scene_t scene_next = GAME_SCENE_NONE;
|
|||
static int global_textures_len = 0;
|
||||
static void *global_mem_mark = 0;
|
||||
|
||||
void game_init() {
|
||||
|
||||
void game_init(void) {
|
||||
uint32_t size;
|
||||
save_t *save_file = (save_t *)platform_load_userdata("save.dat", &size);
|
||||
if (save_file) {
|
||||
|
@ -589,7 +588,7 @@ void game_set_scene(game_scene_t scene) {
|
|||
scene_next = scene;
|
||||
}
|
||||
|
||||
void game_reset_championship() {
|
||||
void game_reset_championship(void) {
|
||||
for (int i = 0; i < len(g.championship_ranks); i++) {
|
||||
g.championship_ranks[i].points = 0;
|
||||
g.championship_ranks[i].pilot = i;
|
||||
|
@ -597,7 +596,7 @@ void game_reset_championship() {
|
|||
g.lives = NUM_LIVES;
|
||||
}
|
||||
|
||||
void game_update() {
|
||||
void game_update(void) {
|
||||
double frame_start_time = platform_now();
|
||||
|
||||
int sh = render_size().y;
|
||||
|
@ -635,7 +634,7 @@ void game_update() {
|
|||
// FIXME: use a text based format?
|
||||
// FIXME: this should probably run async somewhere
|
||||
save.is_dirty = false;
|
||||
platform_store_userdata("save.dat", &save, sizeof(save_t));
|
||||
platform_store_userdata("save.dat", &save, sizeof(save_t));
|
||||
printf("wrote save.dat\n");
|
||||
}
|
||||
|
||||
|
|
|
@ -262,9 +262,9 @@ extern const game_def_t def;
|
|||
extern game_t g;
|
||||
extern save_t save;
|
||||
|
||||
void game_init();
|
||||
void game_init(void);
|
||||
void game_set_scene(game_scene_t scene);
|
||||
void game_reset_championship();
|
||||
void game_update();
|
||||
void game_reset_championship(void);
|
||||
void game_update(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -50,7 +50,7 @@ const struct {
|
|||
|
||||
static uint16_t speedo_facia_texture;
|
||||
|
||||
void hud_load() {
|
||||
void hud_load(void) {
|
||||
speedo_facia_texture = image_get_texture("wipeout/textures/speedo.tim");
|
||||
target_reticle = image_get_texture_semi_trans("wipeout/textures/target2.tim");
|
||||
weapon_icon_textures = image_get_compressed_textures("wipeout/common/wicons.cmp");
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
#include "ship.h"
|
||||
|
||||
void hud_load();
|
||||
void hud_load(void);
|
||||
void hud_draw(ship_t *ship);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
|
||||
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include "../libs/stb_image_write.h"
|
||||
#include <stb_image_write.h>
|
||||
|
||||
|
||||
#define TIM_TYPE_PALETTED_4_BPP 0x08
|
||||
|
|
|
@ -19,7 +19,7 @@ static void page_hall_of_fame_init(menu_t * menu);
|
|||
static texture_list_t pilot_portraits;
|
||||
static menu_t *ingame_menu;
|
||||
|
||||
void ingame_menus_load() {
|
||||
void ingame_menus_load(void) {
|
||||
pilot_portraits = image_get_compressed_textures(def.pilots[g.pilot].portrait);
|
||||
ingame_menu = mem_bump(sizeof(menu_t));
|
||||
}
|
||||
|
@ -86,7 +86,7 @@ static void button_music(menu_t *menu, int data) {
|
|||
menu_page_add_button(page, 0, "RANDOM", button_music_random);
|
||||
}
|
||||
|
||||
menu_t *pause_menu_init() {
|
||||
menu_t *pause_menu_init(void) {
|
||||
sfx_play(SFX_MENU_SELECT);
|
||||
menu_reset(ingame_menu);
|
||||
|
||||
|
@ -103,7 +103,7 @@ menu_t *pause_menu_init() {
