Got the basics of sprites working

This commit is contained in:
JJ Bliss
2026-04-25 19:43:13 -04:00
parent 81abb061b3
commit c94e19c434
3 changed files with 166 additions and 54 deletions
+49 -49
View File
@@ -17,13 +17,13 @@ export fn main() void = {
const win = sdl3::CreateWindow(
c::nulstr("Meadow\0"),
WIDTH, HEIGHT, 0)!;
WIDTH, HEIGHT, sdl3::WindowFlags::RESIZABLE)!;
defer sdl3::DestroyWindow(win);
const render = sdl3::CreateRenderer(win, null)!;
defer sdl3::DestroyRenderer(render);
sdl3::SetRenderDrawColor(render, 0, 0, 128, 255)!;
sdl3::SetRenderVSync(render,1)!;
// const img = image::LoadTexture(render, c::nulstr("./assets/mascot.jpg\0"))!;
// defer sdl3::DestroyTexture(img);
@@ -58,8 +58,12 @@ export fn main() void = {
let path = os::args[1];
let state: *uxn::uxn = uxn::uxn_init(path)!;
uxn::uxn_reset(state);
let next_refresh: u64 = 0;
const perf_freq: u64 = sdl3::GetPerformanceFrequency();
const frame_interval = perf_freq / 60;
const ms_interval = perf_freq / 1000;
for (run) {
//UXN stuff
const now: u64 = sdl3::GetPerformanceCounter();
if(state.running){
// fmt::printf("Next Step!\n")!;
uxn::uxn_step(state)!;
@@ -115,25 +119,31 @@ export fn main() void = {
};
};
};
if(now >= next_refresh){
next_refresh = now + frame_interval;
if(state.screen_vector != 0){
uxn::uxn_eval(state.screen_vector, state)!;
};
};
if(state.screen_size_changed){
let dims = uxn::get_window_size(state);
// fmt::printfln("Setting window to width: {:x} height: {:x}", dims.width, dims.height)!;
if((dims.width != 0) && (dims.height !=0)){
//TODO, check current dims
//
sdl3::DestroyTexture(meadow_texture);
let w: int = dims.width: int;
let h: int = dims.height: int;
fmt::printfln("Setting window to width: {} height: {}", w, h)!;
sdl3::SetWindowSize(win,w,h)!;
meadow_texture = sdl3::CreateTexture(render,
sdl3::PixelFormat::XRGB4444,
sdl3::TextureAccess::STATIC,
w,
h)!;
state.screen_update = true;
};
@@ -142,34 +152,23 @@ export fn main() void = {
};
if(state.screen_update){
let pcount = 0;
const dims = uxn::get_window_size(state);
for(let y: u16 = 0; y <= dims.height: u16; y+=1 ){
for(let x: u16 = 0; x <= dims.width: u16; x+=1 ){
let colshort: u16 = uxn::get_color(x,y,state);
//take 16-bit color and transform to 32-bit number
//XRGB -> XXRXGXBX
// const r = (colshort & 0x0F00): u32 << (3*4);
// const g = (colshort & 0x00F0): u32 << (2*4);
// const b = (colshort & 0x000F): u32 << (1*4);
// const color: u32 = r | g | b;
// const data = pixeldata: *[*]u32; //
// if(colshort !=0x0fff){
// fmt::printfln("Pixel x: {:x} y: {:x} color: {:x}", x, y, colshort)!;
// };
// fmt::printfln("Pixel x: {} y: {} color: {:x} pcount: {:x}", x, y, colshort, pcount)!;
if(y == 0 && x < 64) colshort = 0;
const index: u32 = y: u32 * dims.width: u32 + x: u32;
// if(index < 10) fmt::printfln("pcount: {} index: {} x: {} y: {}", pcount, index, x, y)!;
pixeldata[index] = colshort;
pcount +=1;
};
// pixeldata[pcount] = 0;
// pcount += 4096;
};
const pitch: int = dims.width: int * 2;
fmt::printfln("Pitch is {}", pitch)!;
// fmt::printfln("Pitch is {}", pitch)!;
if(pitch > 0) sdl3::UpdateTexture(meadow_texture, null, pixeldata, pitch)!;
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderPresent(render)!;
state.screen_update = false;
};
@@ -178,38 +177,39 @@ export fn main() void = {
for (sdl3::PollEvent(&ev)) {
if (ev.event_type == sdl3::EventType::QUIT) {
run = false;
}else if(ev.event_type == sdl3::EventType::WINDOW_RESIZED){
let dims = uxn::get_window_size(state);
let w = ev.window.data1;
let h = ev.window.data2;
if((dims.width != w: u16) || (dims.height != h: u16)){
// fmt::println("Dimensions not allowed!")!;
//TODO handle this maybe
sdl3::DestroyTexture(meadow_texture);
let old_w: int = dims.width: int;
let old_h: int = dims.height: int;
fmt::printfln("Setting window to width: {} height: {}", w, h)!;
sdl3::SetWindowSize(win,w,h)!;
meadow_texture = sdl3::CreateTexture(render,
sdl3::PixelFormat::XRGB4444,
sdl3::TextureAccess::STATIC,
w,
h)!;
state.screen_update = true;
};
};
};
sdl3::RenderClear(render)!;
// sdl3::RenderClear(render)!;
// sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
// sdl3::RenderPresent(render)!;
// sdl3::Delay(1000 / 60);
// sdl3::RenderTexture(render, img, null, &sdl3::FRect {
// x = x: f32,
// y = y: f32,
// w = w: f32,
// h = h: f32,
// })!;
sdl3::RenderPresent(render)!;
sdl3::Delay(1000 / 60);
// x += xd;
// y += yd;
// if (x + w >= WIDTH) {
// xd = -1;
// };
// if (x <= 0) {
// xd = 1;
// };
// if (y + h >= HEIGHT) {
// yd = -1;
// };
// if (y <= 0) {
// yd = 1;
// };
sdl3::get_error()!;
};