solDOOM/external/pure_doom/PureDOOM/examples/SDL/sdl_example.c

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#if defined(WIN32)
#pragma comment(lib, "winmm.lib")
#include <Windows.h>
#include <mmeapi.h>
#elif defined(__APPLE__)
#include <AudioToolbox/AudioToolbox.h>
#include <CoreFoundation/CoreFoundation.h>
#endif
#include <SDL.h>
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#if 1 // Use the PureDOOM.h single header
#define DOOM_IMPLEMENTATION
#include "../../PureDOOM.h"
#else
#include "DOOM/DOOM.h"
#endif
// Palette experiments
//#define PICO8 1
//#define CGA 1
//#define GAME_BOY 1
// Resolution DOOM renders at
#define WIDTH 320
#define HEIGHT 200
#define SCALE 4
// Resolution of the SDL window
#define FULL_WIDTH (WIDTH * SCALE)
#define FULL_HEIGHT (int)(HEIGHT * 1.2 * SCALE) // 1.2x higher than DOOM's height. Original game was designed stretched
doom_key_t sdl_scancode_to_doom_key(SDL_Scancode scancode)
{
switch (scancode)
{
case SDL_SCANCODE_TAB: return DOOM_KEY_TAB;
case SDL_SCANCODE_RETURN: return DOOM_KEY_ENTER;
case SDL_SCANCODE_ESCAPE: return DOOM_KEY_ESCAPE;
case SDL_SCANCODE_SPACE: return DOOM_KEY_SPACE;
case SDL_SCANCODE_APOSTROPHE: return DOOM_KEY_APOSTROPHE;
case SDL_SCANCODE_KP_MULTIPLY: return DOOM_KEY_MULTIPLY;
case SDL_SCANCODE_COMMA: return DOOM_KEY_COMMA;
case SDL_SCANCODE_MINUS: return DOOM_KEY_MINUS;
case SDL_SCANCODE_PERIOD: return DOOM_KEY_PERIOD;
case SDL_SCANCODE_SLASH: return DOOM_KEY_SLASH;
case SDL_SCANCODE_0: return DOOM_KEY_0;
case SDL_SCANCODE_1: return DOOM_KEY_1;
case SDL_SCANCODE_2: return DOOM_KEY_2;
case SDL_SCANCODE_3: return DOOM_KEY_3;
case SDL_SCANCODE_4: return DOOM_KEY_4;
case SDL_SCANCODE_5: return DOOM_KEY_5;
case SDL_SCANCODE_6: return DOOM_KEY_6;
case SDL_SCANCODE_7: return DOOM_KEY_7;
case SDL_SCANCODE_8: return DOOM_KEY_8;
case SDL_SCANCODE_9: return DOOM_KEY_9;
case SDL_SCANCODE_SEMICOLON: return DOOM_KEY_SEMICOLON;
case SDL_SCANCODE_EQUALS: return DOOM_KEY_EQUALS;
case SDL_SCANCODE_LEFTBRACKET: return DOOM_KEY_LEFT_BRACKET;
case SDL_SCANCODE_RIGHTBRACKET: return DOOM_KEY_RIGHT_BRACKET;
case SDL_SCANCODE_A: return DOOM_KEY_A;
case SDL_SCANCODE_B: return DOOM_KEY_B;
case SDL_SCANCODE_C: return DOOM_KEY_C;
case SDL_SCANCODE_D: return DOOM_KEY_D;
case SDL_SCANCODE_E: return DOOM_KEY_E;
case SDL_SCANCODE_F: return DOOM_KEY_F;
case SDL_SCANCODE_G: return DOOM_KEY_G;
case SDL_SCANCODE_H: return DOOM_KEY_H;
case SDL_SCANCODE_I: return DOOM_KEY_I;
case SDL_SCANCODE_J: return DOOM_KEY_J;
case SDL_SCANCODE_K: return DOOM_KEY_K;
case SDL_SCANCODE_L: return DOOM_KEY_L;
case SDL_SCANCODE_M: return DOOM_KEY_M;
case SDL_SCANCODE_N: return DOOM_KEY_N;
case SDL_SCANCODE_O: return DOOM_KEY_O;
case SDL_SCANCODE_P: return DOOM_KEY_P;
case SDL_SCANCODE_Q: return DOOM_KEY_Q;
case SDL_SCANCODE_R: return DOOM_KEY_R;
case SDL_SCANCODE_S: return DOOM_KEY_S;
case SDL_SCANCODE_T: return DOOM_KEY_T;
case SDL_SCANCODE_U: return DOOM_KEY_U;
case SDL_SCANCODE_V: return DOOM_KEY_V;
case SDL_SCANCODE_W: return DOOM_KEY_W;
case SDL_SCANCODE_X: return DOOM_KEY_X;
case SDL_SCANCODE_Y: return DOOM_KEY_Y;
case SDL_SCANCODE_Z: return DOOM_KEY_Z;
case SDL_SCANCODE_BACKSPACE: return DOOM_KEY_BACKSPACE;
case SDL_SCANCODE_LCTRL:
case SDL_SCANCODE_RCTRL: return DOOM_KEY_CTRL;
case SDL_SCANCODE_LEFT: return DOOM_KEY_LEFT_ARROW;
case SDL_SCANCODE_UP: return DOOM_KEY_UP_ARROW;
case SDL_SCANCODE_RIGHT: return DOOM_KEY_RIGHT_ARROW;
case SDL_SCANCODE_DOWN: return DOOM_KEY_DOWN_ARROW;
case SDL_SCANCODE_LSHIFT:
