undar-lang/src/arch/linux/main.c

108 lines
3.6 KiB
C

#include "../../debug.h"
#include "../../test.h"
#include "../../vm.h"
#include <SDL2/SDL.h>
int main(int argc, char **argv) {
VM vm = {0};
vm.frames_size = FRAMES_SIZE;
vm.return_stack_size = STACK_SIZE;
vm.stack_size = STACK_SIZE;
vm.memory_size = MEMORY_SIZE;
/* test_add_compile(&vm); */
/* test_add_function_compile(&vm); */
/* test_loop_compile(&vm); */
test_hello_world_compile(&vm);
/* test_recursive_function_compile(&vm); */
uint32_t buffer_size = 640 * 480 * sizeof(uint32_t);
Device screen;
screen.type = SCREEN;
screen.s = (Screen){.width = (uint8_t)480,
.height = (uint8_t)640,
.allocated = {vm.mp, buffer_size},
.buffer = &vm.memory[vm.mp]};
vm.devices[vm.dp++] = screen;
vm.mp += buffer_size;
Device mouse;
mouse.type = MOUSE;
mouse.m = (Mouse){.x = 0, .y = 0, .btn1 = 0, .btn2 = 0, .btn3 = 0};
vm.devices[vm.dp++] = mouse;
Device keyboard;
keyboard.type = KEYBOARD;
const uint8_t *state = SDL_GetKeyboardState(NULL);
keyboard.k = (Keyboard){.length = SDL_NUM_SCANCODES, .keys = state};
vm.devices[vm.dp++] = keyboard;
/* Create window and renderer */
SDL_Window *window =
SDL_CreateWindow("Reality Engine VM", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, screen.s.width, screen.s.height,
SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Renderer *renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
/* Create texture for 640x480 buffer */
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
screen.s.width, screen.s.height);
/* Enable nearest-neighbor scaling (preserves pixel art) */
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); /* "0" = nearest-neighbor */
bool running = true;
while (running) {
step_vm(&vm);
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
case SDL_MOUSEBUTTONDOWN:
printf("mouse_down: x=%d, y=%d, btn=%d\n", event.button.x,
event.button.y, event.button.button);
break;
case SDL_MOUSEMOTION:
printf("mouse_move: x=%d, y=%d\n", event.motion.x, event.motion.y);
break;
case SDL_FINGERDOWN:
printf("touch_down x=%d, y=%d\n",
(int)(event.tfinger.x * screen.s.width),
(int)(event.tfinger.y * screen.s.height));
break;
case SDL_FINGERMOTION:
printf("touch_move x=%d, y=%d\n",
(int)(event.tfinger.x * screen.s.width),
(int)(event.tfinger.y * screen.s.height));
break;
}
}
SDL_UpdateTexture(texture, NULL, screen.s.buffer,
screen.s.width * sizeof(uint32_t));
SDL_RenderClear(renderer);
/* (Scales to fit screen while preserving pixel grid) */
SDL_Rect output_rect;
SDL_RenderGetViewport(renderer, &output_rect);
float scale_x = (float)output_rect.w / screen.s.width;
float scale_y = (float)output_rect.h / screen.s.height;
float scale = SDL_min(scale_x, scale_y);
SDL_Rect dstrect = {(int)((output_rect.w - screen.s.width * scale) / 2),
(int)((output_rect.h - screen.s.height * scale) / 2),
(int)(screen.s.width * scale),
(int)(screen.s.height * scale)};
SDL_RenderCopy(renderer, texture, NULL, &dstrect);
SDL_RenderPresent(renderer);
}
return 0;
}