Started on the engine proper

This commit is contained in:
2022-09-18 21:48:15 +01:00
parent 902b917d2b
commit 50aef00ec0
11 changed files with 241 additions and 79 deletions

2
Toy

Submodule Toy updated: 7a15e645a7...6a086395be

2
core/common.c Normal file
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#include "common.h"

13
core/common.h Normal file
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#pragma once
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
//platform exports/imports
#if defined(__linux__)
#define CORE_API extern
#else
#define CORE_API
#endif

113
core/engine.c Normal file
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#include "engine.h"
#include <stdio.h>
//errors here should be fatal
static void error(Engine* engine, char* message) {
fprintf(stderr, message);
exit(-1);
}
//exposed functions
void initEngine(Engine* engine) {
//clear
engine->root = NULL;
engine->running = true;
//init SDL
if (SDL_Init(0) != 0) {
error(engine, "Failed to initialize SDL2");
}
//init the window
engine->window = SDL_CreateWindow(
"Caption",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
engine->screenWidth,
engine->screenHeight,
SDL_WINDOW_RESIZABLE
);
if (engine->window == NULL) {
error(engine, "Failed to initialize the window");
}
//init the renderer
engine->renderer = SDL_CreateRenderer(engine->window, -1, 0);
if (engine->renderer == NULL) {
error(engine, "Failed to initialize the renderer");
}
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
SDL_RenderSetLogicalSize(engine->renderer, engine->screenWidth, engine->screenHeight);
}
void freeEngine(Engine* engine) {
SDL_DestroyRenderer(engine->renderer);
SDL_DestroyWindow(engine->window);
SDL_Quit();
engine->renderer = NULL;
engine->window = NULL;
}
static void execStep(Engine* engine) {
//DEBUG: for now, just poll events
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch(event.type) {
//quit
case SDL_QUIT: {
engine->running = false;
}
break;
//window events are handled internally
case SDL_WINDOWEVENT: {
switch(event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
SDL_RenderSetLogicalSize(engine->renderer, event.window.data1, event.window.data2);
break;
}
}
break;
//TODO: input
}
}
}
//the heart of the engine
void execEngine(Engine* engine) {
//set up time
gettimeofday(&engine->realTime, NULL);
engine->simTime = engine->realTime;
struct timeval delta = { .tv_sec = 0, .tv_usec = 1000 * 1000 / 60 }; //60 frames per second
while (engine->running) {
//calc the time passed
gettimeofday(&engine->realTime, NULL);
//if not enough time has passed
if (engine->simTime.tv_sec < engine->realTime.tv_sec && engine->simTime.tv_usec < engine->realTime.tv_usec) {
//while not enough time has passed
while(engine->simTime.tv_sec < engine->realTime.tv_sec && engine->simTime.tv_usec < engine->realTime.tv_usec) {
//simulate the world
execStep(engine);
//calc the time simulation
timeradd(&delta, &engine->simTime, &engine->simTime);
}
}
else {
SDL_Delay(10); //let the machine sleep, 10ms
}
//render the world
SDL_SetRenderDrawColor(engine->renderer, 0, 0, 0, 255); //NOTE: This line can be disabled later
SDL_RenderClear(engine->renderer); //NOTE: This line can be disabled later
SDL_RenderPresent(engine->renderer);
}
}

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core/engine.h Normal file
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#pragma once
#include "common.h"
#include "engine_node.h"
#include <SDL2/SDL.h>
#include <sys/time.h>
//the base engine object, which represents the state of the game
typedef struct _engine {
//engine stuff
EngineNode* root;
struct timeval simTime;
struct timeval realTime;
bool running;
//SDL stuff
SDL_Window* window;
SDL_Renderer* renderer;
int screenWidth;
int screenHeight;
} Engine;
//APIs for initializing the engine
CORE_API void initEngine(Engine* engine);
CORE_API void freeEngine(Engine* engine);
CORE_API void execEngine(Engine* engine);

2
core/engine_node.c Normal file
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#include "engine_node.h"

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core/engine_node.h Normal file
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#pragma once
#include "common.h"
//forward declare
typedef struct _engineNode EngineNode;
typedef struct _engine Engine;
//the interface function
typedef void (*EngineNodeFn)(EngineNode* self, Engine* engine);
//the node object, which forms a tree
typedef struct _engineNode {
//use Toy's memory model
void* children;
int capacity;
int count;
EngineNodeFn onInit;
EngineNodeFn onStep;
EngineNodeFn onFree;
} EngineNode;

