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#include "sldj.h"
void initSldj(Sldj* sldj)
{
// Create window.
InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Scanline DJ");
SetWindowState(FLAG_WINDOW_RESIZABLE);
sldj->isPaused = false;
SetTargetFPS(DEFAULT_FRAME_RATE);
sldj->targetFps = DEFAULT_FRAME_RATE;
sldj->viewport = LoadRenderTexture(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT);
sldj->frameCounter = 0;
sldj->xCount = UINT16_MAX / DEFAULT_SCREEN_WIDTH;
sldj->yCount = UINT16_MAX / DEFAULT_SCREEN_HEIGHT;
resetViewportRect(sldj, DEFAULT_SCREEN_SCALE);
// Scripting.
initScripting(&sldj->scripting);
sldj->scriptFilepath[0] = '\0';
// Gui.
resizeGui(sldj);
sldj->gui.fpsSliderValue = (float)DEFAULT_FRAME_RATE;
}
void handleInput(Sldj* sldj)
{
if (IsKeyPressed(KEY_R))
{
reloadScript(sldj);
sldj->isPaused = false;
}
if (IsKeyPressed(KEY_SPACE))
{
sldj->isPaused = !sldj->isPaused;
}
}
void drawGui(Sldj* sldj)
{
char buf[15]; // Used for many things.
// Fps.
float oldFps = sldj->gui.fpsSliderValue;
if (oldFps > FRAME_RATE_MAX)
{
strncpy(buf, "unlimited", sizeof(buf));
}
else
{
snprintf(buf, sizeof(buf), "%d", (int)oldFps);
}
GuiSlider(sldj->gui.fpsSlider, "fps", buf, &sldj->gui.fpsSliderValue, FRAME_RATE_MIN, FRAME_RATE_MAX + 1);
// Fps has changed.
if (sldj->gui.fpsSliderValue != oldFps)
{
sldj->targetFps = (uint32_t)sldj->gui.fpsSliderValue;
sldj->targetFps = sldj->targetFps > FRAME_RATE_MAX ? 0 : sldj->targetFps;
SetTargetFPS(sldj->targetFps);
}
}
void updateSldj(Sldj* sldj)
{
BeginDrawing();
handleInput(sldj);
// Scan image.
BeginTextureMode(sldj->viewport);
if (!sldj->isPaused && sldj->scripting.lineScanner != NULL)
{
uint16_t xScan = 0;
uint16_t yScan = 0;
for (int y = 0; y < sldj->viewport.texture.height; ++y)
{
xScan = 0;
for (int x = 0; x < sldj->viewport.texture.width; ++x)
{
DrawPixel(x, y, sldj->scripting.lineScanner(xScan, yScan, sldj->frameCounter));
xScan += sldj->xCount;
}
yScan += sldj->yCount;
}
++sldj->frameCounter;
}
EndTextureMode();
ClearBackground(DARKGRAY);
// Draw scanned image.
Texture viewport = sldj->viewport.texture;
DrawTexturePro(
viewport,
(Rectangle){0.0, 0.0, viewport.width, viewport.height},
sldj->viewPortRect,
(Vector2){0.0, 0.0},
0.0,
WHITE
);
DrawFPS(0, viewport.height);
drawGui(sldj);
EndDrawing();
}
void closeSldj(Sldj* sldj)
{
UnloadRenderTexture(sldj->viewport);
closeScripting(&sldj->scripting);
CloseWindow();
}
void resizeGui(Sldj* sldj)
{
Rectangle view = sldj->viewPortRect;
// Starting place for ui.
float startX = view.x + view.width + 5.0;
float startY = 5.0;
// Standard sizes unit for gui elements.
float guiWidth = 50.0;
float guiHeight = 25.0;
sldj->gui.fpsSlider = (Rectangle){startX + 20.0, startY, guiWidth * 3.0, guiHeight};
}
void resetViewportRect(Sldj* sldj, float scale)
{
Texture texture = sldj->viewport.texture;
sldj->viewPortRect = (Rectangle){0.0, 0.0, texture.width * scale, texture.height * scale};
}
void resetViewport(Sldj* sldj, int width, int height, float scale)
{
UnloadRenderTexture(sldj->viewport);
sldj->viewport = LoadRenderTexture(width, height);
// Set up scan counters.
sldj->xCount = UINT16_MAX / width;
sldj->yCount = UINT16_MAX / height;
resetViewportRect(sldj, scale);
}
void reloadScriptContext(Sldj* sldj)
{
if (sldj->scripting.loadContext != NULL)
{
sldj->scripting.loadContext((SldjContext){
.viewportWidth = sldj->viewport.texture.width,
.viewportHeight = sldj->viewport.texture.height,
.targetFps = sldj->targetFps,
.xCount = sldj->xCount,
.yCount = sldj->yCount
});
}
}
void reloadScript(Sldj* sldj)
{
if (sldj->scriptFilepath[0] != '\0')
{
compileScript(&sldj->scripting, sldj->scriptFilepath);
reloadScriptContext(sldj);
}
}
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