419 lines
9.0 KiB
C++
419 lines
9.0 KiB
C++
#include "lodepng.h"
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#include <SDL2/SDL.h>
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#include <cmath>
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#include <cstdint>
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#include <cstdlib>
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#include <cstdio>
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#include <array>
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#include <utility>
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constexpr int cellWidth = 8, cellHeight = 16;
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enum class EColour : unsigned char
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{
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BLACK, BLUE, GREEN, CYAN, RED, MEGENTA, BROWN, LTGREY,
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DKGREY, LTBLUE, LTGREEN, LTCYAN, LTRED, LTMEGENTA, YELLOW, WHITE
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};
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static constexpr std::array<SDL_Colour, 16> colourTable =
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{
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/* EColour::BLACK */ SDL_Colour{ 0x00, 0x00, 0x00, 0xFF },
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/* EColour::BLUE */ SDL_Colour{ 0x00, 0x00, 0xAA, 0xFF },
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/* EColour::GREEN */ SDL_Colour{ 0x00, 0xAA, 0x00, 0xFF },
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/* EColour::CYAN */ SDL_Colour{ 0x00, 0xAA, 0xAA, 0xFF },
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/* EColour::RED */ SDL_Colour{ 0xAA, 0x00, 0x00, 0xFF },
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/* EColour::MEGENTA */ SDL_Colour{ 0xAA, 0x00, 0xAA, 0xFF },
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/* EColour::BROWN */ SDL_Colour{ 0xAA, 0x55, 0x00, 0xFF },
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/* EColour::LTGREY */ SDL_Colour{ 0xAA, 0xAA, 0xAA, 0xFF },
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/* EColour::DKGREY */ SDL_Colour{ 0x55, 0x55, 0x55, 0xFF },
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/* EColour::LTBLUE */ SDL_Colour{ 0x55, 0x55, 0xFF, 0xFF },
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/* EColour::LTGREEN */ SDL_Colour{ 0x55, 0xFF, 0x55, 0xFF },
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/* EColour::LTCYAN */ SDL_Colour{ 0x55, 0xFF, 0xFF, 0xFF },
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/* EColour::LTRED */ SDL_Colour{ 0xFF, 0x55, 0x55, 0xFF },
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/* EColour::LTMEGENTA */ SDL_Colour{ 0xFF, 0x55, 0xFF, 0xFF },
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/* EColour::YELLOW */ SDL_Colour{ 0xFF, 0xFF, 0x55, 0xFF },
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/* EColour::WHITE */ SDL_Colour{ 0xFF, 0xFF, 0xFF, 0xFF }
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};
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struct Cell
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{
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unsigned char character;
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EColour bgColour, fgColour;
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bool blinking;
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};
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template <typename T> constexpr T clamp(T x, T min, T max)
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{
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return x < min ? min : (x > max ? max : x);
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}
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class Application final
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{
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int argc;
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const char** argv;
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SDL_Window* window;
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SDL_Renderer* renderer;
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SDL_Texture* codepage;
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SDL_TimerID blinkTimer;
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bool needRepaint;
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bool mouseLeft, mouseRight;
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int mousePrevX, mousePrevY, mouseX, mouseY;
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bool mouseInWindow;
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bool drawing, blinkState;
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std::array<Cell, 2000> display;
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int create();
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int handleEvent(const SDL_Event& event) noexcept;
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int update();
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int repaint();
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static Uint32 timerCallback(Uint32 interval, void* param);
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inline void damage() noexcept { needRepaint = true; }
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SDL_Texture* loadTexture(const std::string& path);
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public:
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Application(int argc, const char* argv[]);
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~Application();
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int run();
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};
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Uint32 Application::timerCallback(Uint32 interval, void* param)
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{
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SDL_Event event =
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{
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.type = SDL_USEREVENT,
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.user =
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{
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.type = SDL_USEREVENT,
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.timestamp = SDL_GetTicks(),
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.code = 0,
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.data1 = nullptr,
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.data2 = nullptr
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}
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};
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SDL_PushEvent(&event);
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return interval;
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}
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Application::Application(int aArgc, const char* aArgv[]) :
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argc(aArgc), argv(aArgv),
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window(nullptr), renderer(nullptr), codepage(nullptr), blinkTimer(0),
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needRepaint(true),
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mouseLeft(false), mouseRight(false),
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mousePrevX(0), mousePrevY(0), mouseX(0), mouseY(0),
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mouseInWindow(false),
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drawing(false), blinkState(true) {}
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Application::~Application()
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{
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SDL_RemoveTimer(blinkTimer);
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SDL_DestroyTexture(codepage);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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SDL_Texture* Application::loadTexture(const std::string& path)
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{
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unsigned pixelWidth, pixelHeight;
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std::vector<unsigned char> pixels;
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if (lodepng::decode(pixels, pixelWidth, pixelHeight, path, LCT_RGBA, 8) != 0)
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{
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return nullptr;
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}
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constexpr Uint32 format = SDL_PIXELFORMAT_RGBA8888;