|
|||
// -----------------------------------------------------------------------------
|
||||
// Game Over
|
||||
|
||||
menu_t *game_over_menu_init() {
|
||||
menu_t *game_over_menu_init(void) {
|
||||
sfx_play(SFX_MENU_SELECT);
|
||||
menu_reset(ingame_menu);
|
||||
|
||||
|
@ -187,7 +187,7 @@ static void page_race_stats_draw(menu_t *menu, int data) {
|
|||
pos.y += 12;
|
||||
}
|
||||
|
||||
menu_t *race_stats_menu_init() {
|
||||
menu_t *race_stats_menu_init(void) {
|
||||
sfx_play(SFX_MENU_SELECT);
|
||||
menu_reset(ingame_menu);
|
||||
|
||||
|
|
|
@ -3,11 +3,11 @@
|
|||
|
||||
#include "menu.h"
|
||||
|
||||
void ingame_menus_load();
|
||||
void ingame_menus_load(void);
|
||||
|
||||
menu_t *pause_menu_init();
|
||||
menu_t *game_over_menu_init();
|
||||
menu_t *race_stats_menu_init();
|
||||
menu_t *pause_menu_init(void);
|
||||
menu_t *game_over_menu_init(void);
|
||||
menu_t *race_stats_menu_init(void);
|
||||
menu_t *text_scroll_menu_init(char * const *lines, int len);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -19,7 +19,7 @@ void *realloc_dummmy(void *p, size_t sz) {
|
|||
#define PLM_MALLOC mem_bump
|
||||
#define PLM_FREE free_dummmy
|
||||
#define PLM_REALLOC realloc_dummmy
|
||||
#include "../libs/pl_mpeg.h"
|
||||
#include <pl_mpeg.h>
|
||||
|
||||
#define INTRO_AUDIO_BUFFER_LEN (64 * 1024)
|
||||
|
||||
|
@ -33,9 +33,9 @@ static int audio_buffer_write_pos;
|
|||
static void video_cb(plm_t *plm, plm_frame_t *frame, void *user);
|
||||
static void audio_cb(plm_t *plm, plm_samples_t *samples, void *user);
|
||||
static void audio_mix(float *samples, uint32_t len);
|
||||
static void intro_end();
|
||||
static void intro_end(void);
|
||||
|
||||
void intro_init() {
|
||||
void intro_init(void) {
|
||||
plm = plm_create_with_filename("wipeout/intro.mpeg");
|
||||
if (!plm) {
|
||||
intro_end();
|
||||
|
@ -62,12 +62,12 @@ void intro_init() {
|
|||
audio_buffer_write_pos = 0;
|
||||
}
|
||||
|
||||
static void intro_end() {
|
||||
static void intro_end(void) {
|
||||
sfx_set_external_mix_cb(NULL);
|
||||
game_set_scene(GAME_SCENE_TITLE);
|
||||
}
|
||||
|
||||
void intro_update() {
|
||||
void intro_update(void) {
|
||||
if (!plm) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
#ifndef INTRO_H
|
||||
#define INTRO_H
|
||||
|
||||
void intro_init();
|
||||
void intro_update();
|
||||
void intro_cleanup();
|
||||
void intro_init(void);
|
||||
void intro_update(void);
|
||||
void intro_cleanup(void);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -512,7 +512,7 @@ static void objects_unpack_imp(Object **dest_array, int len, Object *src) {
|
|||
}
|
||||
|
||||
|
||||
void main_menu_init() {
|
||||
void main_menu_init(void) {
|
||||
g.is_attract_mode = false;
|
||||
|
||||
main_menu = mem_bump(sizeof(menu_t));
|
||||
|
@ -532,7 +532,7 @@ void main_menu_init() {
|
|||
page_main_init(main_menu);
|
||||
}
|
||||
|
||||
void main_menu_update() {
|
||||
void main_menu_update(void) {
|
||||
render_set_view_2d();
|
||||
render_push_2d(vec2i(0, 0), render_size(), rgba(128, 128, 128, 255), background);
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#ifndef MAIN_MENU_H
|
||||
#define MAIN_MENU_H
|
||||
|
||||
void main_menu_init();
