├── INSTALL.TXT ├── LICENCE.txt ├── Makefile ├── README.rst ├── SDL2 └── updatesdl.sh ├── assets ├── calvin.ttf ├── character.png ├── ground.png ├── heroic.ogg ├── map1.tmx ├── shot.png ├── splash.png ├── swish-2.ogg ├── swish.ogg ├── tiles.png └── yoster.ttf ├── common.c ├── list.c ├── main.c ├── mxml └── update.sh ├── sprite.c └── tmx.c /INSTALL.TXT: -------------------------------------------------------------------------------- 1 | Before compiling SDL2 it is necessary/better to have some dev libraries and headers installed: 2 | 3 | $ apt-get install libvorbis-dev libsmpeg-dev libasound2-dev libpulse-dev libpng-dev libfreetype6-dev autoconf 4 | 5 | Then 6 | 7 | $ cd SDL2 8 | $ ./updatesdl.sh 9 | $ cd .. 10 | $ cd mxml 11 | $ ./update.sh 12 | 13 | To test main.c 14 | 15 | $ make && ./glapp 16 | 17 | -------------------------------------------------------------------------------- /LICENCE.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) 2015, Batiste Bieler 2 | All rights reserved. 3 | 4 | Redistribution and use in source and binary forms, with or without 5 | modification, are permitted provided that the following conditions are met: 6 | * Redistributions of source code must retain the above copyright 7 | notice, this list of conditions and the following disclaimer. 8 | * Redistributions in binary form must reproduce the above copyright 9 | notice, this list of conditions and the following disclaimer in the 10 | documentation and/or other materials provided with the distribution. 11 | * The names of its contributors cannot be used to endorse or promote products 12 | derived from this software without specific prior written permission. 13 | 14 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 15 | ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 16 | WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 17 | DISCLAIMED. IN NO EVENT SHALL BATISTE BIELER BE LIABLE FOR ANY 18 | DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 19 | (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 20 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 21 | ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 23 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -------------------------------------------------------------------------------- /Makefile: -------------------------------------------------------------------------------- 1 | CFLAGS = 2 | SDLFLAGS = $(shell SDL2/sdl2-x86/bin/sdl2-config --libs --cflags) -lSDL2_image -lSDL2_ttf -lSDL2_mixer 3 | MXMLFLAGS = -L$(shell pwd)/mxml/mxml-bin/lib/ -Wl,-rpath,$(shell pwd)/mxml/mxml-bin/lib/ -I$(shell pwd)/mxml/mxml-bin/include/ -lmxml 4 | CC=gcc -Wall 5 | 6 | # -lXi -lXmu 7 | 8 | all: glbuild 9 | 10 | glbuild: 11 | $(CC) $(CFLAGS) -o glapp main.c $(SDLFLAGS) $(MXMLFLAGS) 12 | 13 | eglbuild: 14 | $(CC) $(CFLAGS) -o glapp main.c -lGLESv2 $(SDLFLAGS) $(MXMLFLAGS) 15 | 16 | debug: 17 | $(CC) $(CFLAGS) -o glapp main.c $(SDLFLAGS) $(MXMLFLAGS) -g -O0 18 | 19 | clean: 20 | rm glapp eglapp debugapp 21 | -------------------------------------------------------------------------------- /README.rst: -------------------------------------------------------------------------------- 1 | =============== 2 | Game skeleton 3 | =============== 4 | 5 | This program can read and display TMX Map created with the Tiled editor. 6 | 7 | .. image:: https://raw.github.com/batiste/sdl2-game-loop/master/assets/shot.png 8 | 9 | 10 | 11 | -------------------------------------------------------------------------------- /SDL2/updatesdl.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | 3 | prefixDir=`pwd`/sdl2-x86 4 | 5 | # ------------------------------ Functions Start ------------------------------ 6 | function cloneSdlRepo { 7 | (hg clone http://hg.libsdl.org/$1 && cd $1 && hg co default && hg pull -u) 8 | } 9 | 10 | function pullAndBuildSdlRepo { 11 | echo " 12 | ------------------------------------------------------------ 13 | Building $1 14 | ------------------------------------------------------------" 15 | sleep 1 16 | echo "Updating $1 from repo" 17 | cd $1 18 | hg co default 19 | hg pull -u 20 | ./autogen.sh 21 | #rm -rf build 22 | mkdir build 23 | cd build 24 | ../configure --prefix=$prefixDir || exit 1 25 | make || exit 1 26 | make install 27 | cd ../.. 28 | echo " 29 | ------------------------------------------------------------ 30 | Finished Building $1 31 | ------------------------------------------------------------" 32 | } 33 | # ------------------------------ Functions End ------------------------------ 34 | 35 | 36 | 37 | # ------------------------------ Script Start ------------------------------ 38 | 39 | echo "Performing update of sdl2 40 | " 41 | #echo -n "Removing current library..." 42 | #rm -rf sdl2-x86 43 | mkdir sdl2-x86 44 | #echo " done" 45 | 46 | if [ ! -e SDL ] # Just simply check for SDL since all other depend on it 47 | then 48 | echo "SDL Repo not found. Checking out all repositories" 49 | rm -rf SDL SDL_image SDL_mixer SDL_net SDL_ttf 50 | cloneSdlRepo "SDL" & 51 | cloneSdlRepo "SDL_image" & 52 | cloneSdlRepo "SDL_mixer" & 53 | cloneSdlRepo "SDL_ttf" & 54 | cloneSdlRepo "SDL_net" 55 | echo " 56 | # ------------------------------------------------------------ 57 | # Waiting for Repo Checkout 58 | # ------------------------------------------------------------" 59 | wait $(jobs -p) 60 | echo " 61 | ------------------------------------------------------------ 62 | Finished checking out repositories 63 | ------------------------------------------------------------" 64 | sleep 1 65 | fi 66 | 67 | # SDL BUILD 68 | pullAndBuildSdlRepo "SDL" 69 | export SDL_CONFIG=$prefixDir/bin/sdl2-config 70 | if [ ! -f $SDL_CONFIG ] 71 | then 72 | echo "Did not find sdl2-config" 73 | exit 74 | fi 75 | 76 | # Build the rest 77 | pullAndBuildSdlRepo "SDL_image" 78 | pullAndBuildSdlRepo "SDL_mixer" 79 | pullAndBuildSdlRepo "SDL_ttf" 80 | pullAndBuildSdlRepo "SDL_net" 81 | 82 | 83 | wait $(jobs -p) 84 | echo " 85 | ------------------------------------------------------------ 86 | Finished Rebuild All Repositories! 