Refactor font rendering and show fps.

This commit is contained in:
2023-11-11 12:15:33 -08:00
parent 637e01646a
commit 68053b61b5
3 changed files with 155 additions and 75 deletions

View File

@@ -15,38 +15,45 @@ void exit_error(const char *error)
exit(1); exit(1);
} }
void initialize_window(SDL_Window **window, SDL_Renderer **renderer) void initialize_window(game_state *state)
{ {
int sdl; int sdl;
sdl = SDL_Init(SDL_INIT_EVERYTHING); sdl = SDL_Init(SDL_INIT_EVERYTHING);
if(sdl != 0) if(sdl != 0)
exit_error("Error initializing SDL."); exit_error("Error initializing SDL.");
*window = SDL_CreateWindow( state->window = SDL_CreateWindow(
NULL, NULL,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT,
SDL_WINDOW_SHOWN); SDL_WINDOW_SHOWN);
if(!window) if(!state->window)
exit_error("Error creating SDL Window."); exit_error("Error creating SDL Window.");
*renderer = SDL_CreateRenderer(*window, -1, 0); state->renderer = SDL_CreateRenderer(state->window, -1, 0);
if(!renderer) if(!state->renderer)
exit_error("Error creating SDL Renderer."); exit_error("Error creating SDL Renderer.");
} }
void initialized_font(TTF_Font **font) void initialize_font(game_state *state)
{ {
int ttf; int ttf;
ttf = TTF_Init(); ttf = TTF_Init();
if(ttf < 0) if(ttf < 0)
exit_error("Error opening font."); exit_error("Error opening font.");
*font = TTF_OpenFont("./iosevka-bold.ttf", 36); state->font = TTF_OpenFont("./iosevka-bold.ttf", 36);
if(!font) if(!state->font)
exit_error("Error opening font."); exit_error("Error opening font.");
} }
#if ENABLE_FPS
int get_fps(game_state *state)
{
return (int)(1.0f / state->delta_time);
}
#endif
int rand_num(int m, int n) int rand_num(int m, int n)
{ {
return m + rand() / (RAND_MAX / (n - m + 1) + 1); return m + rand() / (RAND_MAX / (n - m + 1) + 1);
@@ -91,7 +98,7 @@ void collision_particles(game_state *state, vector3 color)
} }
} }
void handle_ball(game_state *state, float delta_time) void handle_ball(game_state *state)
{ {
vector3 color; vector3 color;
@@ -163,77 +170,139 @@ void handle_ball(game_state *state, float delta_time)
collision_particles(state, color); collision_particles(state, color);
} }
state->ball.point.x += state->ball.velocity.x * delta_time; state->ball.point.x += state->ball.velocity.x * state->delta_time;
state->ball.point.y += state->ball.velocity.y * delta_time; state->ball.point.y += state->ball.velocity.y * state->delta_time;
} }
void handle_paddles(game_state *state, float delta_time) void handle_paddles(game_state *state)
{ {
if(state->player_one.up) if(state->player_one.up)
state->player_one.point.y -= state->player_one.vy * delta_time; state->player_one.point.y -= state->player_one.vy * state->delta_time;
if(state->player_one.down) if(state->player_one.down)
state->player_one.point.y += state->player_one.vy * delta_time; state->player_one.point.y += state->player_one.vy * state->delta_time;
if(state->player_two.up) if(state->player_two.up)
state->player_two.point.y -= state->player_one.vy * delta_time; state->player_two.point.y -= state->player_one.vy * state->delta_time;
if(state->player_two.down) if(state->player_two.down)
state->player_two.point.y += state->player_one.vy * delta_time; state->player_two.point.y += state->player_one.vy * state->delta_time;
} }
void handle_particles(game_state *state, float delta_time) void handle_particles(game_state *state)
{ {
if(!qempty(&state->particles)) { if(!qempty(&state->particles)) {
struct node *tmp = state->particles.first; struct node *tmp = state->particles.first;
while(tmp) { while(tmp) {
tmp->data.color.a -= 300.0f * delta_time; tmp->data.color.a -= 300.0f * state->delta_time;
if(tmp->data.color.a < 0.0f) { if(tmp->data.color.a < 0.0f) {
tmp = tmp->next; tmp = tmp->next;
qget(&state->particles, NULL); qget(&state->particles, NULL);
continue; continue;
} }
tmp->data.point.x += tmp->data.velocity.x * delta_time; tmp->data.point.x += tmp->data.velocity.x * state->delta_time;
tmp->data.point.y += tmp->data.velocity.y * delta_time; tmp->data.point.y += tmp->data.velocity.y * state->delta_time;
tmp = tmp->next; tmp = tmp->next;
} }
} }
} }
void render_score(game_state *state, SDL_Renderer *renderer, TTF_Font *font) void render_text_leading(game_state *state, const char *text, int fsize,
vector2 pos, vector4 color)