|
||||
void main_menu_update();
|
||||
void main_menu_init(void);
|
||||
void main_menu_update(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "ui.h"
|
||||
#include "sfx.h"
|
||||
|
||||
bool blink() {
|
||||
bool blink(void) {
|
||||
// blink 30 times per second
|
||||
return fmod(system_cycle_time(), 1.0/15.0) < 1.0/30.0;
|
||||
}
|
||||
|
|
|
@ -10,17 +10,17 @@ static particle_t *particles;
|
|||
static int particles_active = 0;
|
||||
static texture_list_t particle_textures;
|
||||
|
||||
void particles_load() {
|
||||
void particles_load(void) {
|
||||
particles = mem_bump(sizeof(particle_t) * PARTICLES_MAX);
|
||||
particle_textures = image_get_compressed_textures("wipeout/common/effects.cmp");
|
||||
particles_init();
|
||||
}
|
||||
|
||||
void particles_init() {
|
||||
void particles_init(void) {
|
||||
particles_active = 0;
|
||||
}
|
||||
|
||||
void particles_update() {
|
||||
void particles_update(void) {
|
||||
for (int i = 0; i < particles_active; i++) {
|
||||
particle_t *p = &particles[i];
|
||||
|
||||
|
@ -33,7 +33,7 @@ void particles_update() {
|
|||
}
|
||||
}
|
||||
|
||||
void particles_draw() {
|
||||
void particles_draw(void) {
|
||||
if (particles_active == 0) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -23,10 +23,10 @@ typedef struct particle_t {
|
|||
uint16_t texture;
|
||||
} particle_t;
|
||||
|
||||
void particles_load();
|
||||
void particles_init();
|
||||
void particles_load(void);
|
||||
void particles_init(void);
|
||||
void particles_spawn(vec3_t position, uint16_t type, vec3_t velocity, int size);
|
||||
void particles_draw();
|
||||
void particles_update();
|
||||
void particles_draw(void);
|
||||
void particles_update(void);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -29,7 +29,7 @@ static bool has_show_credits = false;
|
|||
static float attract_start_time;
|
||||
static menu_t *active_menu = NULL;
|
||||
|
||||
void race_init() {
|
||||
void race_init(void) {
|
||||
ingame_menus_load();
|
||||
menu_is_scroll_text = false;
|
||||
|
||||
|
@ -67,7 +67,7 @@ void race_init() {
|
|||
is_paused = false;
|
||||
}
|
||||
|
||||
void race_update() {
|
||||
void race_update(void) {
|
||||
if (is_paused) {
|
||||
if (!active_menu) {
|
||||
active_menu = pause_menu_init();
|
||||
|
@ -131,7 +131,7 @@ void race_update() {
|
|||
}
|
||||
}
|
||||
|
||||
void race_start() {
|
||||
void race_start(void) {
|
||||
active_menu = NULL;
|
||||
sfx_reset();
|
||||
scene_init();
|
||||
|
@ -157,7 +157,7 @@ void race_start() {
|
|||
g.race_time = 0;
|
||||
}
|
||||
|
||||
void race_restart() {
|
||||
void race_restart(void) {
|
||||
race_unpause();
|
||||
|
||||
if (g.race_type == RACE_TYPE_CHAMPIONSHIP) {
|
||||
|
@ -176,7 +176,7 @@ static bool sort_points_compare(pilot_points_t *pa, pilot_points_t *pb) {
|
|||
return (pa->points < pb->points);
|
||||
}
|
||||
|
||||
void race_end() {
|
||||
void race_end(void) {
|
||||
race_release_control();
|
||||
|
||||
g.race_position = g.ships[g.pilot].position_rank;
|
||||
|
@ -222,7 +222,7 @@ void race_end() {
|
|||
active_menu = race_stats_menu_init();
|
||||
}
|
||||
|
||||
void race_next() {
|
||||
void race_next(void) {
|
||||
int next_circut = g.circut + 1;
|
||||
|
