examples: Smush game/01-snake into one source file, clean up some things.

This commit is contained in:
Ryan C. Gordon 2024-08-30 13:41:51 -04:00
parent 906044569d
commit f6fc5e2881
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4 changed files with 202 additions and 231 deletions

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@ -188,7 +188,7 @@ add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simpl
add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
add_sdl_example_executable(game-snake SOURCES game/01-snake/main.c game/01-snake/snake.c)
add_sdl_example_executable(game-snake SOURCES game/01-snake/snake.c)
if(PSP)

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@ -1,155 +0,0 @@
/*
* This example code implements a Snake game that showcases some of the
* functionalities of SDL, such as timer callbacks and event handling.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdlib.h> /* malloc(), free() */
#include "snake.h"
#define STEP_RATE_IN_MILLISECONDS 125
#define SNAKE_BLOCK_SIZE_IN_PIXELS 24
#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH)
#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT)
typedef struct
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_TimerID step_timer;
SnakeContext snake_ctx;
} AppState;
static Uint32 sdl_timer_callback_(void *payload, SDL_TimerID timer_id, Uint32 interval)
{
/* NOTE: snake_step is not called here directly for multithreaded concerns. */
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_USER;
SDL_PushEvent(&event);
return interval;
}
static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
{
switch (key_code) {
/* Quit. */
case SDL_SCANCODE_ESCAPE:
case SDL_SCANCODE_Q:
return SDL_APP_SUCCESS;
/* Restart the game as if the program was launched. */
case SDL_SCANCODE_R:
snake_initialize(ctx, SDL_rand);
break;
/* Decide new direction of the snake. */
case SDL_SCANCODE_RIGHT:
snake_redir(ctx, SNAKE_DIR_RIGHT);
break;
case SDL_SCANCODE_UP:
snake_redir(ctx, SNAKE_DIR_UP);
break;
case SDL_SCANCODE_LEFT:
snake_redir(ctx, SNAKE_DIR_LEFT);
break;
case SDL_SCANCODE_DOWN:
snake_redir(ctx, SNAKE_DIR_DOWN);
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
static void set_rect_xy_(SDL_FRect *r, short x, short y)
{
r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS);
r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
AppState *as;
SnakeContext *ctx;
SDL_FRect r;
unsigned i;
unsigned j;
int ct;
as = (AppState *)appstate;
ctx = &as->snake_ctx;
r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS;
SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, 255);
SDL_RenderClear(as->renderer);
for (i = 0; i < SNAKE_GAME_WIDTH; i++) {
for (j = 0; j < SNAKE_GAME_HEIGHT; j++) {
ct = snake_cell_at(ctx, i, j);
if (ct == SNAKE_CELL_NOTHING)
continue;
set_rect_xy_(&r, i, j);
if (ct == SNAKE_CELL_FOOD)
SDL_SetRenderDrawColor(as->renderer, 0, 0, 128, 255);
else /* body */
SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, 255);
SDL_RenderFillRect(as->renderer, &r);
}
}
SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, 255); /*head*/
set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos);
SDL_RenderFillRect(as->renderer, &r);
SDL_RenderPresent(as->renderer);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
(void)argc;
(void)argv;
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
return SDL_APP_FAILURE;
}
SDL_SetHint("SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR", "0");
AppState *as = malloc(sizeof(AppState));
*appstate = as;
as->step_timer = 0;
if (!SDL_CreateWindowAndRenderer("examples/game/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
return SDL_APP_FAILURE;
}
snake_initialize(&as->snake_ctx, SDL_rand);
as->step_timer = SDL_AddTimer(
STEP_RATE_IN_MILLISECONDS,
sdl_timer_callback_,
NULL);
if (as->step_timer == 0) {
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
{
SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_USER:
snake_step(ctx, SDL_rand);
break;
case SDL_EVENT_KEY_DOWN:
return handle_key_event_(ctx, event->key.scancode);
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate)
{
if (appstate != NULL) {
AppState *as = (AppState *)appstate;
SDL_RemoveTimer(as->step_timer);
SDL_DestroyRenderer(as->renderer);
SDL_DestroyWindow(as->window);
free(as);
}
}