{ {
/* Build score string */
char *score;
score = malloc(3*sizeof(char));
score[0] = (char)(state->player_one.score + 48); /* FIX */
score[1] = ':';
score[2] = (char)(state->player_two.score + 48);
/* Render */ /* Render */
SDL_Surface *text; TTF_SetFontSize(state->font, fsize);
SDL_Color color = { 198, 204, 215, 255 }; SDL_Surface *text_surface;
text = TTF_RenderText_Solid(font, score, color); SDL_Color surface_color = {
if (!text) (int)color.r, (int)color.g, (int)color.b, (int)color.a };
text_surface = TTF_RenderText_Solid(state->font, text, surface_color);
if (!text_surface)
exit_error("Error initializing Text."); exit_error("Error initializing Text.");
SDL_Texture *text_texture; SDL_Texture *text_texture;
text_texture = SDL_CreateTextureFromSurface(renderer, text); text_texture = SDL_CreateTextureFromSurface(state->renderer,
SDL_Rect dest = { WINDOW_WIDTH/2-20, 10, text->w, text->h }; text_surface);
SDL_RenderCopy(renderer, text_texture, NULL, &dest);
SDL_Rect dest = { (int)pos.x, (int)pos.y, text_surface->w,
text_surface->h };
SDL_RenderCopy(state->renderer, text_texture, NULL, &dest);
/* free */ /* free */
SDL_DestroyTexture(text_texture); SDL_DestroyTexture(text_texture);
SDL_FreeSurface(text); SDL_FreeSurface(text_surface);
}
void render_text_centered(game_state *state, const char *text, int fsize,
vector2 pos, vector4 color)
{
/* Render */
TTF_SetFontSize(state->font, fsize);
SDL_Surface *text_surface;
SDL_Color surface_color = {
(int)color.r, (int)color.g, (int)color.b, (int)color.a };
text_surface = TTF_RenderText_Solid(state->font, text, surface_color);
if (!text_surface)
exit_error("Error initializing Text.");
SDL_Texture *text_texture;
text_texture = SDL_CreateTextureFromSurface(state->renderer,
text_surface);
SDL_Rect dest = { (int)(pos.x - (float)text_surface->w / 2), (int)pos.y,
text_surface->w, text_surface->h };
SDL_RenderCopy(state->renderer, text_texture, NULL, &dest);
/* free */
SDL_DestroyTexture(text_texture);
SDL_FreeSurface(text_surface);
}
void render_score(game_state *state)
{
/* Build score string */
char *score;
score = malloc(10*sizeof(char));
sprintf(score, "%d:%d",
state->player_one.score, state->player_two.score);
/* Render */
vector2 pos = { (float)(WINDOW_WIDTH / 2), 10.0f };
vector4 color = { 198.0f, 204.0f, 215.0f, 255.0f };
render_text_centered(state, score, 30, pos, color);
/* free */
free(score); free(score);
} }
void render_ball(game_state *state, SDL_Renderer *renderer) #if ENABLE_FPS
void render_fps(game_state *state)
{
/* Build score string */
char *fps;
fps = malloc(10*sizeof(char));
sprintf(fps, "%d", get_fps(state));
/* Render */
vector2 pos = { 10.0f, 10.0f };
vector4 color = { 198.0f, 204.0f, 215.0f, 255.0f };
render_text_leading(state, fps, 16, pos, color);
/* free */
free(fps);
}
#endif
void render_ball(game_state *state)
{ {
SDL_Rect ball_rect = { state->ball.point.x, state->ball.point.y, SDL_Rect ball_rect = { state->ball.point.x, state->ball.point.y,
state->ball.dimension.x, state->ball.dimension.y }; state->ball.dimension.x, state->ball.dimension.y };
SDL_SetRenderDrawColor(renderer, 198, 204, 215, 255); SDL_SetRenderDrawColor(state->renderer, 198, 204, 215, 255);
SDL_RenderFillRect(renderer, &ball_rect); SDL_RenderFillRect(state->renderer, &ball_rect);
} }
void render_paddles(game_state *state, SDL_Renderer *renderer) void render_paddles(game_state *state)
{ {
SDL_Rect player_one_rect = { SDL_Rect player_one_rect = {
state->player_one.point.x, state->player_one.point.y, state->player_one.point.x, state->player_one.point.y,
@@ -242,14 +311,14 @@ void render_paddles(game_state *state, SDL_Renderer *renderer)
state->player_two.point.x, state->player_two.point.y, state->player_two.point.x, state->player_two.point.y,
state->player_two.dimension.x, state->player_two.dimension.y }; state->player_two.dimension.x, state->player_two.dimension.y };
SDL_SetRenderDrawColor(renderer, 215, 78, 66, 255); SDL_SetRenderDrawColor(state->renderer, 215, 78, 66, 255);
SDL_RenderFillRect(renderer, &player_one_rect); SDL_RenderFillRect(state->renderer, &player_one_rect);
SDL_SetRenderDrawColor(renderer, 16, 133, 255, 255); SDL_SetRenderDrawColor(state->renderer, 16, 133, 255, 255);
SDL_RenderFillRect(renderer, &player_two_rect); SDL_RenderFillRect(state->renderer, &player_two_rect);