||||
// Championship complete
|
||||
|
@ -259,7 +259,7 @@ void race_next() {
|
|||
}
|
||||
}
|
||||
|
||||
void race_release_control() {
|
||||
void race_release_control(void) {
|
||||
flags_rm(g.ships[g.pilot].flags, SHIP_RACING);
|
||||
g.ships[g.pilot].remote_thrust_max = 3160;
|
||||
g.ships[g.pilot].remote_thrust_mag = 32;
|
||||
|
@ -267,12 +267,12 @@ void race_release_control() {
|
|||
g.camera.update_func = camera_update_attract_random;
|
||||
}
|
||||
|
||||
void race_pause() {
|
||||
void race_pause(void) {
|
||||
sfx_pause();
|
||||
is_paused = true;
|
||||
}
|
||||
|
||||
void race_unpause() {
|
||||
void race_unpause(void) {
|
||||
sfx_unpause();
|
||||
is_paused = false;
|
||||
active_menu = NULL;
|
||||
|
|
|
@ -1,14 +1,14 @@
|
|||
#ifndef RACE_H
|
||||
#define RACE_H
|
||||
|
||||
void race_init();
|
||||
void race_update();
|
||||
void race_start();
|
||||
void race_restart();
|
||||
void race_pause();
|
||||
void race_unpause();
|
||||
void race_end();
|
||||
void race_next();
|
||||
void race_release_control();
|
||||
void race_init(void);
|
||||
void race_update(void);
|
||||
void race_start(void);
|
||||
void race_restart(void);
|
||||
void race_pause(void);
|
||||
void race_unpause(void);
|
||||
void race_end(void);
|
||||
void race_next(void);
|
||||
void race_release_control(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -47,7 +47,7 @@ static struct {
|
|||
|
||||
void scene_pulsate_red_light(Object *obj);
|
||||
void scene_move_oil_pump(Object *obj);
|
||||
void scene_update_aurora_borealis();
|
||||
void scene_update_aurora_borealis(void);
|
||||
|
||||
void scene_load(const char *base_path, float sky_y_offset) {
|
||||
texture_list_t scene_textures = image_get_compressed_textures(get_path(base_path, "scene.cmp"));
|
||||
|
@ -93,14 +93,14 @@ void scene_load(const char *base_path, float sky_y_offset) {
|
|||
aurora_borealis.enabled = false;
|
||||
}
|
||||
|
||||
void scene_init() {
|
||||
void scene_init(void) {
|
||||
scene_set_start_booms(0);
|
||||
for (int i = 0; i < stands_len; i++) {
|
||||
stands[i].sfx = sfx_reserve_loop(SFX_CROWD);
|
||||
}
|
||||
}
|
||||
|
||||
void scene_update() {
|
||||
void scene_update(void) {
|
||||
for (int i = 0; i < red_lights_len; i++) {
|
||||
scene_pulsate_red_light(red_lights[i]);
|
||||
}
|
||||
|
@ -198,7 +198,7 @@ void scene_move_oil_pump(Object *pump) {
|
|||
mat4_set_yaw_pitch_roll(&pump->mat, vec3(sin(system_cycle_time() * 0.125 * M_PI * 2), 0, 0));
|
||||
}
|
||||
|
||||
void scene_init_aurora_borealis() {
|
||||
void scene_init_aurora_borealis(void) {
|
||||
aurora_borealis.enabled = true;
|
||||
clear(aurora_borealis.grey_coords);
|
||||
|
||||
|
@ -236,7 +236,7 @@ void scene_init_aurora_borealis() {
|
|||
}
|
||||
}
|
||||
|
||||
void scene_update_aurora_borealis() {
|
||||
void scene_update_aurora_borealis(void) {
|
||||
float phase = system_time() / 30.0;
|
||||
for (int i = 0; i < 80; i++) {
|
||||
int16_t *coords = aurora_borealis.coords[i];
|
||||
|
|
|
@ -6,10 +6,9 @@
|
|||
|
||||
void scene_load(const char *path, float sky_y_offset);
|
||||
void scene_draw(camera_t *camera);
|
||||
void scene_init();
|
||||
void scene_init(void);
|
||||
void scene_set_start_booms(int num_lights);
