Implement FullScreen and FPS opts

This commit is contained in:
2024-01-29 16:41:13 +01:00
parent ed1815eddc
commit a633c9cbdf
7 changed files with 76 additions and 47 deletions

View File

@@ -18,7 +18,7 @@
#include "sounds.h"
// Constants
const char *SETTINGS_PATH = "settings.ini";
const char *GAME_DATA_SAVE_PATH = "game_data.ini";
// Constants end
ECS_COMPONENT_DECLARE(Game);
@@ -99,7 +99,7 @@ int cmpDrawData(const void *a, const void *b) {
}
bool serializeOptions(const char *path, const Options *opts) {
bool serializeGameData(const char *path, const GameData *gameData) {
#ifdef EMSCRIPTEN
char buf[4096];
@@ -109,7 +109,7 @@ bool serializeOptions(const char *path, const Options *opts) {
bzLogInfo("write path: %s", path);
FILE *f = fopen(path, "w");
if (!f) return false;
size_t numWritten = fwrite(opts, sizeof(*opts), 1, f);
size_t numWritten = fwrite(gameData, sizeof(*gameData), 1, f);
fclose(f);
#ifdef EMSCRIPTEN
// Sync FS
@@ -122,7 +122,7 @@ bool serializeOptions(const char *path, const Options *opts) {
return numWritten == 1;
}
bool deserializeOptions(const char *path, Options *optsOut) {
bool deserializeGameData(const char *path, GameData *gameData) {
#ifdef EMSCRIPTEN
char buf[4096];
snprintf(buf, sizeof(buf), "%s%s", "/game/", path);
@@ -134,15 +134,29 @@ bool deserializeOptions(const char *path, Options *optsOut) {
bzLogInfo("start reading");
if (!f) return false;
bzLogInfo("reading");
Options opts;
size_t numRead = fread(&opts, sizeof(opts), 1, f);
GameData data;
size_t numRead = fread(&data, sizeof(data), 1, f);
fclose(f);
if (numRead == 1) {
*optsOut = opts;
*gameData = data;
return true;
}
return false;
}
void applyOptions(const Options *options) {
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
soundsApplyVolume(sounds, options->master, options->music, options->sound);
bool isFullscreen = IsWindowFullscreen();
bool wantFullscreen = options->fullscreen;
if (isFullscreen != wantFullscreen)
ToggleFullscreen();
if (options->limitFps)
SetTargetFPS(60);
else
SetTargetFPS(0);
}
bool init(void *userData) {
// Center window
@@ -333,7 +347,7 @@ void deinit(void *userData) {
InputState *input = ecs_singleton_get_mut(ECS, InputState);
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
serializeOptions(SETTINGS_PATH, &game->options);
serializeGameData(GAME_DATA_SAVE_PATH, &game->gameData);
unloadMap(game);
@@ -379,25 +393,23 @@ void update(float dt, void *userData) {
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
//SetWindowTitle(titleBuf);
SetWindowTitle(titleBuf);
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
{
static bool optsLoaded = false;
if (!optsLoaded) {
static bool gameDataLoaded = false;
if (!gameDataLoaded) {
// Load settings
const char *path = SETTINGS_PATH;
Options opts;
if (deserializeOptions(path, &opts)) {
game->options = opts;
} else {
game->options = getDefaultOptions();
const char *path = GAME_DATA_SAVE_PATH;
GameData gameData = getDefaultGameData();
if (deserializeGameData(path, &gameData)) {
bzLogWarning("Failed to read game data: %s.", path);
}
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
soundsApplyVolume(sounds, opts.master, opts.music, opts.sound);
optsLoaded = true;
game->gameData = gameData;
applyOptions(&gameData.options);
gameDataLoaded = true;
}
}
@@ -719,9 +731,16 @@ void imguiRender(float dt, void *userData) {
}
if (igCollapsingHeader_TreeNodeFlags("Resources", 0)) {
PlayerResources resources = game->playerResources[game->player];
igText("Wood: %lld", resources.wood);
igText("Food: %lld", resources.food);
igText("Gold: %lld", resources.gold);
i32 wood = resources.wood;
i32 food = resources.food;
i32 gold = resources.gold;
igSliderInt("Wood: ", &wood, 0, 10000, "%d", 0);
igSliderInt("Food: ", &food, 0, 10000, "%d", 0);
igSliderInt("Gold: ", &gold, 0, 10000, "%d", 0);
resources.wood = wood;
resources.food = food;
resources.gold = gold;
game->playerResources[game->player] = resources;
igText("Pop: %lld", resources.pop);
igText("Pop Capacity: %lld", resources.pop);
}