lemur/game.c

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2.2 KiB
C
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#include <audio.h>
#include <assets.h>
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#include <controller.h>
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#include <game.h>
#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <time.h>
int sleepNanos(long int ns) {
struct timespec time;
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if (ns < 0) return 0;
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time.tv_sec = ns / 1000000000;
time.tv_nsec = ns % 1000000000;
return nanosleep(&time, NULL);
}
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long int tickNs() {
struct timespec time;
clock_gettime(CLOCK_MONOTONIC, &time);
return (time.tv_sec * 1000000000) + time.tv_nsec;
}
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typedef struct {
GraphicsContext *gfx;
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AudioContext aud;
int16_t audioBuffer[834 * 2];
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} GameState;
int onFrame(VB *sim) {
static uint8_t leftEye[384*224];
static uint8_t rightEye[384*224];
GameState *state;
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void *samples;
uint32_t samplePairs;
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state = vbGetUserData(sim);
vbGetPixels(sim, leftEye, 1, 384, rightEye, 1, 384);
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gfxUpdateLeftEye(state->gfx, leftEye);
gfxUpdateRightEye(state->gfx, rightEye);
samples = vbGetSamples(sim, NULL, &samplePairs);
audioUpdate(&state->aud, samples, samplePairs * 4);
vbSetSamples(sim, samples, 834);
gfxRender(state->gfx);
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return 1;
}
#define MAX_STEP_CLOCKS 20000000
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int runGame(VB *sim, GraphicsContext *gfx) {
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uint32_t clocks;
SDL_Event event;
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GameState state;
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ControllerState ctrl;
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uint64_t ticks, prevTicks;
state.gfx = gfx;
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audioInit(&state.aud);
vbSetSamples(sim, &state.audioBuffer, 834);
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vbSetUserData(sim, &state);
vbSetFrameCallback(sim, &onFrame);
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ctrlInit(&ctrl);
gfxUpdateLeftEye(gfx, LEFT_EYE_DEFAULT);
gfxUpdateRightEye(gfx, RIGHT_EYE_DEFAULT);
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while (1) {
clocks = MAX_STEP_CLOCKS;
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prevTicks = tickNs();
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vbEmulate(sim, &clocks);
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ticks = tickNs();
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sleepNanos(((MAX_STEP_CLOCKS - clocks) * 50) - (ticks - prevTicks));
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while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
return 0;
}
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if (event.type == SDL_KEYDOWN) {
ctrlKeyDown(&ctrl, event.key.keysym.sym);
}
if (event.type == SDL_KEYUP) {
ctrlKeyUp(&ctrl, event.key.keysym.sym);
}
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}
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vbSetKeys(sim, ctrlKeys(&ctrl));
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}
}