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platform.c
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platform.c
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//
// Created by Christian Hamm on 26.04.15.
//
#include "hero.h"
Hero_AudioDef Hero_InitAudio() {
SDL_zero(g_desired_audio_spec);
Hero_AudioDef audio_def;
SDL_zero(audio_def);
g_desired_audio_spec.freq = k_audio_freq;
g_desired_audio_spec.format = AUDIO_S16LSB;
g_desired_audio_spec.channels = (Uint8) k_audio_channels;
//g_desired_audio_spec.samples = 4096;
g_desired_audio_spec.samples = (k_audio_freq *
k_audio_bytes_per_sample /
k_audio_rate);
g_audio_device = SDL_OpenAudioDevice(NULL, 0,
&g_desired_audio_spec,
&g_audio_spec,
SDL_AUDIO_ALLOW_ANY_CHANGE);
if (g_audio_device <= 0) {
log_debug("Failed to open audio: %s\n", SDL_GetError());
} else {
g_audio_device_name = (char *) SDL_GetAudioDeviceName(g_audio_device, 0);
log_debug("Opened audio device '%s'", g_audio_device_name);
if (g_audio_spec.format != g_desired_audio_spec.format)
log_debug("Could not get desired audio format.\n");
audio_def.audio_device = g_audio_device;
audio_def.audio_freq = g_audio_spec.freq;
audio_def.audio_rate = k_audio_rate;
audio_def.audio_channels = g_audio_spec.channels;
audio_def.audio_bytes_per_sample = k_audio_bytes_per_sample;
audio_def.sdl_audioSpec = g_audio_spec;
}
return audio_def;
}
SDL_Cursor *Hero_InitSystemCursor(const char **image) {
int i, row, col;
Uint8 data[4 * 32];
Uint8 mask[4 * 32];
int hot_x, hot_y;
i = -1;
for (row = 0; row < 32; ++row) {
for (col = 0; col < 32; ++col) {
if (col % 8) {
data[i] <<= 1;
mask[i] <<= 1;
} else {
++i;
data[i] = mask[i] = 0;
}
switch (image[4 + row][col]) {
case 'X':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
case ' ':
break;
}
}
}
sscanf(image[4 + row], "%d,%d", &hot_x, &hot_y);
return SDL_CreateCursor(data, mask, 32, 32, hot_x, hot_y);
}
void Hero_InitControllers() {
log_debug("Init controllers...");
if (g_game_controller)
SDL_GameControllerClose(g_game_controller);
g_num_game_controllers = SDL_NumJoysticks();
log_debug("Found %d controller(s)", g_num_game_controllers);
SDL_GameControllerEventState(SDL_IGNORE);
for (int i = 0; i < g_num_game_controllers; ++i) {
if (SDL_IsGameController(i)) {
g_game_controller = SDL_GameControllerOpen(i);
if (g_game_controller) {
log_debug("Controller #%d name %s", i,
SDL_GameControllerNameForIndex(i));
SDL_GameControllerEventState(SDL_ENABLE);
break;
} else {
fprintf(stderr, "Could not open gamecontroller %i: %s\n", i,
SDL_GetError());
}
}
}
}
SDL_bool Hero_HandleEvents(Hero_GameInput *game_input) {
SDL_bool running = SDL_TRUE;
SDL_Event event;
if (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = SDL_FALSE;
}
// Controller plugged in or out
if (event.type == SDL_CONTROLLERDEVICEADDED ||
event.type == SDL_CONTROLLERDEVICEREMOVED)
Hero_InitControllers();
// Controller DPad stuff
if (event.type == SDL_CONTROLLERBUTTONDOWN &&
event.cbutton.state == SDL_PRESSED) {
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
game_input->right = 1;
game_input->left = 0;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
game_input->right = 0;
game_input->left = 1;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
game_input->up = 1;
game_input->down = 0;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
game_input->up = 0;
game_input->down = 1;
break;
case SDL_CONTROLLER_BUTTON_BACK:
running = SDL_FALSE;
break;
default:
break;
}
}
// Controller DPad stuff
if (event.type == SDL_CONTROLLERBUTTONUP &&
event.cbutton.state == SDL_RELEASED) {
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
game_input->right = 0;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
game_input->left = 0;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
game_input->up = 0;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
game_input->down = 0;
break;
default:
break;
}
}
// Controller Axis stuff
/*
if (event.type == SDL_CONTROLLERAXISMOTION) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
log_debug("left axis: %d", event.caxis.value);
if (event.caxis.value > 15500) {
game_input->right = 1;
}
else if (event.caxis.value < -15500) {
game_input->left = 1;
} else {
game_input->left = 0;
game_input->right = 0;
}
break;
case SDL_CONTROLLER_AXIS_LEFTY:
//log_debug("left axis: %d", event.caxis.value);
if (event.caxis.value > 15500) {
game_input->down = 1;
}
else if (event.caxis.value < -15500) {
game_input->up = 1;
} else {
game_input->up = 0;
game_input->down = 0;
}
break;
default:
break;
}
}
*/
if (event.type == SDL_KEYDOWN && event.key.state == SDL_PRESSED) {
// log_debug("Key down %d - %s", event.key.keysym.sym,
// SDL_GetKeyName(event.key.keysym.sym));
// Up and down are flipped!
