// -*- C++ -*-
/*
* Simple MultimEdia LiTerator(SMELT)
* by Chris Xiong 2015
* api level 3
* Core header
*
* WARNING: This library is in development and interfaces would be very
* unstable.
* This library is developed for the BLR series games.
*
* This file is part of the SMELT library.
*
* SMELT is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* SMELT is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with SMELT. If not, see .
*
*/
#ifndef SMELT_H
#define SMELT_H
#ifdef _WIN32
#include
#endif
#include
#include
#define SMELT_APILEVEL 3
//Primitive data types
#ifndef WIN32 //windows.h has this inside
typedef uint32_t DWORD;
#endif
typedef uint16_t WORD;
typedef uint8_t BYTE;
//PI
#define PI 3.14159265358979323846f
//Handle types
typedef size_t SMTEX;//Texture Handle
typedef size_t SMTRG;//Target Handle
typedef size_t SMSFX;//SoundFX Handle
typedef size_t SMCHN;//Audio channel Handle
//Color Macros
#define RGBA(r,g,b,a) ((DWORD(a)<<24)+(DWORD(r)<<16)+(DWORD(g)<<8)+DWORD(b))
#define ARGB(a,r,g,b) ((DWORD(a)<<24)+(DWORD(r)<<16)+(DWORD(g)<<8)+DWORD(b))
#define GETA(col) ((col)>>24)
#define GETR(col) (((col)>>16)&0xFF)
#define GETG(col) (((col)>>8)&0xFF)
#define GETB(col) ((col)&0xFF)
#define SETA(col,a) (((col)&0x00FFFFFF)+(DWORD(a)<<24))
#define SETR(col,r) (((col)&0xFF00FFFF)+(DWORD(r)<<16))
#define SETG(col,g) (((col)&0xFFFF00FF)+(DWORD(g)<<8))
#define SETB(col,b) (((col)&0xFFFFFF00)+DWORD(b))
//Blend Modes
#define BLEND_COLORADD 0x1
#define BLEND_COLORMUL 0x0
#define BLEND_COLORINV 0x8
#define BLEND_ALPHABLEND 0x2
#define BLEND_ALPHAADD 0x0
#define BLEND_ZWRITE 0x4
#define BLEND_NOZWRITE 0x0
//callback function pointer
typedef bool (*smHook)();
//Wrapper abstract class for a function that can hook into SMELT
class smHandler
{
public:
virtual ~smHandler(){}
virtual bool handlerFunc()=0;
};
//Special FPS modes
//Unlimited FPS
#define FPS_FREE 0
//VSync
#define FPS_VSYNC -1
//Primitives
#define PRIM_LINES 2
#define PRIM_TRIANGLES 3
#define PRIM_QUADS 4
//Texture Options
#define TPOT_NONPOT 0
#define TPOT_POT 1
#define TFLT_LINEAR 0
#define TFLT_NEAREST 1
//Texture Region structure
struct smTexRect
{
smTexRect(){x=y=w=h=.0;}
smTexRect(float _x,float _y,float _w,float _h){x=_x;y=_y;w=_w;h=_h;}
float x,y,w,h;
};
//Vertex structure
struct smVertex
{
float x,y,z;//Position. Z can be used for depth testing in 2D Mode.
DWORD col;//Color.
float tx,ty;//Texture coords.
};
//Triangle primitive structure
struct smTriangle
{
smVertex v[3];
SMTEX tex;
int blend;
};
//Quadrilateral primitive structure
struct smQuad
{
smVertex v[4];
SMTEX tex;
int blend;
};
//Input event structure
struct smInpEvent
{
int type,flag;
int sccode,chcode;
int wheel,x,y;
//TODO: add joystick
};
class SMELT
{
public:
SMELT(){}
virtual ~SMELT(){}
/**
* Releases the acquired SMELT interface.
* Decreases the internal reference counter by one. If the counter
* reaches 0, SMELT core will release all resources managed by it
* (if smFinale() is not yet called) and destroy the interface.
*/
virtual void smRelease()=0;
/**
* Initializes SMELT core.
* Creates application window, initializes video, audio and input
* handling. No functions in these categories can be called before
* the core is initialized.
* Returns true on succees, false on failure. Error details will be
* written to the log file and stderr.
*/
virtual bool smInit()=0;
/**
* Deinitializes SMELT core.
* Closes application window and frees resources managed by the core.