|
||||
void scene_init_aurora_borealis();
|
||||
void scene_update();
|
||||
void scene_draw();
|
||||
void scene_init_aurora_borealis(void);
|
||||
void scene_update(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
|
||||
#define QOA_IMPLEMENTATION
|
||||
#define QOA_NO_STDIO
|
||||
#include "../libs/qoa.h"
|
||||
#include <qoa.h>
|
||||
|
||||
typedef struct {
|
||||
int16_t *samples;
|
||||
|
@ -50,7 +50,7 @@ static sfx_t *nodes;
|
|||
static music_decoder_t *music;
|
||||
static void (*external_mix_cb)(float *, uint32_t len) = NULL;
|
||||
|
||||
void sfx_load() {
|
||||
void sfx_load(void) {
|
||||
// Init decode buffer for music
|
||||
uint32_t channels = 2;
|
||||
music = mem_bump(sizeof(music_decoder_t));
|
||||
|
@ -118,7 +118,7 @@ void sfx_load() {
|
|||
platform_set_audio_mix_cb(sfx_stero_mix);
|
||||
}
|
||||
|
||||
void sfx_reset() {
|
||||
void sfx_reset(void) {
|
||||
for (int i = 0; i < SFX_MAX; i++) {
|
||||
if (flags_is(nodes[i].flags, SFX_LOOP)) {
|
||||
flags_set(nodes[i].flags, SFX_NONE);
|
||||
|
@ -126,7 +126,7 @@ void sfx_reset() {
|
|||
}
|
||||
}
|
||||
|
||||
void sfx_unpause() {
|
||||
void sfx_unpause(void) {
|
||||
for (int i = 0; i < SFX_MAX; i++) {
|
||||
if (flags_is(nodes[i].flags, SFX_LOOP_PAUSE)) {
|
||||
flags_rm(nodes[i].flags, SFX_LOOP_PAUSE);
|
||||
|
@ -135,7 +135,7 @@ void sfx_unpause() {
|
|||
}
|
||||
}
|
||||
|
||||
void sfx_pause() {
|
||||
void sfx_pause(void) {
|
||||
for (int i = 0; i < SFX_MAX; i++) {
|
||||
if (flags_is(nodes[i].flags, SFX_PLAY | SFX_LOOP)) {
|
||||
flags_rm(nodes[i].flags, SFX_PLAY);
|
||||
|
@ -227,7 +227,7 @@ void sfx_set_position(sfx_t *sfx, vec3_t pos, vec3_t vel, float volume) {
|
|||
|
||||
// Music
|
||||
|
||||
uint32_t sfx_music_decode_frame() {
|
||||
uint32_t sfx_music_decode_frame(void) {
|
||||
if (!music->file) {
|
||||
return 0;
|
||||
}
|
||||
|
@ -240,7 +240,7 @@ uint32_t sfx_music_decode_frame() {
|
|||
return frame_len;
|
||||
}
|
||||
|
||||
void sfx_music_rewind() {
|
||||
void sfx_music_rewind(void) {
|
||||
fseek(music->file, music->first_frame_pos, SEEK_SET);
|
||||
music->sample_data_len = 0;
|
||||
music->sample_data_pos = 0;
|
||||
|
|
|
@ -58,12 +58,12 @@ typedef struct {
|
|||
#define SFX_MAX 64
|
||||
#define SFX_MAX_ACTIVE 16
|
||||
|
||||
void sfx_load();
|
||||
void sfx_load(void);
|
||||
void sfx_stero_mix(float *buffer, uint32_t len);
|
||||
void sfx_set_external_mix_cb(void (*cb)(float *, uint32_t len));
|
||||
void sfx_reset();
|
||||
void sfx_pause();
|
||||
void sfx_unpause();
|
||||
void sfx_reset(void);
|
||||
void sfx_pause(void);
|
||||
void sfx_unpause(void);
|
||||
|
||||
sfx_t *sfx_play(sfx_source_t source_index);
|
||||
sfx_t *sfx_play_at(sfx_source_t source_index, vec3_t pos, vec3_t vel, float volume);
|
||||
|
@ -77,9 +77,9 @@ typedef enum {
|
|||
SFX_MUSIC_LOOP
|
||||
} sfx_music_mode_t;
|
||||
|
||||
void sfx_music_next();
|
||||
void sfx_music_next(void);
|
||||
void sfx_music_play(uint32_t index);
|
||||
void sfx_music_mode(sfx_music_mode_t);
|
||||
void sfx_music_pause();
|
||||
void sfx_music_pause(void);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#include "race.h"
|
||||
#include "sfx.h"
|
||||
|
||||
void ships_load() {
