kble/src/main.zig

143 lines
4.5 KiB
Zig

// SPDX-License-Identifier: MIT
// Copyright (c) 2021 KikooDX
// This file is part of [KBLE](https://sr.ht/~kikoodx/kble), which is
// MIT licensed. The MIT license requires this copyright notice to be
// included in all copies and substantial portions of the software.
const ray = @cImport({
@cInclude("raylib.h");
});
const std = @import("std");
const assert = std.debug.assert;
const format = std.fmt.format;
const log = std.log.default.debug;
const maxInt = std.math.maxInt;
const Level = @import("level.zig");
const Vec2 = @import("vec2.zig");
const movement = @import("movement.zig");
const scaling = @import("scaling.zig");
const actions = @import("actions.zig");
const ActionsDef = actions.ActionsDef;
const ActionCat = actions.ActionCat;
const char_range = 255;
pub fn main() !void {
// Create allocator
var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
defer arena.deinit();
const allocator = &arena.allocator;
// Create window.
ray.SetConfigFlags(ray.FLAG_WINDOW_RESIZABLE);
ray.InitWindow(640, 480, "KBLE");
defer ray.CloseWindow();
// Limit FPS for performance.
ray.SetTargetFPS(60);
// Create level.
var level: Level = try Level.init(allocator, 16, 16);
defer level.deinit(allocator);
// Create camera.
var camera: Vec2 = Vec2.init(0, 0);
// Init scale, used by drawing code.
var scale: scaling.scale_type = scaling.scale_default;
// Create cursor.
var cursor: Vec2 = Vec2.init(0, 0);
// Create binding "table".
var bindings = [_]*const actions.Action{&actions.ActionsDef.none} ** char_range;
// Set default bindings.
// Movement.
bindings['h'] = &ActionsDef.move_left;
bindings['H'] = &ActionsDef.move_LEFT;
bindings['j'] = &ActionsDef.move_down;
bindings['J'] = &ActionsDef.move_DOWN;
bindings['k'] = &ActionsDef.move_up;
bindings['K'] = &ActionsDef.move_UP;
bindings['l'] = &ActionsDef.move_right;
bindings['L'] = &ActionsDef.move_RIGHT;
bindings['y'] = &ActionsDef.move_up_left;
bindings['Y'] = &ActionsDef.move_UP_LEFT;
bindings['u'] = &ActionsDef.move_up_right;
bindings['U'] = &ActionsDef.move_UP_RIGHT;
bindings['b'] = &ActionsDef.move_down_left;
bindings['B'] = &ActionsDef.move_DOWN_LEFT;
bindings['n'] = &ActionsDef.move_down_right;
bindings['N'] = &ActionsDef.move_DOWN_RIGHT;
// Scale.
bindings['='] = &ActionsDef.scale_reset;
bindings['+'] = &ActionsDef.scale_up;
bindings['-'] = &ActionsDef.scale_down;
// Create input buffer.
const input_buffer_len = 255;
var input_buffer: [input_buffer_len]u32 = undefined;
comptime {
var i: u8 = 0;
while (i < input_buffer_len) : (i += 1) {
input_buffer[i] = 0;
}
}
var input_cursor: u8 = 0;
while (!ray.WindowShouldClose()) {
{
// 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();
}
}
// Process buffer content.
// Read the buffer backwards. This is placeholder logic.
while (input_cursor > 0) {
input_cursor -= 1;
const key = if (input_buffer[input_cursor] <= char_range)
input_buffer[input_cursor]
else
0;
const action: actions.Action = bindings[key].*;
switch (action.category) {
.none => {},
.movement => {
const selection_update: movement.SelectionUpdate =
action.function_move(&cursor, 1, action.toggle);
if (selection_update.active) {
level.apply_selection_update(selection_update);
}
},
.verb => {
action.function_verb(&level);
},
.scale => {
scale = action.function_scale(scale);
},
}
}
ray.BeginDrawing();
defer ray.EndDrawing();
ray.ClearBackground(ray.BLACK);
level.draw(scale, camera);
level.draw_selection(scale, camera);
//ray.DrawFPS(0, 0);
}
}