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path: root/src/lua/embed/boot.lua.h
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/* boot.lua */
static const char* boot_lua = R"(
jin._argv[2] = jin._argv[2] or '.'
jin.filesystem.init()
jin.filesystem.mount(jin._argv[2])

local conf = {} 
if jin.filesystem.exist("config.lua") then 
    conf = require "config"    
end
conf.width      = conf.width      or 576 
conf.height     = conf.height     or 448 
conf.fps        = conf.fps        or 60
conf.vsync      = conf.vsync      or false
conf.title      = conf.title      or ("jin v" .. jin.version())
conf.resizable  = conf.resizable  or false 
conf.fullscreen = conf.fullscreen or false

-- initialize subsystems
jin.graphics.init(conf)
jin.audio.init()

local function call(func, ...)
    if func then 
        return func(...)
    end
end

function jin.core.run()
    call(jin.core.onLoad)
    local previous = jin.time.second()
    local SEC_PER_UPDATE = 1 / conf.fps
    local dt = SEC_PER_UPDATE
    local running = true
    while(jin.core.running()) do
        for _, e in pairs(jin.event.poll()) do 
            if e.type == "keydown" then 
                jin.keyboard.set(e.key, true) 
            elseif e.type == "keyup" then 
                jin.keyboard.set(e.key, false)
            end
            call(jin.core.onEvent, e)
            running = jin.core.running()
            if not running then break end 
        end
        if not running then break end 

        call(jin.core.onUpdate, dt)

        jin.graphics.unbind() 
        jin.graphics.clear() 
        jin.graphics.color()
        jin.graphics.study()
        call(jin.core.onDraw)
        jin.graphics.present()

        local current = jin.time.second() 
        dt = current - previous
        local wait = SEC_PER_UPDATE - dt
        previous = previous + SEC_PER_UPDATE 
        if wait > 0 then 
            dt = SEC_PER_UPDATE
            jin.time.sleep(wait)
        else 
            previous = current
        end
    end
end

local function onError(msg) 
    local tab = '    '
    print("Error:\n" .. msg)
    function jin.core.onEvent(e) 
        if e.type == 'quit' then 
            jin.core.stop()
        end
    end
    local ww, wh = jin.graphics.size() 
    function jin.core.onDraw() 
        jin.graphics.write("Error: ", 10, 10, 30, 3, 30)
        jin.graphics.write(msg, 10, 50) 
    end
end

-------------------------------------------------------------------------------
-- No game handler
-------------------------------------------------------------------------------

jin.nogame = {
    cs = 64, 
    sw = jin.graphics.getWidth(), 
    sh = jin.graphics.getHeight(), 
    cw = 0,
    ch = 0,
    ww = 6,
    ww2 = 6*2, 
    speed = 4, 
    t = 0,
    load = function()
        local nogame = jin.nogame
        nogame.cw = nogame.sw / nogame.cs 
        nogame.ch = nogame.sh / nogame.cs 
        nogame.t = nogame.ww - 1
    end, 
    event = function(e)
        if e.type == 'quit' then 
            jin.core.stop()
        end
    end,
    update = function(dt)
        local nogame = jin.nogame
        nogame.t = nogame.t + dt * nogame.speed 
        if nogame.t > nogame.ww2 then 
            nogame.t = nogame.t - nogame.ww2 
        end 
    end, 
    circle = function(x, y, r)
        local nogame = jin.nogame
        if r % nogame.ww2 > nogame.ww then 
            return 
        end 
        r = math.sin((r/nogame.ww)*math.pi)*nogame.cs/2
        local fact = (x + y) / nogame.ch * nogame.cw
        jin.graphics.color(155 + 100 * math.sin(fact), 155 + 100 * math.cos(fact), 155 + 100 * math.sin(fact * fact), 255)
        jin.graphics.circle("fill", x*nogame.cs + nogame.cs/2, y*nogame.cs + nogame.cs/2, r)
    end,
    draw = function() 
        local nogame = jin.nogame
        for y = 0, nogame.ch - 1 do 
            for x = 0, nogame.cw - 1 do 
                nogame.circle(x, y, nogame.t+x+y)
            end 
        end
    end
}

-------------------------------------------------------------------------------
-- Boot jin
-------------------------------------------------------------------------------

local function boot() 
    if jin.filesystem.exist("main.lua") then 
        -- require main game script
        xpcall(function() require"main" end, onError)
        jin.core.run()
    else
        -- no game 
        jin.core.onLoad = jin.nogame.load
        jin.core.onEvent = jin.nogame.event
        jin.core.onUpdate = jin.nogame.update
        jin.core.onDraw = jin.nogame.draw
        jin.core.run()
    end
    -- quit subsystems
    jin.graphics.destroy()
    jin.audio.destroy()
    -- exit whole game 
    jin.core.quit()
end 

xpcall(boot, onError)

)";