87 | ------------------------------------------------------------" 88 | -------------------------------------------------------------------------------- /assets/calvin.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/calvin.ttf -------------------------------------------------------------------------------- /assets/character.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/character.png -------------------------------------------------------------------------------- /assets/ground.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/ground.png -------------------------------------------------------------------------------- /assets/heroic.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/heroic.ogg -------------------------------------------------------------------------------- /assets/map1.tmx: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 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5066 | 5067 | 5068 | 5069 | 5070 | 5071 | 5072 | -------------------------------------------------------------------------------- /assets/shot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/shot.png -------------------------------------------------------------------------------- /assets/splash.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/splash.png -------------------------------------------------------------------------------- /assets/swish-2.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/swish-2.ogg -------------------------------------------------------------------------------- /assets/swish.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/swish.ogg -------------------------------------------------------------------------------- /assets/tiles.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/tiles.png -------------------------------------------------------------------------------- /assets/yoster.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/batiste/sdl2-game-loop/e19a0b2979fe4ccad0c27325e193082a3855f688/assets/yoster.ttf -------------------------------------------------------------------------------- /common.c: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright (C) 2013 batiste.bieler@gmail.com 3 | 4 | Common function and globals, 5 | Abstract away what is not central to the game logic 6 | */ 7 | 8 | #ifndef GAME_LOOP_COMMON 9 | #define GAME_LOOP_COMMON 1 10 | 11 | #include 12 | #include 13 | #include 14 | #include 15 | 16 | #include "list.c" 17 | 18 | #include "SDL.h" 19 | #include "SDL_image.h" 20 | #include "SDL_ttf.h" 21 | #include "SDL_audio.h" 22 | #include "SDL_mixer.h" 23 | #define TICK_INTERVAL 20 24 | 25 | // this seems necessary to do this: SDL_Texture->w 26 | // use SDL_QueryTexture(img, NULL, NULL, &w, &h); to get the size 27 | // #include "SDL2/SDL/src/render/SDL_sysrender.h" 28 | 29 | #define MIN(a,b) (((a)<(b))?(a):(b)) 30 | #define MAX(a,b) (((a)>(b))?(a):(b)) 31 | 32 | 33 | // globals 34 | SDL_Window * window = NULL; 35 | SDL_Renderer * renderer = NULL; 36 | SDL_DisplayMode displaymode; 37 | SDL_Rect viewport; 38 | int channels[4] = {0, 0, 0, 0}; 39 | 40 | GenericList * texturesList; 41 | GenericList * musicList; 42 | GenericList * fontList; 43 | 44 | SDL_Color black; 45 | SDL_Color white; 46 | 47 | // 0: full FPS, 1: cap the framerate 48 | int draw_mode = 1; 49 | static Uint32 next_time; 50 | 51 | 52 | inline int mod(a, b) { 53 | int c = a % b; 54 | return (c < 0) ? c + b : c; 55 | } 56 | 57 | Uint32 58 | timeLeft(void) { 59 | Uint32 now; 60 | now = SDL_GetTicks(); 61 | if(next_time <= now) 62 | return 0; 63 | else 64 | return next_time - now; 65 | } 66 | 67 | void 68 | capFramerate(void) { 69 | SDL_Delay(timeLeft()); 70 | next_time += TICK_INTERVAL; 71 | } 72 | 73 | // Call this instead of exit(), so we can clean up SDL 74 | static void 75 | quit(int rc) { 76 | 77 | printf("Cleanup\n"); 78 | 79 | ListElement *el; 80 | 81 | for(el = texturesList->first; el != NULL; el=el->next) { 82 | printf("Destroy texture\n"); 83 | SDL_DestroyTexture((SDL_Texture *)el->data); 84 | } 85 | destroyList(texturesList); 86 | 87 | for(el = musicList->first; el != NULL; el=el->next) { 88 | printf("Destroy music\n"); 89 | Mix_FreeMusic((Mix_Music *)el->data); 90 | } 91 | destroyList(musicList); 92 | 93 | for(el = fontList->first; el != NULL; el=el->next) { 94 | printf("Destroy font\n"); 95 | TTF_CloseFont((TTF_Font *)el->data); 96 | } 97 | destroyList(fontList); 98 | 99 | if(renderer) { 100 | SDL_DestroyRenderer(renderer); 101 | //printf("%s\n", SDL_GetError()); 102 | } 103 | if(window) { 104 | SDL_DestroyWindow(window); 105 | //printf("%s\n", SDL_GetError()); 106 | } 107 | Mix_CloseAudio(); 108 | SDL_Quit(); 109 | printf("Bye!