Files
asteroids/main.c

157 lines
2.6 KiB
C

#include "input.h"
#include "renderer.h"
#include <linux/input-event-codes.h>
#include <stdio.h>
#include <sys/select.h>
#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;
}