case SDL_SCANCODE_RSHIFT: return DOOM_KEY_SHIFT;
case SDL_SCANCODE_LALT:
case SDL_SCANCODE_RALT: return DOOM_KEY_ALT;
case SDL_SCANCODE_F1: return DOOM_KEY_F1;
case SDL_SCANCODE_F2: return DOOM_KEY_F2;
case SDL_SCANCODE_F3: return DOOM_KEY_F3;
case SDL_SCANCODE_F4: return DOOM_KEY_F4;
case SDL_SCANCODE_F5: return DOOM_KEY_F5;
case SDL_SCANCODE_F6: return DOOM_KEY_F6;
case SDL_SCANCODE_F7: return DOOM_KEY_F7;
case SDL_SCANCODE_F8: return DOOM_KEY_F8;
case SDL_SCANCODE_F9: return DOOM_KEY_F9;
case SDL_SCANCODE_F10: return DOOM_KEY_F10;
case SDL_SCANCODE_F11: return DOOM_KEY_F11;
case SDL_SCANCODE_F12: return DOOM_KEY_F12;
case SDL_SCANCODE_PAUSE: return DOOM_KEY_PAUSE;
default: return DOOM_KEY_UNKNOWN;
}
return DOOM_KEY_UNKNOWN;
}
doom_button_t sdl_button_to_doom_button(Uint8 sdl_button)
{
switch (sdl_button)
{
case SDL_BUTTON_LEFT: return DOOM_LEFT_BUTTON;
case SDL_BUTTON_RIGHT: return DOOM_RIGHT_BUTTON;
case SDL_BUTTON_MIDDLE: return DOOM_MIDDLE_BUTTON;
}
return (doom_button_t)0;
}
void audio_callback(void* userdata, Uint8* stream, int len)
{
SDL_LockAudio();
int16_t* buffer = doom_get_sound_buffer();
SDL_UnlockAudio();
memcpy(stream, buffer, len);
}
#if defined(WIN32)
static HMIDIOUT midi_out_handle = 0;
void send_midi_msg(uint32_t midi_msg)
{
if (midi_out_handle)
{
midiOutShortMsg(midi_out_handle, midi_msg);
}
}
#elif defined(__APPLE__)
AudioUnit audio_unit = 0;
void send_midi_msg(uint32_t midi_msg)
{
if (audio_unit)
{
MusicDeviceMIDIEvent(audio_unit,
(midi_msg) & 0xFF,
(midi_msg >> 8) & 0xFF,
(midi_msg >> 16) & 0xFF,
0);
}
}
#else
void send_midi_msg(uint32_t midi_msg) {}
#endif
SDL_TimerID midi_timer = 0;
Uint32 tick_midi(Uint32 interval, void *param)
{
uint32_t midi_msg;
SDL_LockAudio();
while ((midi_msg = doom_tick_midi()) != 0) send_midi_msg(midi_msg);
SDL_UnlockAudio();
#if defined(__APPLE__)
return 1000 / DOOM_MIDI_RATE - 1; // Weirdly, on Apple music is too slow
#else
return 1000 / DOOM_MIDI_RATE;
#endif
}
int main(int argc, char** argv)
{
// Init SDL
SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_TIMER);
SDL_Window* window = SDL_CreateWindow("Pure DOOM - SDL Example",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
FULL_WIDTH, FULL_HEIGHT,
SDL_WINDOW_RESIZABLE);
// SDL Renderer
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
SDL_Texture* render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
// SDL Audio thread
SDL_AudioSpec audio_spec;
memset(&audio_spec, 0, sizeof(audio_spec));
audio_spec.freq = DOOM_SAMPLERATE;
audio_spec.format = AUDIO_S16;
audio_spec.channels = 2;
audio_spec.samples = 512;
audio_spec.callback = audio_callback;
if (SDL_OpenAudio(&audio_spec, NULL) < 0)
{
printf("Failed to SDL_OpenAudio\n");
return 1;
}
// Capture mouse
SDL_SetRelativeMouseMode(SDL_TRUE);
//-----------------------------------------------------------------------
// Setup DOOM
//-----------------------------------------------------------------------
// Change default bindings to modern
doom_set_default_int("key_up", DOOM_KEY_W);
doom_set_default_int("key_down", DOOM_KEY_S);
doom_set_default_int("key_strafeleft", DOOM_KEY_A);
doom_set_default_int("key_straferight", DOOM_KEY_D);
doom_set_default_int("key_use", DOOM_KEY_E);
doom_set_default_int("mouse_move", 0); // Mouse will not move forward
// Setup resolution
doom_set_resolution(WIDTH, HEIGHT);
// Setup MIDI for songs
#if defined(WIN32)
if (midiOutGetNumDevs() != 0)
midiOutOpen(&midi_out_handle, 0, 0, 0, 0);
#elif defined(__APPLE__)
// I don't really understand this part, but it works.