|
||||
void ships_load(void) {
|
||||
texture_list_t ship_textures = image_get_compressed_textures("wipeout/common/allsh.cmp");
|
||||
Object *ship_models = objects_load("wipeout/common/allsh.prm", ship_textures);
|
||||
|
||||
|
@ -120,7 +120,7 @@ static inline bool sort_rank_compare(pilot_points_t *pa, pilot_points_t *pb) {
|
|||
}
|
||||
}
|
||||
|
||||
void ships_update() {
|
||||
void ships_update(void) {
|
||||
if (g.race_type == RACE_TYPE_TIME_TRIAL) {
|
||||
ship_update(&g.ships[g.pilot]);
|
||||
}
|
||||
|
@ -145,7 +145,7 @@ void ships_update() {
|
|||
|
||||
|
||||
|
||||
void ships_draw() {
|
||||
void ships_draw(void) {
|
||||
// Ship models
|
||||
for (int i = 0; i < len(g.ships); i++) {
|
||||
if (
|
||||
|
|
|
@ -146,10 +146,10 @@ typedef struct ship_t {
|
|||
sfx_t *sfx_shield;
|
||||
} ship_t;
|
||||
|
||||
void ships_load();
|
||||
void ships_load(void);
|
||||
void ships_init(section_t *section);
|
||||
void ships_draw();
|
||||
void ships_update();
|
||||
void ships_draw(void);
|
||||
void ships_update(void);
|
||||
|
||||
void ship_init(ship_t *self, section_t *section, int pilot, int position);
|
||||
void ship_init_exhaust_plume(ship_t *self);
|
||||
|
@ -165,4 +165,4 @@ vec3_t ship_wing_left(ship_t *self);
|
|||
vec3_t ship_wing_right(ship_t *self);
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -11,13 +11,13 @@ static uint16_t title_image;
|
|||
static float start_time;
|
||||
static bool has_shown_attract = false;
|
||||
|
||||
void title_init() {
|
||||
void title_init(void) {
|
||||
title_image = image_get_texture("wipeout/textures/wiptitle.tim");
|
||||
start_time = system_time();
|
||||
sfx_music_mode(SFX_MUSIC_RANDOM);
|
||||
}
|
||||
|
||||
void title_update() {
|
||||
void title_update(void) {
|
||||
render_set_view_2d();
|
||||
render_push_2d(vec2i(0, 0), render_size(), rgba(128, 128, 128, 255), title_image);
|
||||
ui_draw_text_centered("PRESS ENTER", ui_scaled_pos(UI_POS_BOTTOM | UI_POS_CENTER, vec2i(0, -40)), UI_SIZE_8, UI_COLOR_DEFAULT);
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
#ifndef TITLE_H
|
||||
#define TITLE_H
|
||||
|
||||
void title_init();
|
||||
void title_update();
|
||||
void title_cleanup();
|
||||
void title_init(void);
|
||||
void title_update(void);
|
||||
void title_cleanup(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -282,7 +282,7 @@ void track_draw(camera_t *camera) {
|
|||
}
|
||||
}
|
||||
|
||||
void track_cycle_pickups() {
|
||||
void track_cycle_pickups(void) {
|
||||
float pickup_cycle_time = 1.5 * system_cycle_time();
|
||||
|
||||
for (int i = 0; i < g.track.pickups_len; i++) {
|
||||
|
|
|
@ -91,6 +91,6 @@ section_t *track_nearest_section(vec3_t pos, section_t *section, float *distance
|
|||
struct camera_t;
|
||||
void track_draw(struct camera_t *camera);
|
||||
|
||||
void track_cycle_pickups();
|
||||
void track_cycle_pickups(void);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -55,7 +55,7 @@ char_set_t char_set[UI_SIZE_MAX] = {
|
|||
|
||||
uint16_t icon_textures[UI_ICON_MAX];
|
||||
|
||||
void ui_load() {
|
||||
void ui_load(void) {
|
||||
texture_list_t tl = image_get_compressed_textures("wipeout/textures/drfonts.cmp");
|
||||