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@ -4,24 +4,89 @@
*
* This code is public domain. Feel free to use it for any purpose!
*/
#include "snake.h"
#include <limits.h> /* CHAR_BIT, CHAR_MAX */
#include <string.h> /* memcpy() */
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#define STEP_RATE_IN_MILLISECONDS 125
#define SNAKE_BLOCK_SIZE_IN_PIXELS 24
#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH)
#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT)
#define SNAKE_GAME_WIDTH 24U
#define SNAKE_GAME_HEIGHT 18U
#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */
#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS)
typedef enum
{
SNAKE_CELL_NOTHING = 0U,
SNAKE_CELL_SRIGHT = 1U,
SNAKE_CELL_SUP = 2U,
SNAKE_CELL_SLEFT = 3U,
SNAKE_CELL_SDOWN = 4U,
SNAKE_CELL_FOOD = 5U
} SnakeCell;
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
typedef enum
{
SNAKE_DIR_RIGHT,
SNAKE_DIR_UP,
SNAKE_DIR_LEFT,
SNAKE_DIR_DOWN
} SnakeDirection;
typedef struct
{
unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U];
char head_xpos;
char head_ypos;
char tail_xpos;
char tail_ypos;
char next_dir;
char inhibit_tail_step;
unsigned occupied_cells;
} SnakeContext;
typedef Sint32 (SDLCALL *RandFunc)(Sint32 n);
typedef struct
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_TimerID step_timer;
SnakeContext snake_ctx;
} AppState;
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
{
const int shift = SHIFT(x, y);
unsigned short range;
SDL_memcpy(&range, ctx->cells + (shift / 8), sizeof(range));
return (SnakeCell)((range >> (shift % 8)) & THREE_BITS);
}
static void set_rect_xy_(SDL_FRect *r, short x, short y)
{
r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS);
r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
}
static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct)
{
const int shift = SHIFT(x, y);
const int adjust = shift % CHAR_BIT;
unsigned char *const pos = ctx->cells + (shift / CHAR_BIT);
const int adjust = shift % 8;
unsigned char *const pos = ctx->cells + (shift / 8);
unsigned short range;
memcpy(&range, pos, sizeof(range));
SDL_memcpy(&range, pos, sizeof(range));
range &= ~(THREE_BITS << adjust); /* clear bits */
range |= (ct & THREE_BITS) << adjust;
memcpy(pos, &range, sizeof(range));
SDL_memcpy(pos, &range, sizeof(range));
}
static int are_cells_full_(SnakeContext *ctx)
@ -31,11 +96,9 @@ static int are_cells_full_(SnakeContext *ctx)
static void new_food_pos_(SnakeContext *ctx, RandFunc rand)
{
char x;
char y;
for (;;) {
x = (char) rand(SNAKE_GAME_WIDTH);
y = (char) rand(SNAKE_GAME_HEIGHT);
while (SDL_TRUE) {
const char x = (char) rand(SNAKE_GAME_WIDTH);
const char y = (char) rand(SNAKE_GAME_HEIGHT);
if (snake_cell_at(ctx, x, y) == SNAKE_CELL_NOTHING) {
put_cell_at_(ctx, x, y, SNAKE_CELL_FOOD);
break;
@ -46,7 +109,7 @@ static void new_food_pos_(SnakeContext *ctx, RandFunc rand)
void snake_initialize(SnakeContext *ctx, RandFunc rand)
{
int i;
memset(ctx, 0, sizeof ctx->cells);
SDL_zeroa(ctx->cells);
ctx->head_xpos = ctx->tail_xpos = SNAKE_GAME_WIDTH / 2;
ctx->head_ypos = ctx->tail_ypos = SNAKE_GAME_HEIGHT / 2;
ctx->next_dir = SNAKE_DIR_RIGHT;
@ -65,16 +128,18 @@ void snake_redir(SnakeContext *ctx, SnakeDirection dir)
if ((dir == SNAKE_DIR_RIGHT && ct != SNAKE_CELL_SLEFT) ||
(dir == SNAKE_DIR_UP && ct != SNAKE_CELL_SDOWN) ||
(dir == SNAKE_DIR_LEFT && ct != SNAKE_CELL_SRIGHT) ||
(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP))
(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP)) {
ctx->next_dir = dir;
}
}
static void wrap_around_(char *val, char max)
{
if (*val < 0)
if (*val < 0) {
*val = max - 1;
if (*val > max - 1)
} else if (*val > max - 1) {
*val = 0;
}
}
void snake_step(SnakeContext *ctx, RandFunc rand)
@ -145,10 +210,125 @@ void snake_step(SnakeContext *ctx, RandFunc rand)
}
}
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
static Uint32 sdl_timer_callback_(void *payload, SDL_TimerID timer_id, Uint32 interval)
{
const int shift = SHIFT(x, y);
unsigned short range;
memcpy(&range, ctx->cells + (shift / CHAR_BIT), sizeof(range));
return (SnakeCell)((range >> (shift % CHAR_BIT)) & THREE_BITS);
/* NOTE: snake_step is not called here directly for multithreaded concerns. */
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_USER;
SDL_PushEvent(&event);
return interval;
}
static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
{
switch (key_code) {
/* Quit. */
case SDL_SCANCODE_ESCAPE:
case SDL_SCANCODE_Q:
return SDL_APP_SUCCESS;
/* Restart the game as if the program was launched. */
case SDL_SCANCODE_R:
snake_initialize(ctx, SDL_rand);
break;
/* Decide new direction of the snake. */
case SDL_SCANCODE_RIGHT:
snake_redir(ctx, SNAKE_DIR_RIGHT);
break;
case SDL_SCANCODE_UP:
snake_redir(ctx, SNAKE_DIR_UP);
break;
case SDL_SCANCODE_LEFT:
snake_redir(ctx, SNAKE_DIR_LEFT);
break;
case SDL_SCANCODE_DOWN:
snake_redir(ctx, SNAKE_DIR_DOWN);
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
AppState *as;
SnakeContext *ctx;
SDL_FRect r;
unsigned i;
unsigned j;
int ct;
as = (AppState *)appstate;
ctx = &as->snake_ctx;
r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS;
SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, 255);
SDL_RenderClear(as->renderer);
for (i = 0; i < SNAKE_GAME_WIDTH; i++) {
for (j = 0; j < SNAKE_GAME_HEIGHT; j++) {
ct = snake_cell_at(ctx, i, j);
if (ct == SNAKE_CELL_NOTHING)
continue;
set_rect_xy_(&r, i, j);
if (ct == SNAKE_CELL_FOOD)
SDL_SetRenderDrawColor(as->renderer, 0, 0, 128, 255);
else /* body */
SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, 255);
SDL_RenderFillRect(as->renderer, &r);
}
}
SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, 255); /*head*/
set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos);
SDL_RenderFillRect(as->renderer, &r);
SDL_RenderPresent(as->renderer);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
return SDL_APP_FAILURE;
}
AppState *as = SDL_calloc(1, sizeof(AppState));
*appstate = as;
if (!SDL_CreateWindowAndRenderer("examples/game/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
return SDL_APP_FAILURE;
}
snake_initialize(&as->snake_ctx, SDL_rand);
as->step_timer = SDL_AddTimer(STEP_RATE_IN_MILLISECONDS, sdl_timer_callback_, NULL);
if (as->step_timer == 0) {
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
{
SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_USER:
snake_step(ctx, SDL_rand);
break;
case SDL_EVENT_KEY_DOWN:
return handle_key_event_(ctx, event->key.scancode);
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate)
{
if (appstate != NULL) {
AppState *as = (AppState *)appstate;
SDL_RemoveTimer(as->step_timer);
SDL_DestroyRenderer(as->renderer);
SDL_DestroyWindow(as->window);
SDL_free(as);
}
}