AUGraph graph;
AUNode outputNode, mixerNode, dlsNode;
NewAUGraph(&graph);
AudioComponentDescription output = {'auou','ahal','appl',0,0};
AUGraphAddNode(graph, &output, &outputNode);
AUGraphOpen(graph);
AUGraphInitialize(graph);
AUGraphStart(graph);
AudioComponentDescription dls = {'aumu','dls ','appl',0,0};
AUGraphAddNode(graph, &dls, &dlsNode);
AUGraphNodeInfo(graph, dlsNode, NULL, &audio_unit);
AudioComponentDescription mixer = {'aumx','smxr','appl',0,0};
AUGraphAddNode(graph, &mixer, &mixerNode);
AUGraphConnectNodeInput(graph,mixerNode,0,outputNode,0);
AUGraphConnectNodeInput(graph,dlsNode,0,mixerNode,0);
AUGraphUpdate(graph,NULL);
#endif
midi_timer = SDL_AddTimer(0, tick_midi, 0);
// Initialize doom
doom_init(argc, argv, DOOM_FLAG_MENU_DARKEN_BG);
//-----------------------------------------------------------------------
// Main loop
SDL_PauseAudio(0);
int done = 0;
int active_mouse = 1; // Dev allow us to take mouse out of window
while (!done)
{
SDL_Event e;
Sint32 mouse_motion_x = 0;
Sint32 mouse_motion_y = 0;
while (SDL_PollEvent(&e))
{
switch (e.type)
{
case SDL_QUIT:
done = 1;
break;
case SDL_KEYDOWN:
if (e.key.keysym.scancode == SDL_SCANCODE_END)
{
active_mouse = !active_mouse;
SDL_SetRelativeMouseMode(active_mouse ? SDL_TRUE : SDL_FALSE);
}
if (!e.key.repeat)
doom_key_down(sdl_scancode_to_doom_key(e.key.keysym.scancode));
break;
case SDL_KEYUP:
if (!e.key.repeat)
doom_key_up(sdl_scancode_to_doom_key(e.key.keysym.scancode));
break;
case SDL_MOUSEBUTTONDOWN:
if (active_mouse) doom_button_down(sdl_button_to_doom_button(e.button.button));
break;
case SDL_MOUSEBUTTONUP:
if (active_mouse) doom_button_up(sdl_button_to_doom_button(e.button.button));
break;
case SDL_MOUSEMOTION:
if (active_mouse)
{
mouse_motion_x += e.motion.xrel;
mouse_motion_y += e.motion.yrel;
}
break;
}
if (done) break;
}
if (done) break;
if (mouse_motion_x || mouse_motion_y)
doom_mouse_move(mouse_motion_x * 4, mouse_motion_y * 4);
SDL_LockAudio();
doom_update();
SDL_UnlockAudio();
// Blit DOOM's framebuffer onto our SDL texture
#if GAME_BOY
void* dst;
const unsigned char* src = doom_get_framebuffer(3);
int src_pitch = WIDTH * 3;
int dst_pitch;
const int palette_size = 4;
const int pico8_palette[4 * 3] = {
0x0f, 0x3, 0x80f,
0x30, 0x62, 0x30,
0x8b, 0xac, 0x0f,
0x9b, 0xbc, 0x0f
};
if (!SDL_LockTexture(render_target, NULL, &dst, &dst_pitch))
{
unsigned char* dst8 = (unsigned char*)dst;
for (int y = 0; y < HEIGHT; ++y)
{
for (int x = 0; x < WIDTH; ++x)
{
int dstk = y * dst_pitch + x * 4;
int srck = y * src_pitch + x * 3;
int r = src[srck + 0];
int g = src[srck + 1];
int b = src[srck + 2];
int best = 0;
int best_score = (r * r + g * g + b * b) * 2;
for (int p = 0; p < palette_size * 3; p += 3)
{
const int* pico8_color = pico8_palette + p;
if (pico8_color[0] == r &&
pico8_color[1] == g &&
pico8_color[2] == b)
{
// Perfect match
best = p;
break;
}
int ri = pico8_color[0] - r;
int gi = pico8_color[1] - g;