\n"); 110 | exit(0); 111 | } 112 | 113 | 114 | 115 | void init(void) { 116 | 117 | texturesList = createList(); 118 | musicList = createList(); 119 | fontList = createList(); 120 | black.r = 0; black.g = 0; black.b = 0; 121 | white.r = 255; white.g = 255; white.b = 255; 122 | 123 | // Initialize SDL2 124 | if( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { 125 | fprintf(stderr, "Unable to initialize SDL: %s \n", SDL_GetError()); 126 | quit(1); 127 | } 128 | 129 | // Display available audio device 130 | int count = SDL_GetNumAudioDevices(0), i; 131 | for (i = 0; i < count; ++i ) { 132 | fprintf(stderr, "Audio device %d: %s\n", i, SDL_GetAudioDeviceName(i, 0)); 133 | } 134 | 135 | // init sound 136 | int audio_rate = 22050; 137 | Uint16 audio_format = AUDIO_S16SYS; 138 | int nb_audio_channels = 4; 139 | int audio_buffers = 4096; 140 | 141 | if(Mix_OpenAudio(audio_rate, audio_format, nb_audio_channels, audio_buffers) != 0) { 142 | fprintf(stderr, "Unable to initialize audio: %s\n", Mix_GetError()); 143 | quit(1); 144 | } 145 | 146 | // Get desktop information 147 | if (SDL_GetDesktopDisplayMode(0, &displaymode) < 0) { 148 | fprintf(stderr, "Could not get display mode: %s\n", SDL_GetError()); 149 | quit(1); 150 | } 151 | 152 | viewport.x = 0; 153 | viewport.y = 0; 154 | viewport.w = MIN(displaymode.w, 800); 155 | viewport.h = MIN(displaymode.h, 600); 156 | 157 | // Create an application window with the following settings: 158 | window = SDL_CreateWindow( 159 | "Game example", // window title 160 | SDL_WINDOWPOS_UNDEFINED, // initial x destination 161 | SDL_WINDOWPOS_UNDEFINED, // initial y destination 162 | viewport.w, // width, in pixels 163 | viewport.h, // height, in pixels 164 | SDL_WINDOW_SHOWN // flags 165 | ); 166 | 167 | // Check that the window was successfully made 168 | if(window==NULL){ 169 | // In the event that the window could not be made... 170 | fprintf(stderr, "Could not create window: %s\n", SDL_GetError()); 171 | quit(1); 172 | } 173 | 174 | renderer = SDL_CreateRenderer(window, -1, 0); // SDL_RENDERER_PRESENTVSYNC 175 | if (renderer < 0) { 176 | fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError()); 177 | quit(1); 178 | } 179 | 180 | SDL_RenderGetViewport(renderer, &viewport); 181 | 182 | if (TTF_Init() == -1) { 183 | fprintf(stderr, "Unable to initialize SDL_ttf: %s \n", TTF_GetError()); 184 | quit(1); 185 | } 186 | 187 | } 188 | 189 | 190 | SDL_Texture * renderFontToTexture(TTF_Font * font, char * text) { 191 | // Create a text texture with a shadow effect 192 | SDL_Surface * textb = TTF_RenderText_Solid(font, text, black); 193 | SDL_Surface * textw = TTF_RenderText_Solid(font, text, white); 194 | 195 | /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order, 196 | as expected by OpenGL for textures */ 197 | SDL_Surface *surface; 198 | Uint32 rmask, gmask, bmask, amask; 199 | 200 | /* SDL interprets each pixel as a 32-bit number, so our masks must depend 201 | on the endianness (byte order) of the machine */ 202 | #if SDL_BYTEORDER == SDL_BIG_ENDIAN 203 | rmask = 0xff000000; 204 | gmask = 0x00ff0000; 205 | bmask = 0x0000ff00; 206 | amask = 0x000000ff; 207 | #else 208 | rmask = 0x000000ff; 209 | gmask = 0x0000ff00; 210 | bmask = 0x00ff0000; 211 | amask = 0xff000000; 212 | #endif 213 | 214 | // with amask = 0, I see the image, with amask = 0xff000000, I see nothing 215 | surface = SDL_CreateRGBSurface(0, textw->w + 8, textw->h + 8, 32, 216 | rmask, gmask, bmask, amask); 217 | 218 | SDL_Rect text_rect; 219 | text_rect.x = 2; 220 | text_rect.y = 1; 221 | text_rect.w = textw->w; 222 | text_rect.h = textw->h; 223 | 224 | SDL_BlitSurface(textw, NULL, surface, &text_rect); 225 | text_rect.x = 0; 226 | text_rect.y = 0; 227 | SDL_BlitSurface(textb, NULL, surface, &text_rect); 228 | 229 | SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, surface); 230 | 231 | // This important to free the surface to avoid leaks 232 | SDL_FreeSurface(textw); 233 | SDL_FreeSurface(textb); 234 | SDL_FreeSurface(surface); 235 | return texture; 236 | } 237 | 238 | 239 | 240 | // Helper fonction to load assets 241 | 242 | SDL_Texture * getTexture(char * filename) { 243 | SDL_Texture * texture = IMG_LoadTexture(renderer, filename); 244 | if (texture == NULL) { 245 | fprintf(stderr, "Couldn't load %s: %s\n", filename, SDL_GetError()); 246 | quit(1); 247 | } 248 | addToList(texturesList, texture); 249 | return texture; 250 | } 251 | 252 | Mix_Music * getMusic(char * filename) { 253 | Mix_Music * music = Mix_LoadMUS(filename); 254 | if(music == NULL) { 255 | fprintf(stderr, "Unable to load sound file: %s\n", Mix_GetError()); 256 | quit(1); 257 | } 258 | addToList(musicList, music); 259 | return music; 260 | } 261 | 262 | TTF_Font * getFont(char * filename, int size) { 263 | TTF_Font * font = TTF_OpenFont(filename, size); 264 | if(font == NULL) { 265 | fprintf(stderr, "Unable to load ttf file: %s\n", SDL_GetError()); 266 | quit(1); 267 | } 268 | addToList(fontList, font); 269 | return font; 270 | } 271 | 272 | 273 | 274 | 275 | #endif 276 | -------------------------------------------------------------------------------- /list.c: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright (C) 2013 batiste.bieler@gmail.com 3 | 4 | Generic double linked list implementation 5 | */ 6 | #ifndef LINKED_LIST 7 | #define LINKED_LIST 1 8 | 9 | #include 10 | #include 11 | 12 | void assert(int value) { 13 | if(value) 14 | return; 15 | printf("List assert fail, quick exit\n"); 16 | exit(1); 17 | } 18 | 19 | //Generic list Element 20 | struct ListElement { 21 | struct ListElement *next; 22 | struct ListElement *prev; 23 | int refcount; 24 | void *data; 25 | }; 26 | typedef struct ListElement ListElement; 27 | 28 | //Generic List Structure 29 | struct GenericList { 30 | int length; //Number of elements in list 31 | struct ListElement *first; //Ptr to first element in list 32 | struct ListElement *last; //Ptr to last element in list 33 | }; 34 | typedef struct GenericList GenericList; 35 | 36 | void initList(GenericList *list) { 37 | list->length = 0; 38 | list->first = NULL; 39 | list->last = NULL; 40 | } 41 | 42 | GenericList * createList() { 43 | GenericList * list = (GenericList *)malloc(sizeof(GenericList)); 44 | initList(list); 45 | return list; 46 | } 47 | 48 | ListElement * 49 | getFromList(GenericList *list, int n) { 50 | assert(list!