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@ -1,54 +0,0 @@
/*
* Interface definition of the Snake game.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#ifndef SNAKE_H
#define SNAKE_H
#include <SDL3/SDL.h>
#define SNAKE_GAME_WIDTH 24U
#define SNAKE_GAME_HEIGHT 18U
#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
typedef enum
{
SNAKE_CELL_NOTHING = 0U,
SNAKE_CELL_SRIGHT = 1U,
SNAKE_CELL_SUP = 2U,
SNAKE_CELL_SLEFT = 3U,
SNAKE_CELL_SDOWN = 4U,
SNAKE_CELL_FOOD = 5U
} SnakeCell;
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
typedef enum
{
SNAKE_DIR_RIGHT,
SNAKE_DIR_UP,
SNAKE_DIR_LEFT,
SNAKE_DIR_DOWN
} SnakeDirection;
typedef struct
{
unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U];
char head_xpos;
char head_ypos;
char tail_xpos;
char tail_ypos;
char next_dir;
char inhibit_tail_step;
unsigned occupied_cells;
} SnakeContext;
typedef Sint32 (SDLCALL *RandFunc)(Sint32 n);
void snake_initialize(SnakeContext *ctx, RandFunc rand);
void snake_redir(SnakeContext *ctx, SnakeDirection dir);
void snake_step(SnakeContext *ctx, RandFunc rand);
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y);
#endif /* SNAKE_H */