} }
void render_particles(game_state *state, SDL_Renderer *renderer) void render_particles(game_state *state)
{ {
if(!qempty(&state->particles)) { if(!qempty(&state->particles)) {
SDL_Rect particle_rect; SDL_Rect particle_rect;
@@ -260,11 +329,11 @@ void render_particles(game_state *state, SDL_Renderer *renderer)
particle_rect.w = tmp->data.dimension.x; particle_rect.w = tmp->data.dimension.x;
particle_rect.h = tmp->data.dimension.y; particle_rect.h = tmp->data.dimension.y;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, SDL_SetRenderDrawColor(state->renderer,
(Uint8)tmp->data.color.r, (Uint8)tmp->data.color.g, (Uint8)tmp->data.color.r, (Uint8)tmp->data.color.g,
(Uint8)tmp->data.color.b, (Uint8)tmp->data.color.a); (Uint8)tmp->data.color.b, (Uint8)tmp->data.color.a);
SDL_RenderFillRect(renderer, &particle_rect); SDL_RenderFillRect(state->renderer, &particle_rect);
tmp = tmp->next; tmp = tmp->next;
} }
@@ -273,6 +342,11 @@ void render_particles(game_state *state, SDL_Renderer *renderer)
void setup(game_state *state) void setup(game_state *state)
{ {
srand(time(NULL));
initialize_window(state);
initialize_font(state);
state->is_running = TRUE; state->is_running = TRUE;
state->last_frame_time = 0; state->last_frame_time = 0;
@@ -350,7 +424,6 @@ void process_input(game_state *state)
void update(game_state *state) void update(game_state *state)
{ {
int time_to_wait; int time_to_wait;
float delta_time;
time_to_wait = TARGET_FRAME_TIME - (SDL_GetTicks() - time_to_wait = TARGET_FRAME_TIME - (SDL_GetTicks() -
state->last_frame_time); state->last_frame_time);
@@ -358,55 +431,51 @@ void update(game_state *state)
if(time_to_wait > 0 && time_to_wait <= TARGET_FRAME_TIME) if(time_to_wait > 0 && time_to_wait <= TARGET_FRAME_TIME)
SDL_Delay(time_to_wait); SDL_Delay(time_to_wait);
delta_time = (SDL_GetTicks() - state->last_frame_time) / 1000.0f; state->delta_time = (SDL_GetTicks() - state->last_frame_time) / 1000.0f;
state->last_frame_time = SDL_GetTicks(); state->last_frame_time = SDL_GetTicks();
handle_ball(state, delta_time); handle_ball(state);
handle_paddles(state, delta_time); handle_paddles(state);
handle_particles(state, delta_time); handle_particles(state);
} }
void render(game_state *state, SDL_Renderer *renderer, TTF_Font *font) void render(game_state *state)
{ {
SDL_SetRenderDrawColor(renderer, 24, 26, 31, 255); SDL_SetRenderDrawColor(state->renderer, 24, 26, 31, 255);
SDL_RenderClear(renderer); SDL_RenderClear(state->renderer);
render_paddles(state, renderer); render_paddles(state);
render_ball(state, renderer); render_ball(state);
render_score(state, renderer, font); render_particles(state);
render_particles(state, renderer);
SDL_RenderPresent(renderer); render_score(state);
#if ENABLE_FPS
render_fps(state);
#endif
SDL_RenderPresent(state->renderer);
} }
void destroy_window(SDL_Window *window, SDL_Renderer *renderer) void destroy_window(game_state *state)
{ {
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(state->renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(state->window);
SDL_Quit(); SDL_Quit();
} }
int main() int main()
{ {
srand(time(NULL));
game_state state; game_state state;
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
TTF_Font *font;
initialize_window(&window, &renderer);
initialized_font(&font);
setup(&state); setup(&state);
while(state.is_running) { while(state.is_running) {
process_input(&state); process_input(&state);
update(&state); update(&state);
render(&state, renderer, font); render(&state);
} }
destroy_window(window, renderer); destroy_window(&state);
return 0; return 0;
} }

View File

@@ -17,4 +17,8 @@
#define TARGET_FRAME_TIME (1000 / FPS) #define TARGET_FRAME_TIME (1000 / FPS)
#endif #endif
#ifndef ENABLE_FPS
#define ENABLE_FPS 0
#endif
#endif #endif

View File

@@ -2,6 +2,8 @@
#define TYPES_H_SENTRY #define TYPES_H_SENTRY
#include <stdlib.h> #include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL_ttf.h>
#ifndef TRUE #ifndef TRUE
@@ -53,8 +55,13 @@ typedef struct {
} queue; } queue;
typedef struct { typedef struct {
SDL_Window *window;
SDL_Renderer *renderer;
TTF_Font *font;
int is_running; int is_running;
int last_frame_time; int last_frame_time;
float delta_time;
struct ball { struct ball {
vector2 point; vector2 point;