=NULL); 51 | ListElement *el = NULL; 52 | int i = 0; 53 | for(el = list->first; el != NULL; el=el->next) { 54 | if(i==n) { 55 | return el; 56 | } 57 | i = i + 1; 58 | } 59 | // last will be returned 60 | return el; 61 | } 62 | 63 | ListElement * 64 | addToList(GenericList *list, void *item) { 65 | //check inputs 66 | assert(item!=NULL); 67 | assert(list!=NULL); 68 | //Create generic element to hold item ptr 69 | ListElement *newElement = (ListElement *)malloc(sizeof(ListElement)); 70 | assert(newElement != NULL); 71 | newElement->refcount = 1; 72 | list->length = list->length + 1; 73 | newElement->data = item; 74 | if (list->length == 1) 75 | { 76 | list->first = newElement; 77 | list->last = newElement; 78 | newElement->prev = NULL; 79 | newElement->next = NULL; 80 | } 81 | else 82 | { 83 | newElement->prev = list->last; 84 | newElement->next = NULL; 85 | list->last->next = newElement; 86 | list->last = newElement; 87 | } 88 | return newElement; 89 | } 90 | 91 | int 92 | removeFromList(GenericList *list, ListElement *toRemove) { 93 | // TODO: find a mechanisms to free deleted items 94 | 95 | //check inputs 96 | if(toRemove==NULL) { 97 | return 0; 98 | } 99 | assert(list!=NULL); 100 | ListElement *el; 101 | if (list->length == 0) { 102 | return 0; 103 | } 104 | 105 | if (list->length == 1) { 106 | if(toRemove == list->first) { 107 | list->length = 0; 108 | list->first = NULL; 109 | list->last = NULL; 110 | return 1; 111 | } 112 | return 0; 113 | } 114 | 115 | // there is at least 2 items in the list 116 | for(el = list->first; el != NULL; el=el->next) { 117 | // found a matching item 118 | if(el == toRemove) { 119 | // this is the first item 120 | if(el == list->first) { 121 | list->first = el->next; 122 | list->first->prev = NULL; 123 | // this is the last item 124 | } else if (el == list->last) { 125 | list->last = el->prev; 126 | list->last->next = NULL; 127 | } else { 128 | el->prev->next = el->next; 129 | el->next->prev = el->prev; 130 | } 131 | list->length = list->length - 1; 132 | return 1; 133 | } 134 | } 135 | return 0; 136 | } 137 | 138 | int 139 | emptyList(GenericList *list) { 140 | 141 | assert(list!=NULL); 142 | ListElement *el; 143 | ListElement *el2; 144 | 145 | for(el = list->first; el != NULL; el = el2) { 146 | el2 = el->next; 147 | free(el); 148 | } 149 | 150 | initList(list); 151 | return 0; 152 | } 153 | 154 | int 155 | destroyList(GenericList *list) { 156 | emptyList(list); 157 | free(list); 158 | return 0; 159 | } 160 | 161 | void 162 | displayList(GenericList *list) { 163 | ListElement *el; 164 | printf("List length %d\n", list->length); 165 | int i = 1; 166 | for(el = list->first; el != NULL; el=el->next, i=i+1) { 167 | printf("Item %d address %p\n", i, el->data); 168 | } 169 | } 170 | 171 | #endif 172 | -------------------------------------------------------------------------------- /main.c: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright (C) 2013 batiste.bieler@gmail.com 3 | 4 | SDL game loop 5 | */ 6 | 7 | #include "common.c" 8 | #include "sprite.c" 9 | #include "tmx.c" 10 | 11 | // Keyboard variables and functions 12 | 13 | int wasd[4] = {0, 0, 0, 0}; 14 | int controls[1] = {0}; 15 | 16 | void handleKeyboard(int key, int down_or_up) { 17 | 18 | // down 19 | if(down_or_up) { 20 | switch(key) 21 | { 22 | case SDLK_c: 23 | if(draw_mode == 1) { 24 | draw_mode = 0; 25 | } else { 26 | draw_mode = 1; 27 | } 28 | break; 29 | } 30 | } 31 | 32 | // down and up 33 | switch(key) 34 | { 35 | case SDLK_w: 36 | wasd[0] = down_or_up; 37 | break; 38 | case SDLK_a: 39 | wasd[1] = down_or_up; 40 | break; 41 | case SDLK_s: 42 | wasd[2] = down_or_up; 43 | break; 44 | case SDLK_d: 45 | wasd[3] = down_or_up; 46 | break; 47 | case SDLK_SPACE: 48 | controls[0] = down_or_up; 49 | break; 50 | } 51 | //printf("Keyboard event wasd %d, %d, %d, %d\n", wasd[0], wasd[1], wasd[2], wasd[3]); 52 | } 53 | 54 | void showSplashScreen(void) { 55 | 56 | SDL_Rect rect; 57 | SDL_Texture * splashTexture = getTexture("assets/splash.png"); 58 | int w, h; 59 | SDL_QueryTexture(splashTexture, NULL, NULL, &w, &h); 60 | rect.w = w; 61 | rect.h = h; 62 | rect.x = viewport.w / 2 - w / 2; 63 | rect.y = viewport.h / 2 - h / 2; 64 | 65 | SDL_RendererInfo info; 66 | SDL_GetRendererInfo(renderer, &info); 67 | 68 | SDL_Delay(100); 69 | int alpha = 1; 70 | while(alpha < 255) { 71 | if(SDL_SetTextureAlphaMod(splashTexture, alpha) != 0) { 72 | quit(1); 73 | } 74 | 75 | SDL_RenderClear(renderer); 76 | SDL_RenderCopy(renderer, splashTexture, NULL, &rect); 77 | SDL_RenderPresent(renderer); 78 | 79 | SDL_Delay(TICK_INTERVAL); 80 | alpha = alpha + 6; 81 | } 82 | } 83 | 84 | int hasCollision(TmxMap * map, int x, int y) { 85 | int i, j; 86 | for(i=0; inumObjectGroups; i++) { 87 | TmxObjectGroup * group = &map->objectGroups[i]; 88 | //printf("%s\n", group->name); 89 | if(strcmp(group->name, "collisions") == 0) { 90 | for(j=0; jnumObjects; j++) { 91 | TmxObject object = group->objects[j]; 92 | // shorcuts 93 | if(x >= object.x && y >= object.y && x <= object.xw && y <= object.yw) { 94 | //printf("collision\n"); 95 | //quit(1); 96 | return 1; 97 | } 98 | } 99 | } 100 | } 101 | return 0; 102 | } 103 | 104 | 105 | int 106 | main(int argc, char *argv[]) 107 | { 108 | 109 | int i, j, k, done; 110 | SDL_Event event; 111 | 112 | init(); 113 | 114 | SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff); 115 | SDL_RenderClear(renderer); 116 | SDL_RenderPresent(renderer); 117 | 118 | // Load assets 119 | // Mix_Music * music = getMusic("assets/heroic.ogg"); 120 | // Mix_Music * swish = getMusic("assets/swish.ogg"); 121 | Mix_Chunk * chunk = Mix_LoadWAV("assets/swish-2.ogg"); 122 | TTF_Font * font = getFont("assets/yoster.ttf", 26); 123 | SDL_Texture * groundTexture = getTexture("assets/ground.png"); 124 | SDL_Texture * characterTexture = getTexture("assets/character.png"); 125 | 126 | TmxMap * map = TMX_LoadFile("assets/map1.tmx"); 127 | 128 | SDL_Texture ** texturestable = malloc(map->numTilesets * sizeof(SDL_Texture *)); 129 | Sprite * sprites = malloc((map->numTiles + 1) * sizeof(Sprite)); 130 | for(i=0; inumTilesets; i++) { 131 | TmxTileset * set = &map->tilesets[i]; 132 | char str[80]; 133 | strcpy(str, "assets/"); 134 | strcat(str, set->source); 135 | k = set->firstgid; 136 | texturestable[i] = getTexture(str); 137 | for(j=0; jnumTiles; j++) { 138 | Sprite * sp = &sprites[k]; 139 | sp->source.w = sp->destination.w = set->tilewidth; 140 | sp->source.h = sp->destination.h = set->tileheight; 141 | sp->destination.x = sp->destination.y = 0; 142 | sp->texture = texturestable[i]; 143 | sp->source.x = (j * set->tilewidth) % set->width; 144 | sp->source.y = set->tileheight * ((j * set->tilewidth) / set->width); 145 | k++; 146 | } 147 | } 148 | 149 | // a simple channel_finished function 150 | void channelDone(int channelNum) { 151 | printf("Channel %d finished\n", channelNum); 152 | channels[channelNum] = 0; 153 | } 154 | Mix_ChannelFinished(channelDone); 155 | 156 | //quit(1); 157 | 158 | /*Mix_PlayMusic(music, -1); 159 | if(Mix_PlayMusic(music, -1)) { 160 | fprintf(stderr, "Unable to play ogg file: %s\n", Mix_GetError()); 161 | quit(1); 162 | }*/ 163 | 164 | // Table of sprites, ready to use 165 | SpriteTable * groundTable = splitTextureTable(groundTexture, 48, 48); 166 | // SpriteTable * characterTable = splitTextureTable(characterTexture, 48, 48); 167 | 168 | // Animations of the character 169 | SDL_Rect rect; 170 | rect.x = 0; 171 | rect.y = 0; 172 | rect.w = 48; 173 | rect.h = 48; 174 | 175 | // Stand up 176 | Animation * stand = createAnimation(characterTexture, &rect, 4, 1); 177 | 178 | // Move 179 | Animation * goDown = createAnimation(characterTexture, &rect, 4, 4); 180 | rect.y = 48; 181 | Animation * goRight = createAnimation(characterTexture, &rect, 4, 4); 182 | rect.y = 2 * 48; 183 | Animation * goUp = createAnimation(characterTexture, &rect, 4, 4); 184 | rect.y = 3 * 48; 185 | Animation * goLeft = createAnimation(characterTexture, &rect, 4, 4); 186 | 187 | // Sword 188 | rect.y = 4 * 48; 189 | Animation * swordRight = createAnimation(characterTexture, &rect, 2, 6); 190 | rect.y = 5 * 48; 191 | Animation * swordLeft = createAnimation(characterTexture, &rect, 2, 6); 192 | 193 | // All sorts of variable for the game loop 194 | done = 0; 195 | 196 | // the current sprite respresenting the character 197 | Sprite * characterSprite = getSpriteFromAnimation(goUp, 0); 198 | 199 | int scroll_x = 0, scroll_y = 0; 200 | 201 | SDL_Texture * text_texture1 = NULL; 202 | 203 | // number of the current frame 204 | int frameNum = SDL_GetTicks() / TICK_INTERVAL; 205 | // amount of rendered frames 206 | int renderedFrames = 0; 207 | 208 | // desired frames by second 209 | int framesBySecond = 1000 / TICK_INTERVAL; 210 | 211 | // indicate if the current frame is a "real" frame 212 | int physical_frame = 1; 213 | 214 | printf("Desired fps %d\n", framesBySecond); 215 | printf("Start the game loop\n"); 216 | 217 | SDL_Delay(50); 218 | showSplashScreen(); 219 | SDL_Delay(1000); 220 | SDL_SetRenderDrawColor(renderer, 0x70, 0xc8, 0x40, 0xff); 221 | 222 | int charx = viewport.w / 2; 223 | int chary = viewport.h / 2; 224 | 225 | // The game loop 226 | while (!done) { 227 | 228 | // slow down the physical stuff by being sure it runs 229 | // only once every TICK_INTERVAL, or physical frame 230 | if(SDL_GetTicks() / TICK_INTERVAL > frameNum) { 231 | frameNum = SDL_GetTicks() / TICK_INTERVAL; 232 | physical_frame = 1; 233 | } else { 234 | // no physical simulation should happen in this frame 235 | physical_frame = 0; 236 | } 237 | 238 | // ---- Physic and events 239 | 240 | // this is a "real" frame where we responde to events and apply physic 241 | if(physical_frame) { 242 | 243 | // Check for events 244 | while (SDL_PollEvent(&event)) { 245 | // printf("Event type: %d\n", event.type); 246 | if (event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT_CLOSE) { 247 | done = 1; 248 | } 249 | 250 | if (event.type == SDL_KEYDOWN) { 251 | handleKeyboard(event.key.keysym.sym, 1); 252 | } 253 | 254 | if (event.type == SDL_KEYUP) { 255 | handleKeyboard(event.key.keysym.sym, 0); 256 | } 257 | } 258 | 259 | // apply events to the world 260 | int speed = 5; 261 | if(wasd[0] && hasCollision(map, charx+24, chary - speed+40) == 0) { 262 | chary = chary - speed; 263 | scroll_y = scroll_y + speed; 264 | } 265 | if(wasd[1] && hasCollision(map, charx+24 -speed, chary+40) == 0) { 266 | charx = charx - speed; 267 | scroll_x = scroll_x + speed; 268 | } 269 | if(wasd[2] && hasCollision(map, charx+24, chary + speed+40) == 0) { 270 | chary = chary + speed; 271 | scroll_y = scroll_y - speed; 272 | } 273 | if(wasd[3] && hasCollision(map, charx+24 + speed, chary+40) == 