kble/src/main.zig

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const ray = @cImport({
@cInclude("raylib.h");
});
const std = @import("std");
const assert = std.debug.assert;
const format = std.fmt.format;
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const log = std.log.default.debug;
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const maxInt = std.math.maxInt;
const Level = @import("level.zig");
const Vec2 = @import("vec2.zig");
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const movement = @import("movement.zig");
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pub fn main() !void {
// Create allocator
var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
defer arena.deinit();
const allocator = &arena.allocator;
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// Create window.
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ray.SetConfigFlags(ray.FLAG_WINDOW_RESIZABLE);
ray.InitWindow(640, 480, "KBLE");
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defer ray.CloseWindow();
// Limit FPS for performance.
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ray.SetTargetFPS(60);
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// Create level.
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var level: Level = try Level.init(allocator, 16, 16);
defer level.deinit(allocator);
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// Create camera.
var camera: Vec2 = Vec2.init(0, 0);
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// Scale, used by drawing code.
const scale_type = u16;
const scale_default = 16;
var scale: scale_type = scale_default;
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// Create cursor.
var cursor: Vec2 = Vec2.init(0, 0);
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// Create input buffer (ASCII).
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const input_buffer_len = 255;
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var input_buffer: [input_buffer_len]u32 = undefined;
comptime {
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var i: u8 = 0;
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while (i < input_buffer_len) : (i += 1) {
input_buffer[i] = 0;
}
}
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var input_cursor: u8 = 0;
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while (!ray.WindowShouldClose()) {
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// Get keyboard input.
var key = ray.GetCharPressed();
// Check if more characters have been pressed.
while (key != 0) {
// Add key to buffer.
input_buffer[input_cursor] = @intCast(u32, key);
input_cursor += 1;
// Avoid writing out of memory.
if (input_cursor >= input_buffer_len)
input_cursor = input_buffer_len - 1;
key = ray.GetCharPressed();
}
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// Process buffer content.
// Read the buffer backwards. This is placeholder logic.
while (input_cursor > 0) {
input_cursor -= 1;
const action = input_buffer[input_cursor];
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var selection_update: movement.SelectionUpdate = undefined;
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// Zoom. TODO: move to functions.
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switch (action) {
// Movement.
'h' => selection_update = movement.move_left(&cursor, 1, true),
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'j' => selection_update = movement.move_down(&cursor, 1, true),
'k' => selection_update = movement.move_up(&cursor, 1, true),
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'l' => selection_update = movement.move_right(&cursor, 1, true),
'H' => selection_update = movement.move_left(&cursor, 1, false),
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'J' => selection_update = movement.move_down(&cursor, 1, false),
'K' => selection_update = movement.move_up(&cursor, 1, false),
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'L' => selection_update = movement.move_right(&cursor, 1, false),
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// Diagonals and rectangle selection.
'y' => selection_update = movement.move_up_left(&cursor, 1, true),
'u' => selection_update = movement.move_up_right(&cursor, 1, true),
'b' => selection_update = movement.move_down_left(&cursor, 1, true),
'n' => selection_update = movement.move_down_right(&cursor, 1, true),
'Y' => selection_update = movement.move_up_left(&cursor, 1, false),
'U' => selection_update = movement.move_up_right(&cursor, 1, false),
'B' => selection_update = movement.move_down_left(&cursor, 1, false),
'N' => selection_update = movement.move_down_right(&cursor, 1, false),
// Actions.
'd' => level.action_delete(),
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// Zoom (pog feature).
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'-' => if (scale > 3) {
scale -= 1;
},
'+' => if (scale < comptime maxInt(scale_type)) {
scale += 1;
},
// Reset zoom.
'0' => scale = scale_default,
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else => log("No action mapped to key {}.", .{action}),
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}
if (selection_update.exclusive != undefined)
level.apply_selection_update(selection_update);
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}
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ray.BeginDrawing();
defer ray.EndDrawing();
ray.ClearBackground(ray.BLACK);
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level.draw(scale, camera);
level.draw_selection(scale, camera);
//ray.DrawFPS(0, 0);
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}
}