#include "input.h" #include "renderer.h" #include #include #include #define LIN_PWR 0.0001 #define ROT_PWR 0.001 #define MAX(a, b) ((a) < (b) ? (b) : (a)) #define NELEMS(arr) (sizeof(arr) / sizeof(arr[0])) static float aspect; static bool quit = false; static struct { int rot; int fwd; } input; static struct { vec2_t pos; vec2_t vel; mat2_t dir; float omg; } state; static const vec2_t ship[] = { { 0.0, 0.08 }, { 0.05, -0.1 }, { 0.0, -0.07 }, { -0.05, -0.1 }, }; static const vec2_t fire[] = { { 0.015, -0.1 }, { -0.015, -0.1 }, { 0.0, -0.15 }, }; static const vec2_t thrust = { 0, LIN_PWR }; static void key_press_callback(int key) { switch (key) { case KEY_Q: quit = true; break; case KEY_UP: ++input.fwd; break; case KEY_LEFT: ++input.rot; break; case KEY_RIGHT: --input.rot; break; default: break; } } static void key_release_callback(int key) { switch (key) { case KEY_Q: quit = true; break; case KEY_UP: --input.fwd; break; case KEY_LEFT: --input.rot; break; case KEY_RIGHT: ++input.rot; break; default: break; } } static mat3_t update() { state.omg += ROT_PWR * (float)input.rot; state.dir = mat2_mul_mat2(mat2_rotation(state.omg), state.dir); const vec2_t acc = mat2_mul_vec2(state.dir, vec2_scale(thrust, (float)input.fwd)); state.vel = vec2_add(state.vel, acc); state.pos = vec2_add(state.pos, state.vel); if (state.pos.y > 1) state.pos.y -= 2; else if (state.pos.y < -1) state.pos.y += 2; if (state.pos.x > aspect) state.pos.x -= 2 * aspect; else if (state.pos.x < -aspect) state.pos.x += 2 * aspect; return mat3_mul_mat3( mat3_translation(state.pos), mat2_extend(state.dir)); } int main() { const int input_fd = input_init(); input_on_press(key_press_callback); input_on_release(key_release_callback); const renderer_params_t renderer_params = renderer_init(); aspect = renderer_params.aspect; const int drm_fd = renderer_params.drm_fd; renderer_clear(); renderer_swap(); state.dir = (mat2_t) { { 1, 0 }, { 0, 1 } }; const int max_fd = MAX(input_fd, drm_fd); fd_set set; while (!quit) { FD_ZERO(&set); FD_SET(input_fd, &set); FD_SET(drm_fd, &set); select(max_fd + 1, &set, nullptr, nullptr, nullptr); if (FD_ISSET(input_fd, &set)) input_handle(); if (FD_ISSET(drm_fd, &set)) { renderer_handle(); const mat3_t m = update(); renderer_clear(); renderer_draw(ship, NELEMS(ship), m); if (input.fwd != 0) renderer_draw(fire, NELEMS(fire), m); renderer_swap(); } } renderer_cleanup(); input_cleanup(); return 0; }