/* * Main game module with entry point and game loop. * * The game module sets up the window and GL context and defers the core game * logic to a plugin. */ #define _GNU_SOURCE 200112L // For readlink() #include "game.h" #include "plugins/plugin.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #undef _GNU_SOURCE static const int WIDTH = 1350; static const int HEIGHT = 900; static const int MAX_FPS = 60; typedef struct GfxAppState { Game game; } GfxAppState; /// Initialize the game's plugin. static bool init_plugin(Game* game) { assert(game); assert(game->plugin); // Plugin state is allowed to be null, either when the plugin does not // expose an init() or when init() does not initialize a state. if (plugin_resolve(game->plugin, plugin_init, "init")) { State* plugin_state = 0; if (!plugin_call(game->plugin, plugin_init, "init", game, &plugin_state)) { return false; } set_plugin_state(game->plugin, plugin_state); } return true; // Plugin does not need to expose an init(). } /// Shutdown the game's plugin. /// The game's plugin is allowed to be null in the call to this function. static void shutdown_plugin(Game* game) { assert(game); if (game->plugin && (plugin_resolve(game->plugin, plugin_shutdown, "shutdown"))) { void* plugin_state = get_plugin_state(game->plugin); plugin_call(game->plugin, plugin_shutdown, "shutdown", game, plugin_state); set_plugin_state(game->plugin, 0); } } /// Boot the game's plugin. static bool boot_plugin(Game* game) { assert(game); assert(game->plugin); if (plugin_resolve(game->plugin, plugin_boot, "boot")) { void* plugin_state = get_plugin_state(game->plugin); return plugin_call(game->plugin, plugin_boot, "boot", game, plugin_state); } return true; // Plugin does not need to expose a boot(). } /// Update the plugin's state. static void update_plugin(Game* game, double t, double dt) { assert(game); assert(game->plugin); if (plugin_resolve(game->plugin, plugin_update, "update")) { void* plugin_state = get_plugin_state(game->plugin); plugin_call( game->plugin, plugin_update, "update", game, plugin_state, t, dt); } } /// Plugin render. static void render_plugin(const Game* game) { assert(game); assert(game->plugin); if (plugin_resolve(game->plugin, plugin_render, "render")) { void* plugin_state = get_plugin_state(game->plugin); plugin_call(game->plugin, plugin_render, "render", game, plugin_state); } } /// Plugin resize. static void resize_plugin(Game* game, int width, int height) { assert(game); assert(game->plugin); if (plugin_resolve(game->plugin, plugin_resize, "resize")) { void* plugin_state = get_plugin_state(game->plugin); plugin_call( game->plugin, plugin_resize, "resize", game, plugin_state, width, height); } } void app_end(Game* game); bool app_init(Game* game, int argc, const char** argv) { assert(game); if (argc <= 1) { LOGE("Usage: %s [plugin args]", argv[0]); return false; } // Syntax: game [plugin args] // // Here we consume the arg so that plugins receive the remainder // args starting from 0. game->argc = argc - 1; game->argv = argv + 1; char exe_path_buf[NAME_MAX] = {0}; if (readlink("/proc/self/exe", exe_path_buf, sizeof(exe_path_buf)) == -1) { LOGE("readlink(/proc/self/exe) failed"); goto cleanup; } // Replace the last / with a null terminator to remove the exe file from the // path. This gets the file's parent directory. *strrchr(exe_path_buf, '/') = 0; const mstring exe_dir = mstring_make(exe_path_buf); const mstring plugins_path = mstring_concat_cstr(exe_dir, "/src/plugins"); if (!(game->plugin_engine = new_plugin_engine( &(PluginEngineDesc){.plugins_dir = mstring_cstr(&plugins_path)}))) { goto cleanup; } const char* plugin = argv[1]; if (!(game->plugin = load_plugin(game->plugin_engine, plugin))) { goto cleanup; } if (!(game->gfx = gfx_init())) { goto cleanup; } if (!init_plugin(game)) { goto cleanup; } if (!boot_plugin(game)) { goto cleanup; } return true; cleanup: LOGE("Gfx error: %s", get_error()); app_end(game); return false; } void app_end(Game* game) { assert(game); shutdown_plugin(game); if (game->gfx) { gfx_destroy(&game->gfx); } if (game->plugin) { delete_plugin(&game->plugin); } if (game->plugin_engine) { delete_plugin_engine(&game->plugin_engine); } } void app_update(Game* game, double t, double dt) { plugin_engine_update(game->plugin_engine); if (plugin_reloaded(game->plugin)) { shutdown_plugin(game); const bool result = init_plugin(game); assert(result); // TODO: handle error better. // Trigger a resize just like the initial resize that occurs when the gfx // application starts. resize_plugin(game, game->width, game->height); } update_plugin(game, t, dt); } void app_render(const Game* game) { RenderBackend* render_backend = gfx_get_render_backend(game->gfx); gfx_start_frame(render_backend); render_plugin(game); gfx_end_frame(render_backend); } void app_resize(Game* game, int width, int height) { game->width = width; game->height = height; RenderBackend* render_backend = gfx_get_render_backend(game->gfx); gfx_set_viewport(render_backend, width, height); resize_plugin(game, width, height); } GFX_APP_MAIN(WIDTH, HEIGHT, MAX_FPS, "Game");