* The core will return to the status before calling smInit().
*/
virtual void smFinale()=0;
/**
* Enters the main loop.
* The main loop calls update function, focus gain function, focus
* lost function and quit function periodally, handles input events
* and flushes the buffers.
* Requires the UpdateFunc set and the initialization of the SMELT
* interface.
* The main loop breaks when the update function returns true.
*/
virtual void smMainLoop()=0;
/**
* Sets the update function.
* Update function is called every frame.
* It returns true when you want to terminate the main loop.
*/
virtual void smUpdateFunc(smHook func)=0;
/**
* Sets the update function via a smHandler class.
* Update function is called every frame.
* It returns true when you want to terminate the main loop.
*/
virtual void smUpdateFunc(smHandler* h)=0;
/**
* Sets the focus lost function.
* Focus lost function is called when the application window loses
* focus.
* The return value of the focus lost function has no effect.
*/
virtual void smUnFocFunc(smHook func)=0;
virtual void smUnFocFunc(smHandler* h)=0;
/**
* Sets the focus gain function.
* Focus gain function is called when the application window gains
* focus. Also called when the application window is created.
* The return value of the focus gain function has no effect.
*/
virtual void smFocFunc(smHook func)=0;
virtual void smFocFunc(smHandler* h)=0;
/**
* Sets the quit function.
* Quit function is called when the user attempts to close the
* application window.
* If quit function returns true, the main loop will continue.
* Otherwise the main loop will break.
*/
virtual void smQuitFunc(smHook func)=0;
virtual void smQuitFunc(smHandler* h)=0;
/**
* Sets the window title of the application window.
* The default window title is "untitled".
*/
virtual void smWinTitle(const char* title)=0;
/**
* Tests if the application window has focus.
* Returns the test result.
*/
virtual bool smIsActive()=0;
/**
* Changes the behavior when the application window loses focus.
* By default, the main loop pauses when the application loses focus
* (para=false).
* If para is set to true, the main loop won't suspend when the
* application loses focus.
*/
virtual void smNoSuspend(bool para)=0;
/*
* Sets the video mode.
* This function can only be called before calling smInit().
* The default video mode is 800x600 fullscreen.
* Take care with fullscreen video modes. Inappropriate fullscreen
* resolutions will cause the failure of smInit().
*/
virtual void smVidMode(int resX,int resY,bool _windowed)=0;
/*
* Sets the log file path.
* The default value is empty.
* In addition, the log will always be written to stderr.
*/
virtual void smLogFile(const char* path)=0;
/*
* Write something to the log file.
* C-style formatting can be used.
*/
virtual void smLog(const char* format,...)=0;
/*
* Saves the content of the application window to the given path.
* The picture is saved in the BMP format.
*/
virtual void smScreenShot(const char* path)=0;
/*
* Sets the desired FPS value. The macros FPS_* can be used
*/
virtual void smSetFPS(int fps)=0;
/*
* Get *current* FPS value your application is running at.
* Not the value you set!
* Returns the FPS value, which is updated once a second.
*/
virtual float smGetFPS()=0;
/*
* Get delta time between the current frame and the last frame.
* Return the value in seconds.
*/
virtual float smGetDelta()=0;
/*
* Get elapsed time since calling smInit() in seconds.
* Returns the result.
*/
virtual float smGetTime()=0;
/*
* Load a single sound file into memory.
* Currently only ogg and wav files are supported.
* This function loads and decodes the ogg data, which may take
* noticeable time to complete. Consider running it in a seperate
* thread if you are loading a larger file.
* Returns the SFX handle on success, or 0 on failure.
*/
virtual SMSFX smSFXLoad(const char *path)=0;
/*
* Loads sound file from the given memory block.
* Only ogg and wav formats are supported.
* Returns the SFX handle on success, or 0 on failure.
*/
virtual SMSFX smSFXLoadFromMemory(const char *ptr,DWORD size)=0;
/*
* Plays the sound.
* If loop is set to false, the audio won't loop even if loop points
* are set.
* Volume should be between 0 to 100.
* Panning should be between -100 to 100.
* The values will be clamped to the range given above.
* Returns the audio channel it occupies, or 0 if there's no audio
* channel available.
* Max audio channels can be modified in smelt_config.hpp.
*/
virtual SMCHN smSFXPlay(SMSFX fx,int vol=100,int pan=0,float pitch=1.,bool loop=0)=0;
/*
* Gets the length of the audio, in seconds.