0) { 274 | charx = charx + speed; 275 | scroll_x = scroll_x - speed; 276 | } 277 | 278 | } 279 | 280 | 281 | // ---- Graphic rendering 282 | 283 | // this is not free 284 | SDL_RenderClear(renderer); 285 | 286 | // rendering the grid 287 | for(i=0; inumLayers; i++) { 288 | TmxLayer * layer = &map->layers[i]; 289 | for(j=0; jnumTiles; j++) { 290 | int gid = layer->tiles[j]; 291 | if(gid > 0) { 292 | int x = (j % map->width) * map->tilewidth + scroll_x; 293 | int y = (j / map->width) * map->tileheight + scroll_y; 294 | drawSpriteAt(renderer, &sprites[gid], x, y); 295 | } 296 | } 297 | } 298 | 299 | // render the character 300 | characterSprite = getSpriteFromAnimation(stand, frameNum); 301 | 302 | if(wasd[0]) { 303 | characterSprite = getSpriteFromAnimation(goUp, frameNum); 304 | } 305 | if(wasd[1]) { 306 | characterSprite = getSpriteFromAnimation(goLeft, frameNum); 307 | } 308 | if(wasd[2]) { 309 | characterSprite = getSpriteFromAnimation(goDown, frameNum); 310 | } 311 | if(wasd[3]) { 312 | characterSprite = getSpriteFromAnimation(goRight, frameNum); 313 | } 314 | 315 | if(controls[0]) { 316 | characterSprite = getSpriteFromAnimation(swordRight, frameNum); 317 | if(wasd[3]) 318 | characterSprite = getSpriteFromAnimation(swordRight, frameNum); 319 | if(wasd[1]) 320 | characterSprite = getSpriteFromAnimation(swordLeft, frameNum); 321 | 322 | 323 | if( !Mix_Playing(0) && Mix_PlayChannel( 0, chunk, 0 ) == -1 ) { 324 | fprintf(stderr, "Unable to play WAV file: %s\n", Mix_GetError()); 325 | } 326 | 327 | } 328 | 329 | drawSpriteAt(renderer, characterSprite, charx + scroll_x, chary + scroll_y); 330 | 331 | 332 | // do this every second on a physical frame 333 | if(frameNum % framesBySecond == 0 && physical_frame) { 334 | 335 | if(text_texture1) { 336 | SDL_DestroyTexture(text_texture1); 337 | } 338 | 339 | char buffer[50]; 340 | if(draw_mode == 1) { 341 | sprintf(buffer, "Press c to maximize FPS. Current FPS: %d", renderedFrames); 342 | } else { 343 | sprintf(buffer, "Press c to cap to 50FPS. Current FPS: %d", renderedFrames); 344 | } 345 | 346 | text_texture1 = renderFontToTexture(font, buffer); 347 | 348 | renderedFrames = 0; 349 | } 350 | 351 | if(text_texture1) { 352 | SDL_Rect text_rect; 353 | text_rect.x = 15; 354 | text_rect.y = 10; 355 | SDL_QueryTexture(text_texture1, NULL, NULL, &text_rect.w, &text_rect.h); 356 | SDL_RenderCopy(renderer, text_texture1, NULL, &text_rect); 357 | } 358 | 359 | // Update the screen 360 | SDL_RenderPresent(renderer); 361 | 362 | // Cap to ~ 50 fps 363 | if(draw_mode == 1) { 364 | capFramerate(); 365 | } 366 | 367 | renderedFrames++; 368 | 369 | } 370 | 371 | // cleanup 372 | // TODO: free the structure that need to be 373 | 374 | // seems to create more problems with valgrind 375 | destroyAnimation(stand); 376 | destroyAnimation(goUp); 377 | destroyAnimation(goDown); 378 | destroyAnimation(goLeft); 379 | destroyAnimation(goRight); 380 | destroyAnimation(swordRight); 381 | destroyAnimation(swordLeft); 382 | destroySpriteTable(groundTable); 383 | SDL_DestroyTexture(text_texture1); 384 | free(sprites); 385 | free(texturestable); 386 | 387 | quit(0); 388 | 389 | // to prevent compiler warning 390 | return 0; 391 | } 392 | 393 | -------------------------------------------------------------------------------- /mxml/update.sh: -------------------------------------------------------------------------------- 1 | svn checkout http://svn.msweet.org/mxml/trunk/ 2 | cd trunk 3 | ./configure --prefix=`pwd`/../mxml-bin 4 | make 5 | make install 6 | -------------------------------------------------------------------------------- /sprite.c: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright (C) 2013 batiste.bieler@gmail.com 3 | 4 | Sprite functions 5 | */ 6 | 7 | #include "common.c" 8 | 9 | struct Sprite { 10 | SDL_Texture * texture; 11 | struct SDL_Rect source; 12 | struct SDL_Rect destination; 13 | }; 14 | typedef struct Sprite Sprite; 15 | 16 | struct SpriteTable { 17 | // a table of pointer of sprite 18 | Sprite ** table; 19 | int length; 20 | }; 21 | typedef struct SpriteTable SpriteTable; 22 | 23 | struct Animation { 24 | // a table of sprites used for animation 25 | SpriteTable * sprites; 26 | //Uint32 startTick; 27 | //Uint32 currentTick; 28 | int ticksByFrame; 29 | int duration; 30 | }; 31 | typedef struct Animation Animation; 32 | 33 | struct AnimationInstance { 34 | Animation * animation; 35 | int startFrame; 36 | int currentTick; 37 | }; 38 | 39 | Sprite * 40 | createSprite(SDL_Texture * texture, int w, int h) { 41 | Sprite * sp = (Sprite *)malloc(sizeof(Sprite)); 42 | sp->texture = texture; 43 | sp->source.x = 0; 44 | sp->source.y = 0; 45 | sp->source.w = w; 46 | sp->source.h = h; 47 | 48 | sp->destination.x = 0; 49 | sp->destination.y = 0; 50 | sp->destination.w = w; 51 | sp->destination.h = h; 52 | return sp; 53 | } 54 | 55 | Animation * createAnimation(SDL_Texture * texture, SDL_Rect * sprites_start, int ticksByFrame, int numberSprite) { 56 | 57 | Sprite * sprite; 58 | int j, w, h; 59 | SDL_QueryTexture(texture, NULL, NULL, &w, &h); 60 | int columns = (w - sprites_start->x) / sprites_start->w; 61 | if(numberSprite != 0) { 62 | columns = MIN(numberSprite, columns); 63 | } 64 | 65 | Sprite ** table = (Sprite **) malloc(columns * sizeof(Sprite *)); 66 | 67 | for(j=0; jw, sprites_start->h); 69 | sprite->source.x = j * sprites_start->w + sprites_start->x; 70 | sprite->source.y = sprites_start->y; 71 | table[j] = sprite; 72 | } 73 | 74 | SpriteTable * spritetable = (SpriteTable *) malloc(sizeof(SpriteTable)); 