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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/>.
pub const c = @cImport({
@cInclude("Game.h");
@cInclude("Constants.h");
});
const Loca = @import("loca").Loca;
const al = @import("zeal");
const allocator = std.heap.c_allocator;
const configuration = @import("config.zig");
const free = std.c.free;
const gf = @import("gfz");
const gl = @import("zgl");
const misc = @import("misc.zig");
const std = @import("std");
var game: *c.Game = undefined;
fn resizeWindow(window: ?*gf.Window.Impl,
width: c_int, height: c_int) callconv(.C) void {
c.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 {
c.handleKey(game, key, action, mods);
}
fn look(window: ?*gf.Window.Impl, xpos: f64, ypos: f64) callconv(.C) void {
c.look(game, xpos, ypos);
}
fn click(window: ?*gf.Window.Impl, button: c_int,
action: c_int, mods: c_int) callconv(.C) void {
c.click(game, button, action, mods);
}
pub fn main() !void {
const loca = try Loca.init(allocator, .{});
defer loca.deinit();
const config = try configuration.parse(loca.user_config);
defer free(config.levels.ptr);
try gf.init();
defer gf.deinit() catch unreachable;
const window = try gf.Window.create(config.width, config.height,
"Black Shades", .{}, .{});
try window.makeCurrent();
game = c.makeGame(@bitCast(c.Config, config)).?;
try window.setSizeCallback(resizeWindow);
try gf.swapInterval(@boolToInt(config.vsync));
c.initGl(game);
if (try gf.rawMouseMotionSupported())
try window.setInputMode(.raw_mouse_motion, true);
try window.setCursorPosCallback(look);
try window.setInputMode(.sticky_mouse_buttons, true);
try window.setMouseButtonCallback(click);
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 context.makeCurrent();
c.initGame(game);
defer c.closeGame(game);
while (!try window.shouldClose()) {
c.eventLoop(game);
try window.swapBuffers();
try gf.pollEvents();
}
}
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