* Returns the result.
*/
virtual float smSFXGetLengthf(SMSFX fx)=0;
/*
* Gets the length of the audio, in sample numbers.
* Returns the result.
*/
virtual DWORD smSFXGetLengthd(SMSFX fx)=0;
/*
* Sets the loop points of the given sound.
* By default, the whole sound is looped.
* This function uses AL_SOFT_loop_points. So it may not work if
* SMELT isn't build against OpenAL Soft
*/
virtual void smSFXSetLoopPoint(SMSFX fx,DWORD l,DWORD r)=0;
/*
* Unloads the audio file from memory.
*/
virtual void smSFXFree(SMSFX fx)=0;
virtual void smChannelVol(SMCHN chn,int vol)=0;
virtual void smChannelPan(SMCHN chn,int pan)=0;
virtual void smChannelPitch(SMCHN chn,float pitch)=0;
virtual void smChannelPause(SMCHN chn)=0;
virtual void smChannelResume(SMCHN chn)=0;
virtual void smChannelStop(SMCHN chn)=0;
virtual void smChannelPauseAll()=0;
virtual void smChannelResumeAll()=0;
virtual void smChannelStopAll()=0;
virtual bool smChannelIsPlaying(SMCHN chn)=0;
virtual float smChannelGetPosf(SMCHN chn)=0;
virtual void smChannelSetPosf(SMCHN chn,float pos)=0;
virtual int smChannelGetPosd(SMCHN chn)=0;
virtual void smChannelSetPosd(SMCHN chn,int pos)=0;
virtual void smGetMouse2f(float *x,float *y)=0;
virtual void smSetMouse2f(float x,float y)=0;
virtual void smSetMouseGrab(bool enabled)=0;
virtual int smGetWheel()=0;
virtual bool smIsMouseOver()=0;
virtual int smGetKeyState(int key)=0;
virtual int smGetKey()=0;
virtual bool smGetInpEvent(smInpEvent *e)=0;
virtual bool smRenderBegin2D(bool ztest=0,SMTRG trg=0)=0;
virtual bool smRenderBegin3D(float fov,bool ztest=0,SMTRG trg=0)=0;
virtual bool smRenderEnd()=0;
virtual void sm3DCamera6f2v(float *pos,float *rot)=0;
virtual void sm2DCamera5f3v(float *pos,float *dpos,float *rot)=0;
virtual void smMultViewMatrix(float *mat)=0;
virtual void smClrscr(DWORD color,bool clearcol=true,bool cleardep=true)=0;
virtual void smRenderLinefd(float x1,float y1,float z1,float x2,float y2,float z2,DWORD color)=0;
virtual void smRenderLinefvd(float *p1,float *p2,DWORD color)=0;
virtual void smRenderTriangle(smTriangle *t)=0;
virtual void smRenderQuad(smQuad *q)=0;
virtual smVertex* smGetVertArray()=0;
virtual void smDrawVertArray(int prim,SMTEX texture,int blend,int _primcnt)=0;
virtual void smDrawCustomIndexedVertices(smVertex* vb,WORD* ib,int vbc,int ibc,int blend,SMTEX texture)=0;
virtual SMTRG smTargetCreate(int w,int h,int ms=0)=0;
virtual SMTEX smTargetTexture(SMTRG targ)=0;
virtual void smTargetFree(SMTRG targ)=0;
virtual SMTEX smTextureCreate(int w,int h)=0;
virtual SMTEX smTextureLoad(const char *path)=0;
virtual SMTEX smTextureLoadFromMemory(const char *ptr,DWORD size)=0;
virtual void smTextureFree(SMTEX tex)=0;
virtual void smTextureOpt(int potopt=TPOT_NONPOT,int filter=TFLT_LINEAR)=0;
virtual int smTextureGetWidth(SMTEX tex,bool original=false)=0;
virtual int smTextureGetHeight(SMTEX tex,bool original=false)=0;
