1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
// Main function
// Copyright (C) 2021-2023 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 DefaultPrng = std.rand.DefaultPrng;
const allocator = std.heap.c_allocator;
const free = std.c.free;
const std = @import("std");
const Loca = @import("loca").Loca;
const al = @import("zeal");
const gf = @import("gfz");
const gl = @import("zgl");
const Scores = misc.Scores;
const c = @import("cimport.zig");
const configuration = @import("config.zig");
const misc = @import("misc.zig");
const loadScores = misc.loadScores;
const saveScores = misc.saveScores;
var game: *c.Game = undefined;
var prng: DefaultPrng = undefined;
comptime {
_ = @import("decal.zig");
_ = @import("geom.zig");
_ = @import("model.zig");
} // export functions in C ABI
/// Return a floating point value evenly distributed in the range [0, 1).
export fn randFloat() f32 {
return prng.random().float(f32);
}
/// Return a random integer i where at_least <= i <= at_most.
/// The results of this function may be biased.
export fn randInt(at_least: i32, at_most: i32) i32 {
return prng.random().intRangeAtMostBiased(i32, at_least, at_most);
}
/// Return a random integer i where 0 <= i < less_than.
/// The results of this function may be biased.
export fn randUint(less_than: u32) u32 {
return prng.random().uintLessThanBiased(u32, less_than);
}
fn resizeWindow(window: gf.Window, width: c_int, height: c_int) void {
_ = window;
c.resizeWindow(game, width, height);
}
fn handleKey(window: gf.Window, key: gf.Key, scancode: c_int,
action: gf.KeyAction, mods: gf.Mods) void {
_ = window;
_ = scancode;
c.handleKey(game, @intFromEnum(key), @intFromEnum(action), mods.toInt());
}
fn look(window: gf.Window, xpos: f64, ypos: f64) void {
_ = window;
c.look(game, xpos, ypos);
}
fn click(window: gf.Window, button: gf.MouseButton,
action: gf.MouseButton.Action, mods: gf.Mods) void {
_ = window;
c.click(game, @intFromEnum(button), @intFromEnum(action), mods.toInt());
}
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();
prng = DefaultPrng.init(@bitCast(try gf.getTime()));
game = c.makeGame(@bitCast(config),
@bitCast(try loadScores(loca.user_data))).?;
defer saveScores(loca.user_data, @bitCast(c.getScores(game)))
catch unreachable;
try window.setSizeCallback(resizeWindow);
try gf.swapInterval(@intFromBool(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();
}
}
|