75 | spritetable->table = table; 76 | spritetable->length = columns; 77 | 78 | Animation * anim = (Animation *) malloc(sizeof(Animation)); 79 | anim->sprites = spritetable; 80 | anim->ticksByFrame = ticksByFrame; 81 | anim->duration = ticksByFrame * numberSprite; 82 | 83 | //anim->startTick = 0; 84 | //anim->currentTick = 0; 85 | 86 | return anim; 87 | } 88 | 89 | void destroyAnimation(Animation * anim) { 90 | free(anim->sprites->table); 91 | free(anim->sprites); 92 | free(anim); 93 | } 94 | 95 | Sprite * 96 | getSpriteFromAnimation(Animation * anim, int frame) { 97 | int spriteIndex = (frame / anim->ticksByFrame) % anim->sprites->length; 98 | return anim->sprites->table[spriteIndex]; 99 | } 100 | 101 | void 102 | drawSprite(SDL_Renderer * renderer, Sprite * sp) { 103 | SDL_RenderCopy(renderer, sp->texture, &sp->source, &sp->destination); 104 | } 105 | 106 | void 107 | drawSpriteAt(SDL_Renderer * renderer, Sprite * sp, int x, int y) { 108 | SDL_Rect _rect; 109 | _rect.x = x; 110 | _rect.y = y; 111 | _rect.w = sp->destination.w; 112 | _rect.h = sp->destination.h; 113 | SDL_RenderCopy(renderer, sp->texture, &sp->source, &_rect); 114 | } 115 | 116 | SpriteTable * 117 | splitTextureTable(SDL_Texture * texture, int w, int h) { 118 | Sprite * sprite; 119 | int i, j, tex_w, tex_h; 120 | SDL_QueryTexture(texture, NULL, NULL, &tex_w, &tex_h); 121 | int columns = tex_w / w; 122 | int lines = tex_h / h; 123 | 124 | Sprite ** table = (Sprite **) malloc(columns * lines * sizeof(Sprite *)); 125 | 126 | printf("Texture has lines %d and columns %d\n", lines, columns); 127 | 128 | for(i=0; isource.x = j * w; 132 | sprite->source.y = i * h; 133 | table[i * columns + j] = sprite; 134 | } 135 | } 136 | 137 | SpriteTable * spritetable = (SpriteTable *) malloc(sizeof(SpriteTable)); 138 | spritetable->table = table; 139 | spritetable->length = lines * columns; 140 | 141 | return spritetable; 142 | } 143 | 144 | void destroySpriteTable(SpriteTable * table) { 145 | free(table->table); 146 | free(table); 147 | } 148 | 149 | 150 | -------------------------------------------------------------------------------- /tmx.c: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright (C) 2013 batiste.bieler@gmail.com 3 | 4 | TMX map reader in C using mxml 5 | */ 6 | 7 | #include "mxml.h" 8 | #include "string.h" 9 | #include 10 | #ifndef WIN32 11 | # include 12 | #endif /* !WIN32 */ 13 | #include 14 | #ifndef O_BINARY 15 | # define O_BINARY 0 16 | #endif /* !O_BINARY */ 17 | 18 | // TMX Format documentation : https://github.com/bjorn/tiled/wiki/TMX-Map-Format 19 | 20 | struct TmxTileset { 21 | int tilewidth; 22 | int tileheight; 23 | char name[50]; 24 | int firstgid; 25 | char source[50]; 26 | int width; 27 | int height; 28 | int numTiles; 29 | int spacing; 30 | int margin; 31 | }; 32 | typedef struct TmxTileset TmxTileset; 33 | 34 | struct TmxLayer { 35 | int width; 36 | int height; 37 | int numTiles; 38 | int * tiles; 39 | char name[50]; 40 | }; 41 | typedef struct TmxLayer TmxLayer; 42 | 43 | struct TmxProperty { 44 | char * name; 45 | char * value; 46 | }; 47 | typedef struct TmxProperty TmxProperty; 48 | 49 | struct TmxObject { 50 | int width; 51 | int height; 52 | int x; 53 | int y; 54 | int xw; 55 | int yw; 56 | int numProperties; 57 | TmxProperty * properties; 58 | }; 59 | typedef struct TmxObject TmxObject; 60 | 61 | struct TmxObjectGroup { 62 | int width; 63 | int height; 64 | int numObjects; 65 | TmxObject * objects; 66 | char name[50]; 67 | }; 68 | typedef struct TmxObjectGroup TmxObjectGroup; 69 | 70 | struct TmxMap { 71 | int width; 72 | int height; 73 | int tilewidth; 74 | int tileheight; 75 | // "orthogonal", "isometric" and "staggered" 76 | char orientation[15]; 77 | 78 | TmxTileset * tilesets; 79 | int numTilesets; 80 | 81 | TmxObjectGroup * objectGroups; 82 | int numObjectGroups; 83 | 84 | TmxLayer * layers; 85 | int numLayers; 86 | 87 | int numTiles; 88 | }; 89 | typedef struct TmxMap TmxMap; 90 | 91 | /*TmxTileset * createTileset(mxml_node_t * node) { 92 | 93 | }*/ 94 | 95 | 96 | // mxmlLoadString 97 | TmxMap * TMX_LoadFile(char * filename) { 98 | FILE *fp; 99 | mxml_node_t * tree; 100 | 101 | fp = fopen(filename, "r"); 102 | tree = mxmlLoadFile(NULL, fp, MXML_TEXT_CALLBACK); 103 | fclose(fp); 104 | 105 | mxml_node_t * node; 106 | mxml_node_t * mapNode; 107 | 108 | /* Find the first "map" element */ 109 | mapNode = mxmlFindElement(tree, tree, "map", 110 | NULL, NULL, 111 | MXML_DESCEND); 112 | 113 | 114 | 115 | // create and fillup the map 116 | TmxMap * map = malloc(sizeof(TmxMap)); 117 | map->width = atoi(mxmlElementGetAttr(mapNode, "width")); 118 | map->height = atoi(mxmlElementGetAttr(mapNode, "height")); 119 | map->tilewidth = atoi(mxmlElementGetAttr(mapNode, "tilewidth")); 120 | map->tileheight = atoi(mxmlElementGetAttr(mapNode, "tileheight")); 121 | strncpy(map->orientation, mxmlElementGetAttr(mapNode, "orientation"), 12); 122 | map->numTilesets = 0; 123 | map->numObjectGroups = 0; 124 | map->numLayers = 0; 125 | map->tilesets = NULL; 126 | map->objectGroups = NULL; 127 | map->layers = NULL; 128 | map->numTiles = 0; 129 | 130 | node = mxmlFindElement(tree, tree, "tileset", 131 | NULL, NULL, 132 | MXML_DESCEND); 133 | 134 | if(node == NULL) { 135 | printf("Cannot go further without at least one tileset"); 136 | mxmlDelete(tree); 137 | return map; 138 | } 139 | 140 | const char * name; 141 | 142 | // First pass we count the tilesets, layers and object groups 143 | while(node != NULL) { 144 | name = mxmlGetElement(node); 145 | if(name) { 146 | if(strcmp(name, "tileset") == 