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// Main function
// Copyright (C) 2021  Nguyễn Gia Phong
//
// This file is part of Black Shades.
//
// Black Shades is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Black Shades is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Black Shades.  If not, see <https://www.gnu.org/licenses/>.

const Loca = @import("loca").Loca;
const allocator = @import("std").heap.c_allocator;
const gf = @import("gfz");
const legacy = @cImport(@cInclude("Game.h"));
const configuration = @import("config.zig");
const al = @import("zeal");
const gl = @import("zgl");

var game: *legacy.Game = undefined;

fn resizeWindow(window: ?*gf.Window.Impl,
                width: c_int, height: c_int) callconv(.C) void {
    legacy.resizeWindow(game, width, height);
}

fn handleKey(window: ?*gf.Window.Impl, key: c_int, scancode: c_int,
             action: c_int, mods: c_int) callconv(.C) void {
    legacy.handleKey(game, key, action, mods);
}

pub fn main() !void {
    const loca = try Loca.init(allocator, .{});
    defer loca.deinit();
    const config = try configuration.parse(allocator, loca.user_config);
    game = legacy.makeGame(@bitCast(legacy.Config, config)).?;

    try gf.init();
    defer gf.deinit() catch unreachable;
    const window = try gf.Window.create(config.width, config.height,
                                        "Black Shades", .{}, .{});
    try window.makeCurrent();
    try window.setSizeCallback(resizeWindow);
    legacy.initGl(game);

    try window.setCursorMode(.disabled);
    if (try gf.rawMouseMotionSupported())
        try window.setInputMode(.raw_mouse_motion, true);
    try window.setInputMode(.sticky_mouse_buttons, true);
    try window.setInputMode(.sticky_keys, true);
    try window.setKeyCallback(handleKey);

    const device = try al.Device.init(null);
    defer device.deinit() catch unreachable;
    const context = try al.Context.init(device, &.{});
    defer context.deinit() catch unreachable;
    try al.useContext(context);

    legacy.initGame(game);
    defer legacy.closeGame(game);
    while (!try window.shouldClose()) {
        legacy.eventLoop(game);
        try window.swapBuffers();
        try gf.pollEvents();
    }
}