Basic stubs for graphical output and UDP thread.

This commit is contained in:
2023-07-02 13:23:07 +01:00
parent 86944e8ea1
commit a6d27ecfa4
5 changed files with 209 additions and 17 deletions

View File

@ -7,22 +7,109 @@
#include <unistd.h>
#include <strings.h>
#include <stdbool.h>
#include <pthread.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include "../cspt-state.h"
#include "../cspt-message.h"
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
void * graphicsThreadHandler(void * parameters)
{
struct gameState * state = (struct gameState *)parameters;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 640, 640, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
state->clients[0].xPosition = 300;
state->clients[0].yPosition = 300;
// while (parameters->keepRunning)
while (true)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
for (int index = 0; index < 16; index++)
{
if (state->clients[index].registered == true)
{
DrawCircle(renderer, (int)state->clients[index].xPosition, (int)state->clients[index].yPosition,
10);
}
}
// Present the rendered graphics:
SDL_RenderPresent(renderer);
SDL_Delay(1000/60);
}
return NULL;
}
int main(int argc, char ** argv)
{
uint8_t currentPlayerNumber = 0;
int serverSocket = 0;
pthread_t graphicsThread;
struct CsptMessage currentMessage;
bool continueRunning = true;
CsptMessage currentMessage;
struct gameState currentState;
uint8_t currentPlayerNumber = 0;
struct sockaddr_in serverAddress;
printf("Client-Side Prediction Test - Client Starting.\n");
bzero(&currentState, sizeof(struct gameState));
// Give me a socket, and make sure it's working:
serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == -1)
@ -46,8 +133,8 @@ int main(int argc, char ** argv)
currentMessage.type = 0;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(CsptMessage), 0);
recv(serverSocket, &currentMessage, sizeof(CsptMessage), 0);
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
if (currentMessage.type == 0)
{
@ -57,9 +144,10 @@ int main(int argc, char ** argv)
printf("Registered as: %u\n", currentPlayerNumber);
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &currentState);
while (continueRunning)
{
if (recv(serverSocket, &currentMessage, sizeof(CsptMessage), 0) > 0)
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
{
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
switch (currentMessage.type)
@ -77,7 +165,7 @@ int main(int argc, char ** argv)
// Pinged, so we now must pong.
currentMessage.type = 3;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(CsptMessage), 0);
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
}