mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-24 23:56:49 +03:00
c5b22e42d3
git-svn-id: svn://kolibrios.org@5324 a494cfbc-eb01-0410-851d-a64ba20cac60
270 lines
4.6 KiB
C
270 lines
4.6 KiB
C
#include "rsplatform.h"
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rs_app_t rs_app;
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// set this macro to zero (0) if bug is fixed
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#define FIX_MENUETOS_LEGACY_ONE_PIXEL_BORDER_GAP_BUG (-1)
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// Fixed frame rate, set to 25
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#define GAME_REQUIRED_FPS 25
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//extern char PATH[256];
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//extern char PARAM[256];
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int window_width, window_height;
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int fps = 0;
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int dt = 1;
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int draw_dt = 1;
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int area_width = 160;
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int area_height = 160;
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int w_plus = 0;
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#define BIT_SET(var,mask) { var |= (mask); }
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#define BIT_CLEAR(var,mask) { var &= ~(mask); }
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#define BIT_TOGGLE(var,mask) { var ^= (mask); }
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#define IS_BIT_SET(var,mask) ( (var) & (mask) )
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#define IS_BIT_CLEARED(var,mask) (!( (var) & (mask) ))
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void BoardPuts(const char *s)
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{
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unsigned int i = 0;
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while(*(s + i))
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{
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asm volatile ("int $0x40"::"a"(63), "b"(1), "c"(*(s + i)));
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i++;
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}
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}
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void board_write_integer(const char *s, int i) {
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char tmp[16];
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};
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void kol_wnd_resize(unsigned w, unsigned h)
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{
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asm volatile ("int $0x40"::"a"(67), "b"(-1), "c"(-1), "d"(w), "S"(h));
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}
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void wnd_draw()
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{
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char tmp[] = "Fps:000 | Marble Match-3 ";
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kol_paint_start();
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tmp[4] = '0' + ( (fps/100) % 10 );
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tmp[5] = '0' + ( (fps/10) % 10 );
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tmp[6] = '0' + ( (fps) % 10 );
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kol_wnd_define(100, 100, window_width, window_height, 0x74ddddff, 0x34ddddff, "Heliothryx");
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kol_wnd_caption(tmp);
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GameProcess();
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//kol_btn_define(10, 10, 120, 20, 2, 0xccccee);
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//kol_paint_string(20, 15, "Hello World", 0x902222ff);
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kol_paint_end();
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}
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unsigned int get_time() {
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return (unsigned int) ((kol_system_time_get()*10));
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};
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/// ===========================================================
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void kol_main()
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{
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BoardPuts("Hello, Heliothryx!\n");
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int err;
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int version =-1;
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if((err = InitSound(&version)) !=0 ){
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BoardPuts("Sound Error 1\n");
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};
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if( (SOUND_VERSION>(version&0xFFFF)) ||
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(SOUND_VERSION<(version >> 16))){
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BoardPuts("Sound Error 2\n");
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}
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unsigned event;
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unsigned key;
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unsigned key_up;
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unsigned btn, btn_state;
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unsigned pos, x, y;
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int gx, gy;
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//srand(kol_system_time_get());
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kol_event_mask(0xC0000027); // mouse and keyboard
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kol_key_mode_set(1);
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area_width = 512;
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area_height = 512;
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// Initializing variables
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window_width = FIX_MENUETOS_LEGACY_ONE_PIXEL_BORDER_GAP_BUG + area_width + 10; // 2 x 5px border
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window_height = FIX_MENUETOS_LEGACY_ONE_PIXEL_BORDER_GAP_BUG + kol_skin_height() + area_height + 5; // bottom 5px border
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//rs_main_init();
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GameInit();
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wnd_draw();
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fps = 0;
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unsigned int tick_start = kol_time_tick();
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unsigned int tick_current = tick_start;
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unsigned int tick_last = tick_start;
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unsigned int fps_counter = 0;
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int wait_time;
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int already_drawn = 0;
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float xf;
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float xfs;
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int xfs_i;
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while (1) {
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tick_last = tick_current;
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tick_current = kol_time_tick();
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dt = tick_current - tick_last;
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tick_last = tick_current;
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already_drawn = 0;
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while (( event = kol_event_wait_time(1) )) {
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//while (( event = kol_event_wait() )) {
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switch (event) {
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case 1:
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wnd_draw(); // <--- need to clear event!
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already_drawn = 1;
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break;
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case 2:
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key = kol_key_get();
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key = (key & 0xff00)>>8;
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key_up = key & 0x80;
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key = key & 0x7F;
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if (key_up) {
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GameKeyUp(key);
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//rs_app.OnKeyUp(key);
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}
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else {
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GameKeyDown(key);
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//rs_app.OnKeyDown(key, 1);
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};
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break;
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case 3:
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switch ((kol_btn_get() & 0xff00)>>8)
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{
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case 1: // close button
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kol_exit();
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case 2: // 'new' button
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//init_board();
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//wnd_draw();
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break;
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}
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break;
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case 6:
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btn = kol_mouse_btn() & 1; // read mouse button (only left)
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pos = kol_mouse_posw(); // read mouse position
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x = pos / 65536;
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y = pos % 65536;
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/*if (x > window_width)
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x=0;
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if (y > window_height)
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y=0;*/
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if (btn && (!btn_state)) {
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//rs_app.OnMouseDown(x,y);
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GameMouseDown(x, y);
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BoardPuts("MouseDown!\n");
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}
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else if ( (!btn) && btn_state ) {
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//rs_app.OnMouseUp(x,y);
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GameMouseUp(x, y);
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}
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else {
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//GameMouseMove(x, y);
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};
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btn_state = btn;
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break;
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}
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};
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if (!already_drawn) {
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wnd_draw();
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};
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fps_counter++;
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tick_current = kol_time_tick();
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if (tick_current > tick_start+100) {
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fps = fps_counter;
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fps_counter = 0;
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tick_start += 100;
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};
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draw_dt = tick_current - tick_last;
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wait_time = (100/GAME_REQUIRED_FPS) - draw_dt;
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if (wait_time <= 0) {
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wait_time = 1;
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};
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kol_sleep(wait_time);
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}
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GameTerm();
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kol_exit();
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}
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