virtual DWORD* smTextureLock(SMTEX tex,int l,int t,int w,int h,bool ro=true)=0;
virtual void smTexutreUnlock(SMTEX tex)=0;
};
SMELT* smGetInterface(int apilevel);
//event types
#define INPUT_KEYDOWN 1
#define INPUT_KEYUP 2
#define INPUT_MBUTTONDOWN 3
#define INPUT_MBUTTONUP 4
#define INPUT_MOUSEMOVE 5
#define INPUT_MOUSEWHEEL 6
//key mods/flags
#define SMINP_SHIFT 0x1
#define SMINP_CTRL 0x2
#define SMINP_ALT 0x4
#define SMINP_CAPSLOCK 0x8
#define SMINP_SCROLLLOCK 0x10
#define SMINP_NUMLOCK 0x20
#define SMINP_REPEAT 0x40
//key codes
#define SMK_LBUTTON 0x01
#define SMK_RBUTTON 0x02
#define SMK_MBUTTON 0x04
#define SMK_ESCAPE 0x1B
#define SMK_BACKSPACE 0x08
#define SMK_TAB 0x09
#define SMK_ENTER 0x0D
#define SMK_SPACE 0x20
#define SMK_SHIFT 0x10
#define SMK_CTRL 0x11
#define SMK_ALT 0x12
#define SMK_LWIN 0x5B
#define SMK_RWIN 0x5C
#define SMK_APPS 0x5D
#define SMK_PAUSE 0x13
#define SMK_CAPSLOCK 0x14
#define SMK_NUMLOCK 0x90
#define SMK_SCROLLLOCK 0x91
#define SMK_PGUP 0x21
#define SMK_PGDN 0x22
#define SMK_HOME 0x24
#define SMK_END 0x23
#define SMK_INSERT 0x2D
#define SMK_DELETE 0x2E
#define SMK_LEFT 0x25
#define SMK_UP 0x26
#define SMK_RIGHT 0x27
#define SMK_DOWN 0x28
#define SMK_0 0x30
#define SMK_1 0x31
#define SMK_2 0x32
#define SMK_3 0x33
#define SMK_4 0x34
#define SMK_5 0x35
#define SMK_6 0x36
#define SMK_7 0x37
#define SMK_8 0x38
#define SMK_9 0x39
#define SMK_A 0x41
#define SMK_B 0x42
#define SMK_C 0x43
#define SMK_D 0x44
#define SMK_E 0x45
#define SMK_F 0x46
#define SMK_G 0x47
#define SMK_H 0x48
#define SMK_I 0x49
#define SMK_J 0x4A
#define SMK_K 0x4B
#define SMK_L 0x4C
#define SMK_M 0x4D
#define SMK_N 0x4E
#define SMK_O 0x4F
#define SMK_P 0x50
#define SMK_Q 0x51
#define SMK_R 0x52
#define SMK_S 0x53
#define SMK_T 0x54
#define SMK_U 0x55
#define SMK_V 0x56
#define SMK_W 0x57
#define SMK_X 0x58
#define SMK_Y 0x59
#define SMK_Z 0x5A
#define SMK_GRAVE 0xC0
#define SMK_MINUS 0xBD
#define SMK_EQUALS 0xBB
#define SMK_BACKSLASH 0xDC
#define SMK_LBRACKET 0xDB
#define SMK_RBRACKET 0xDD
#define SMK_SEMICOLON 0xBA
#define SMK_APOSTROPHE 0xDE
#define SMK_COMMA 0xBC
#define SMK_PERIOD 0xBE
#define SMK_SLASH 0xBF
#define SMK_NUMPAD0 0x60
#define SMK_NUMPAD1 0x61
#define SMK_NUMPAD2 0x62
#define SMK_NUMPAD3 0x63
#define SMK_NUMPAD4 0x64
#define SMK_NUMPAD5 0x65
#define SMK_NUMPAD6 0x66
#define SMK_NUMPAD7 0x67
#define SMK_NUMPAD8 0x68
#define SMK_NUMPAD9 0x69
#define SMK_MULTIPLY 0x6A
#define SMK_DIVIDE 0x6F
#define SMK_ADD 0x6B
#define SMK_SUBTRACT 0x6D
#define SMK_DECIMAL 0x6E
#define SMK_F1 0x70
#define SMK_F2 0x71
#define SMK_F3 0x72
#define SMK_F4 0x73
#define SMK_F5 0x74
#define SMK_F6 0x75
#define SMK_F7 0x76
#define SMK_F8 0x77
#define SMK_F9 0x78
#define SMK_F10 0x79
#define SMK_F11 0x7A
#define SMK_F12 0x7B
#define SMKST_NONE 0
#define SMKST_HIT 1
#define SMKST_KEEP 2
#define SMKST_RELEASE 3
#endif