0) { 147 | map->numTilesets += 1; 148 | } 149 | if(strcmp(name, "layer") == 0) { 150 | map->numLayers += 1; 151 | } 152 | if(strcmp(name, "objectgroup") == 0) { 153 | map->numObjectGroups += 1; 154 | } 155 | } 156 | node = mxmlWalkNext(node, mapNode, 157 | MXML_NO_DESCEND); 158 | } 159 | 160 | // create the map object in memory 161 | map->tilesets = malloc(map->numTilesets * sizeof(TmxTileset)); 162 | map->layers = malloc(map->numLayers * sizeof(TmxLayer)); 163 | map->objectGroups = malloc(map->numObjectGroups * sizeof(TmxObjectGroup)); 164 | 165 | node = mxmlFindElement(tree, tree, "tileset", 166 | NULL, NULL, 167 | MXML_DESCEND); 168 | 169 | int i = 0, j = 0, k = 0, l = 0, m=0; 170 | // Second pass we fill the tilesets, layers and object groups 171 | while(node != NULL) { 172 | name = mxmlGetElement(node); 173 | if(name) { 174 | if(strcmp(name, "tileset") == 0) { 175 | TmxTileset * set = &map->tilesets[i]; 176 | set->firstgid = atoi(mxmlElementGetAttr(node, "firstgid")); 177 | set->tilewidth = atoi(mxmlElementGetAttr(node, "tilewidth")); 178 | set->tileheight = atoi(mxmlElementGetAttr(node, "tileheight")); 179 | strncpy(set->name, mxmlElementGetAttr(node, "name"), 50); 180 | mxml_node_t * image = mxmlFindElement(node, node, "image", 181 | NULL, NULL, 182 | MXML_DESCEND); 183 | set->width = (atoi(mxmlElementGetAttr(image, "width")) / set->tilewidth) * set->tilewidth; 184 | set->height = (atoi(mxmlElementGetAttr(image, "height")) / set->tileheight) * set->tileheight; 185 | strncpy(set->source, mxmlElementGetAttr(image, "source"), 50); 186 | 187 | set->numTiles = (set->width / set->tilewidth) * (set->height / set->tileheight); 188 | 189 | i++; 190 | } 191 | 192 | if(strcmp(name, "layer") == 0) { 193 | TmxLayer * layer = &map->layers[j]; 194 | layer->width = atoi(mxmlElementGetAttr(node, "width")); 195 | layer->height = atoi(mxmlElementGetAttr(node, "height")); 196 | strncpy(layer->name, mxmlElementGetAttr(node, "name"), 50); 197 | layer->numTiles = layer->width * layer->height; 198 | map->numTiles = map->numTiles + layer->numTiles; 199 | 200 | // create the tiles 201 | layer->tiles = malloc(layer->numTiles * sizeof(int)); 202 | 203 | 204 | // filling up all the tiles 205 | mxml_node_t * tile = mxmlFindElement(node, node, "tile", 206 | NULL, NULL, 207 | MXML_DESCEND); 208 | mxml_node_t * data = mxmlFindElement(node, node, "data", 209 | NULL, NULL, 210 | MXML_DESCEND); 211 | l = 0; 212 | while(tile != NULL) { 213 | if(mxmlGetElement(tile)) { 214 | layer->tiles[l] = atoi(mxmlElementGetAttr(tile, "gid")); 215 | l++; 216 | } 217 | tile = mxmlWalkNext(tile, data, MXML_NO_DESCEND); 218 | } 219 | 220 | j++; 221 | 222 | } 223 | if(strcmp(name, "objectgroup") == 0) { 224 | TmxObjectGroup * group = &map->objectGroups[k]; 225 | group->width = atoi(mxmlElementGetAttr(node, "width")); 226 | group->height = atoi(mxmlElementGetAttr(node, "height")); 227 | strncpy(group->name, mxmlElementGetAttr(node, "name"), 50); 228 | 229 | // count the objects 230 | mxml_node_t * object = mxmlFindElement(node, node, "object", 231 | NULL, NULL, 232 | MXML_DESCEND); 233 | l = 0; 234 | while(object != NULL) { 235 | if(mxmlGetElement(object)) { 236 | l++; 237 | } 238 | object = mxmlWalkNext(object, node, MXML_NO_DESCEND); 239 | } 240 | // create the objects 241 | group->objects = malloc(l * sizeof(TmxObject)); 242 | group->numObjects = l; 243 | // fillup the objects 244 | object = mxmlFindElement(node, node, "object", 245 | NULL, NULL, 246 | MXML_DESCEND); 247 | l = 0; 248 | while(object != NULL) { 249 | 250 | if(mxmlGetElement(object)) { 251 | TmxObject * tobject = &group->objects[l]; 252 | // it seems that some object might have no height... 253 | tobject->width = atoi(mxmlElementGetAttr(object, "width")); 254 | tobject->height = atoi(mxmlElementGetAttr(object, "height")); 255 | tobject->x = atoi(mxmlElementGetAttr(object, "x")); 256 | tobject->y = atoi(mxmlElementGetAttr(object, "y")); 257 | tobject->xw = tobject->x + tobject->width; 258 | tobject->yw = tobject->y + tobject->height; 259 | tobject->numProperties = 0; 260 | // count the properties 261 | mxml_node_t * prop = mxmlFindElement(object, object, "property", 262 | NULL, NULL, 263 | MXML_DESCEND); 264 | 265 | while(prop != NULL) { 266 | if(mxmlGetElement(prop)) { 267 | tobject->numProperties = tobject->numProperties + 1; 268 | } 269 | prop = mxmlWalkNext(prop, object, MXML_NO_DESCEND); 270 | } 271 | tobject->properties = malloc(tobject->numProperties * sizeof(TmxProperty)); 272 | 273 | // fill the properties 274 | prop = mxmlFindElement(object, object, "property", 275 | NULL, NULL, 276 | MXML_DESCEND); 277 | m = 0; 278 | while(prop != NULL) { 279 | if(mxmlGetElement(prop)) { 280 | const char * name = mxmlElementGetAttr(prop, "name"); 281 | const char * value = mxmlElementGetAttr(prop, "name"); 282 | tobject->properties[m].name = malloc(sizeof(name)); 283 | strncpy(tobject->properties[m].name, name, sizeof(name)); 284 | tobject->properties[m].value = malloc(sizeof(value)); 285 | strncpy(tobject->properties[m].value, name, sizeof(value)); 286 | } 287 | prop = mxmlWalkNext(prop, object, MXML_NO_DESCEND); 288 | m = m + 1; 289 | } 290 | l++; 291 | } 292 | 293 | // next object 294 | object = mxmlWalkNext(object, node, MXML_NO_DESCEND); 295 | } 296 | 297 | 298 | k++; 299 | } 300 | } 301 | node = mxmlWalkNext(node, mapNode, 302 | MXML_NO_DESCEND); 303 | } 304 | 305 | 306 | mxmlDelete(tree); 307 | return map; 308 | } 309 | 310 | 311 | 312 | 313 | --------------------------------------------------------------------------------