char_set[UI_SIZE_16].texture = texture_from_list(tl, 0);
|
||||
char_set[UI_SIZE_12].texture = texture_from_list(tl, 1);
|
||||
|
@ -68,7 +68,7 @@ void ui_load() {
|
|||
icon_textures[UI_ICON_STAR] = texture_from_list(tl, 9);
|
||||
}
|
||||
|
||||
int ui_get_scale() {
|
||||
int ui_get_scale(void) {
|
||||
return ui_scale;
|
||||
}
|
||||
|
||||
|
@ -81,7 +81,7 @@ vec2i_t ui_scaled(vec2i_t v) {
|
|||
return vec2i(v.x * ui_scale, v.y * ui_scale);
|
||||
}
|
||||
|
||||
vec2i_t ui_scaled_screen() {
|
||||
vec2i_t ui_scaled_screen(void) {
|
||||
return vec2i_mulf(render_size(), ui_scale);
|
||||
}
|
||||
|
||||
|
|
|
@ -32,13 +32,13 @@ typedef enum {
|
|||
UI_POS_BOTTOM = 1 << 5,
|
||||
} ui_pos_t;
|
||||
|
||||
void ui_load();
|
||||
void ui_cleanup();
|
||||
void ui_load(void);
|
||||
void ui_cleanup(void);
|
||||
|
||||
int ui_get_scale();
|
||||
int ui_get_scale(void);
|
||||
void ui_set_scale(int scale);
|
||||
vec2i_t ui_scaled(vec2i_t v);
|
||||
vec2i_t ui_scaled_screen();
|
||||
vec2i_t ui_scaled_screen(void);
|
||||
vec2i_t ui_scaled_pos(ui_pos_t anchor, vec2i_t offset);
|
||||
|
||||
int ui_char_width(char c, ui_text_size_t size);
|
||||
|
|
|
@ -74,7 +74,7 @@ void weapon_fire_turbo(ship_t *ship);
|
|||
|
||||
void invert_shield_polys(Object *shield);
|
||||
|
||||
void weapons_load() {
|
||||
void weapons_load(void) {
|
||||
weapons = mem_bump(sizeof(weapon_t) * WEAPONS_MAX);
|
||||
weapon_assets.reticle = image_get_texture("wipeout/textures/target2.tim");
|
||||
|
||||
|
@ -106,7 +106,7 @@ void weapons_load() {
|
|||
weapons_init();
|
||||
}
|
||||
|
||||
void weapons_init() {
|
||||
void weapons_init(void) {
|
||||
weapons_active = 0;
|
||||
}
|
||||
|
||||
|
@ -160,7 +160,7 @@ void weapons_fire_delayed(ship_t *ship, int weapon_type) {
|
|||
|
||||
bool weapon_collides_with_track(weapon_t *self);
|
||||
|
||||
void weapons_update() {
|
||||
void weapons_update(void) {
|
||||
for (int i = 0; i < weapons_active; i++) {
|
||||
weapon_t *weapon = &weapons[i];
|
||||
|
||||
|
@ -214,7 +214,7 @@ void weapons_update() {
|
|||
}
|
||||
}
|
||||
|
||||
void weapons_draw() {
|
||||
void weapons_draw(void) {
|
||||
mat4_t mat = mat4_identity();
|
||||
for (int i = 0; i < weapons_active; i++) {
|
||||
weapon_t *weapon = &weapons[i];
|
||||
|
|
|
@ -40,12 +40,12 @@
|
|||
#define WEAPON_CLASS_PROJECTILE 2
|
||||
|
||||
|
||||
void weapons_load();
|
||||
void weapons_init();
|
||||
void weapons_load(void);
|
||||
void weapons_init(void);
|
||||
void weapons_fire(ship_t *ship, int weapon_type);
|
||||
void weapons_fire_delayed(ship_t *ship, int weapon_type);
|
||||
void weapons_update();
|
||||
void weapons_draw();
|
||||
void weapons_update(void);
|
||||
void weapons_draw(void);
|
||||
int weapon_get_random_type(int type_class);
|
||||
|
||||
#endif
|
||||
|
|
15
vcpkg.json
Normal file
15
vcpkg.json
Normal file
|
@ -0,0 +1,15 @@
|
|||
{
|
||||
"name": "wipeout-rewrite",
|
||||
"version-string": "1.0.0",
|
||||
"builtin-baseline": "0fa8459cf3a7caca7adc58f992bc32ff13630684",
|
||||
"dependencies": [
|
||||
{
|
||||
"name": "sdl2",
|
||||
"version>=": "2.26.5"
|
||||
},
|
||||
{
|
||||
"name": "glew",
|
||||
"version>=": "2.2.0#3"
|
||||
}
|
||||
]
|
||||
}
|
Loading…
Reference in a new issue