int bi = pico8_color[2] - b;
int score = ri * ri + gi * gi + bi * bi;
if (score < best_score)
{
best_score = score;
best = p;
}
}
dst8[dstk + 0] = pico8_palette[best + 0];
dst8[dstk + 1] = pico8_palette[best + 1];
dst8[dstk + 2] = pico8_palette[best + 2];
dst8[dstk + 3] = 255;
}
}
SDL_UnlockTexture(render_target);
}
#elif PICO8 || CGA
void* dst;
const unsigned char* src = doom_get_framebuffer(3);
int src_pitch = WIDTH * 3;
int dst_pitch;
#if CGA
const int palette_size = 16;
const int pico8_palette[16 * 3] = {
0, 0, 0,
0, 0, 0xAA,
0, 0xAA, 0,
0, 0xAA, 0xAA,
0xAA, 0, 0,
0xAA, 0, 0xAA,
0xAA, 0x55, 0,
0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55,
0x55, 0x55, 0xFF,
0x55, 0xFF, 0x55,
0x55, 0xFF, 0xFF,
0xFF, 0x55, 0x55,
0xFF, 0x55, 0xFF,
0xFF, 0xFF, 0x55,
0xFF, 0xFF, 0xFF
};
#elif PICO8
const int palette_size = 16;
const int pico8_palette[16 * 3] = {
0, 0, 0,
29, 43, 83,
126, 37, 83,
0, 135, 81,
171, 82, 54,
95, 87, 79,
194, 195, 199,
255, 241, 232,
255, 0, 77,
255, 163, 0,
255, 236, 39,
0, 228, 54,
41, 173, 255,
131, 118, 156,
255, 119, 168,
255, 204, 170
};
#endif
if (!SDL_LockTexture(render_target, NULL, &dst, &dst_pitch))
{
unsigned char* dst8 = (unsigned char*)dst;
for (int y = 0; y < HEIGHT; ++y)
{
for (int x = 0; x < WIDTH; ++x)
{
int dstk = y * dst_pitch + x * 4;
int srck = y * src_pitch + x * 3;
int r = src[srck + 0];
int g = src[srck + 1];
int b = src[srck + 2];
int best = 0;
int best_score = (r * r + g * g + b * b) * 2;
for (int p = 0; p < palette_size * 3; p += 3)
{
const int* pico8_color = pico8_palette + p;
if (pico8_color[0] == r &&
pico8_color[1] == g &&
pico8_color[2] == b)
{
// Perfect match
best = p;
break;
}
int ri = pico8_color[0] - r;
int gi = pico8_color[1] - g;
int bi = pico8_color[2] - b;
int score = ri * ri + gi * gi + bi * bi;
if (score < best_score)
{
best_score = score;
best = p;
}
}
dst8[dstk + 0] = pico8_palette[best + 0];
dst8[dstk + 1] = pico8_palette[best + 1];
dst8[dstk + 2] = pico8_palette[best + 2];
dst8[dstk + 3] = 255;
}
}
SDL_UnlockTexture(render_target);
}
#else
void* dst;
const unsigned char* src = doom_get_framebuffer(4);
int src_pitch = WIDTH * 4;
int dst_pitch;
if (!SDL_LockTexture(render_target, NULL, &dst, &dst_pitch))
{
for (int y = 0; y < HEIGHT; ++y)
{
memcpy(dst, src, src_pitch);
dst = (unsigned char*)dst + dst_pitch;
src += src_pitch;
}
SDL_UnlockTexture(render_target);
}
#endif
// Stretch our texture on the screen
SDL_Rect src_rect = {0, 0, WIDTH, HEIGHT };
SDL_Rect dst_rect = {0, 0, FULL_WIDTH, FULL_HEIGHT};
SDL_RenderCopy(renderer, render_target, &src_rect, &dst_rect);
// Swap
SDL_RenderPresent(renderer);
}
// Shutdown
if (midi_timer) SDL_RemoveTimer(midi_timer);
#if defined(WIN32)
if (midi_out_handle) midiOutClose(midi_out_handle);
#endif
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_CloseAudio();
SDL_DestroyTexture(render_target);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}