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constexpr int access = SDL_TEXTUREACCESS_STATIC;
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const int textureWidth = static_cast<int>(pixelWidth), textureHeight = static_cast<int>(pixelHeight);
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SDL_Texture* texture = SDL_CreateTexture(renderer, format, access, textureWidth, textureHeight);
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if (texture == nullptr)
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{
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return nullptr;
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}
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if (SDL_UpdateTexture(texture, nullptr, pixels.data(), 4 * static_cast<int>(pixelWidth)) != 0 ||
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND) != 0)
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{
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SDL_DestroyTexture(texture);
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}
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return texture;
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}
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int Application::create()
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{
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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return -1;
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}
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constexpr int screenWidth = cellWidth * 80;
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constexpr int screenHeight = cellHeight * 25;
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constexpr Uint32 winFlags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
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if (SDL_CreateWindowAndRenderer(screenWidth * 2, screenHeight * 2, winFlags, &window, &renderer) < 0)
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{
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return -1;
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}
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SDL_SetWindowTitle(window, "EnDOOMed");
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SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
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if ((codepage = Application::loadTexture("codepage.png")) == nullptr)
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{
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return -1;
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}
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std::memset(display.data(), 0, sizeof(Cell) * display.size());
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FILE* file = fopen("ENDOOM.bin", "rb");
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if (file == nullptr)
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{
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return -1;
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}
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for (Cell& currentCharacter : display)
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{
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unsigned char character[2];
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fread(character, sizeof(unsigned char), 2, file);
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currentCharacter =
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{
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.character = character[0],
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.bgColour = EColour((character[1] & 0x70) >> 4),
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.fgColour = EColour( character[1] & 0x0F),
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.blinking = (character[1] & (0x80 > 1)) ? true : false
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};
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}
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fclose(file);
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blinkTimer = SDL_AddTimer(400, Application::timerCallback, nullptr);
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if (blinkTimer == 0)
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{
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return -1;
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}
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return 0;
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}
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int Application::handleEvent(const SDL_Event& event) noexcept
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{
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switch (event.type)
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{
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case SDL_QUIT:
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return 1;
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case SDL_USEREVENT:
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blinkState = !blinkState;
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damage();
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return 0;
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case SDL_MOUSEBUTTONDOWN:
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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mouseLeft = true;
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break;
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case SDL_BUTTON_RIGHT:
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mouseRight = true;
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break;
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}
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return 0;
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case SDL_MOUSEBUTTONUP:
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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mouseLeft = false;
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break;
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case SDL_BUTTON_RIGHT:
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mouseRight = false;
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break;
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}
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return 0;
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case SDL_MOUSEMOTION:
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mouseX = event.motion.x;
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mouseY = event.motion.y;
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return 0;
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case SDL_WINDOWEVENT:
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_LEAVE:
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mouseInWindow = false;
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break;
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case SDL_WINDOWEVENT_ENTER:
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mouseInWindow = true;
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break;
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};
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return 0;
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default:
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return 0;
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}
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}
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int Application::update()
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{
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Cell leftBrush =
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{
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.character = 219,
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.bgColour = EColour::BLACK,
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.fgColour = EColour::LTGREY,
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.blinking = false
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};
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Cell rightBrush =
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{
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.character = ' ',
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.bgColour = EColour::BLACK,
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.fgColour = EColour::LTGREY,
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.blinking = false
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};
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if (mouseInWindow && (mouseLeft || mouseRight))
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{
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if (!drawing)