switch (event.key.keysym.sym) {
case SDLK_d:
case SDLK_RIGHT:
game_input->right = 1;
game_input->left = 0;
break;
case SDLK_a:
case SDLK_LEFT:
game_input->right = 0;
game_input->left = 1;
break;
case SDLK_w:
case SDLK_UP:
game_input->up = 0;
game_input->down = 1;
break;
case SDLK_s:
case SDLK_DOWN:
game_input->up = 1;
game_input->down = 0;
break;
default:
break;
}
}
if (event.type == SDL_KEYUP && event.key.state == SDL_RELEASED) {
switch (event.key.keysym.sym) {
case SDLK_d:
case SDLK_RIGHT:
game_input->right = 0;
break;
case SDLK_a:
case SDLK_LEFT:
game_input->left = 0;
break;
case SDLK_w:
case SDLK_UP:
game_input->down = 0;
break;
case SDLK_s:
case SDLK_DOWN:
game_input->up = 0;
default:
break;
}
}
if (event.type == SDL_WINDOWEVENT) {
// Always update the graphics when we get an window event
SDL_Window *window = SDL_GetWindowFromID(event.window.windowID);
Hero_ResizeAndUpdateWindow(window, g_backbuffer, SDL_TRUE);
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
SDL_Log("Window %d resized to %dx%d",
event.window.windowID, event.window.data1,
event.window.data2);
// Stretch the window
break;
default:
SDL_Log("Window %d got unknown event %d",
event.window.windowID, event.window.event);
break;
}
}
}
return running;
}
void Hero_ResizeAndUpdateWindow(SDL_Window *window, SDL_Surface *surface,
SDL_bool forceStretch) {
SDL_Surface *current_surface = SDL_GetWindowSurface(window);
SDL_SoftStretch(surface, NULL, current_surface, NULL);
SDL_UpdateWindowSurface(window);
}
void Hero_PrintSDLVersion() {
SDL_version compiled;
SDL_version linked;
Uint32 subsystem_video_mask = SDL_INIT_VIDEO;
Uint32 subsystem_audio_mask = SDL_INIT_AUDIO;
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_DEBUG);
log_debug("Init");
log_debug("SDL Revision %s", SDL_GetRevision());
SDL_VERSION(&compiled);
SDL_GetVersion(&linked);
log_debug("Compiled against SDL version %d.%d.%d\n",
compiled.major, compiled.minor, compiled.patch);
log_debug("Linking against SDL version %d.%d.%d\n",
linked.major, linked.minor, linked.patch);
/* Check for two subsystems */
if (SDL_WasInit(subsystem_video_mask) == subsystem_video_mask) {
log_debug("Video initialized.");
} else {
log_debug("Video not initialized.");
}
if (SDL_WasInit(subsystem_audio_mask) == subsystem_audio_mask) {
log_debug("Audio initialized.");
} else {
log_debug("Audio not initialized.");
}
log_debug("sizeof(Uint32) = %ld", sizeof(Uint32));
log_debug("sizeof(Uint8) = %ld", sizeof(Uint8));
}