kolibrios/programs/games/marblematch3/game/rs/rsplatform_kos.c
alpine bc0cb70b13 New Game: Marble Match-3
Developer: Roman Shuvalov



git-svn-id: svn://kolibrios.org@5235 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-16 16:43:37 +00:00

270 lines
4.6 KiB
C

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