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{
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mousePrevX = mouseX;
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mousePrevY = mouseY;
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drawing = true;
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}
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int fromX = clamp(mouseX / cellWidth, 0, 79);
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int fromY = clamp(mouseY / cellHeight, 0, 24);
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int toX = clamp(mousePrevX / cellWidth, 0, 79);
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int toY = clamp(mousePrevY / cellHeight, 0, 24);
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auto srcChar = mouseLeft ? leftBrush : rightBrush;
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if (toX == fromX && toY == fromY)
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{
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display[toX + toY * 80] = srcChar;
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}
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else
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{
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bool steep = std::abs(toY - fromY) > std::abs(toX - fromX);
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if (steep)
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{
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std::swap(fromY, fromX);
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std::swap(toY, toX);
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}
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if (fromX > toX)
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{
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std::swap(toX, fromX);
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std::swap(toY, fromY);
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}
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int deltaX = toX - fromX;
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int deltaY = std::abs(toY - fromY);
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int error = deltaX / 2;
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int y = fromY;
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int yStep = (fromY < toY) ? 1 : -1;
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for (int x = fromX; x <= toX; ++x)
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{
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int idx = steep
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? y + x * 80
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: x + y * 80;
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display[idx] = srcChar;
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error -= deltaY;
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if (error < 0)
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{
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y += yStep;
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error += deltaX;
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}
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}
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}
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mousePrevX = mouseX;
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mousePrevY = mouseY;
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damage();
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}
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else if (drawing && !mouseLeft && !mouseRight)
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{
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drawing = false;
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}
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return 0;
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}
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int Application::repaint()
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{
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SDL_SetRenderDrawColor(renderer, 48, 48, 48, 255);
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SDL_RenderClear(renderer);
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SDL_Rect src, dst;
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src.w = cellWidth;
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src.h = cellHeight;
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dst.w = cellWidth;
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dst.h = cellHeight;
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int x = 0, y = 0;
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for (const auto& currentCharacter : display)
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{
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auto currentBgColour = colourTable[static_cast<unsigned char>(currentCharacter.bgColour)];
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auto currentFgColour = colourTable[static_cast<unsigned char>(currentCharacter.fgColour)];
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src.x = (currentCharacter.character % 32) * cellWidth;
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src.y = (currentCharacter.character / 32) * cellHeight;
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dst.x = x * cellWidth;
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dst.y = y * cellHeight;
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SDL_SetRenderDrawColor(renderer, currentBgColour.r, currentBgColour.g, currentBgColour.b, currentBgColour.a);
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SDL_RenderFillRect(renderer, &dst);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, currentFgColour.a);
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if (blinkState || !currentCharacter.blinking)
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{
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SDL_SetTextureColorMod(codepage, currentFgColour.r, currentFgColour.g, currentFgColour.b);
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SDL_RenderCopy(renderer, codepage, &src, &dst);
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}
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if (++x >= 80)
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{
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x = 0;
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++y;
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}
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}
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SDL_RenderPresent(renderer);
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return 0;
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}
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int Application::run()
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{
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int res = create();
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while (res == 0)
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{
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SDL_Event event;
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if (SDL_WaitEvent(&event))
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{
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do
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{
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res = handleEvent(event);
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} while (res == 0 && SDL_PollEvent(&event) > 0);
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}
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if (res == 0)
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{
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res = update();
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}
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if (res == 0 && needRepaint)
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{
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res = repaint();
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needRepaint = false;
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}
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}
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return res < 0 ? 1 : 0;
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};
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int main(int argc, char* argv[])
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{
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Application app(argc, const_cast<const char**>(argv));
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return app.run();
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}
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