43
core/makefile Normal file
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CC=gcc
IDIR+=.
CFLAGS+=$(addprefix -I,$(IDIR)) -DSDL_MAIN_HANDLED -g -Wall -W -pedantic -Wno-unused-parameter -Wno-unused-function -Wno-unused-variable
LIBS+=-lSDL2
ODIR = obj
SRC = $(wildcard *.c)
OBJ = $(addprefix $(ODIR)/,$(SRC:.c=.o))
OUTNAME=core
ifeq ($(findstring CYGWIN, $(shell uname)),CYGWIN)
LIBLINE =-Wl,--out-implib=$(CORE_OUTDIR)/lib$(OUTNAME).dll.a -Wl,--export-all-symbols -Wl,--enable-auto-import -Wl,--whole-archive $(OBJ) -Wl,--no-whole-archive
OUT=$(CORE_OUTDIR)/$(OUTNAME).dll
else ifeq ($(shell uname),Linux)
# No linux for the time being
else ifeq ($(OS),Windows_NT)
LIBLINE =-Wl,--out-implib=$(CORE_OUTDIR)/lib$(OUTNAME).dll.a -Wl,--export-all-symbols -Wl,--enable-auto-import -Wl,--whole-archive $(OBJ) -Wl,--no-whole-archive
OUT=$(CORE_OUTDIR)/$(OUTNAME).dll
else
@echo "Platform test failed - what platform is this?"
exit 1
endif
library: $(OBJ)
$(CC) -DCORE_EXPORT $(CFLAGS) -shared -o $(OUT) $(LIBLINE) $(LIBS)
static: $(OBJ)
ar crs $(CORE_OUTDIR)/lib$(OUTNAME).a $(OBJ) $(LIBS)
$(OBJ): | $(ODIR)
$(ODIR):
mkdir $(ODIR)
$(ODIR)/%.o: %.c
$(CC) -c -o $@ $< $(CFLAGS)
.PHONY: clean
clean:
$(RM) $(ODIR)

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export OUTDIR = out
export LIBDIR = lib
export TOY_OUTDIR = ../$(LIBDIR)
export CORE_OUTDIR = ../$(LIBDIR)
all: $(OUTDIR) $(LIBDIR) toy
all: $(OUTDIR) $(LIBDIR) toy core
$(MAKE) -C source
cp $(LIBDIR)/*.dll $(OUTDIR)
toy: $(LIBDIR)
$(MAKE) -C Toy/source
core: $(LIBDIR)
$(MAKE) -C core
$(OUTDIR):
mkdir $(OUTDIR)

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//This "hello world" was borrowed from the net
//https://gist.github.com/fschr/92958222e35a823e738bb181fe045274
#include "engine.h"
// SDL2 Hello, World!
// This should display a white screen for 2 seconds
// compile with: clang++ main.cpp -o hello_sdl2 -lSDL2
// run with: ./hello_sdl2
#include <SDL2/SDL.h>
#include <stdio.h>
int main(int argc, char* argv[]) {
Engine engine = { .screenWidth = 640, .screenHeight = 480 };
#include "lexer.h"
#include "parser.h"
#include "compiler.h"
#include "interpreter.h"
initEngine(&engine);
execEngine(&engine);
freeEngine(&engine);
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
int main(int argc, char* args[]) {
SDL_Window* window = NULL;
SDL_Surface* screenSurface = NULL;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "could not initialize sdl2: %s\n", SDL_GetError());
return 1;
}
window = SDL_CreateWindow(
"hello_sdl2",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN
);
if (window == NULL) {
fprintf(stderr, "could not create window: %s\n", SDL_GetError());
return 1;
}
screenSurface = SDL_GetWindowSurface(window);
SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 0xFF, 0xFF, 0xFF));
SDL_UpdateWindowSurface(window);
//hacked in to test linking
{
//source
char* source = "print \"Hello world!\";";
//test basic compilation & collation
Lexer lexer;
Parser parser;
Compiler compiler;
Interpreter interpreter;
initLexer(&lexer, source);
initParser(&parser, &lexer);
initCompiler(&compiler);
initInterpreter(&interpreter);
Node* node = scanParser(&parser);
//write
writeCompiler(&compiler, node);
//collate
int size = 0;
unsigned char* bytecode = collateCompiler(&compiler, &size);
//run
runInterpreter(&interpreter, bytecode, size);
//cleanup
freeNode(node);
freeParser(&parser);
freeCompiler(&compiler);
freeInterpreter(&interpreter);
}
SDL_Delay(2000);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
return 0;
}

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CC=gcc
IDIR+=. ../Toy/source
IDIR+=. ../Toy/source ../core
CFLAGS+=$(addprefix -I,$(IDIR)) -DSDL_MAIN_HANDLED -g -Wall -W -pedantic -Wno-unused-parameter -Wno-unused-function -Wno-unused-variable
LIBS+=-lSDL2 -ltoy
LIBS+=-lSDL2 -ltoy -lcore
ODIR = obj
SRC = $(wildcard *.c)