extern crate sdl2;
mod font;
pub mod generated;
mod interpolation;
#[cfg(all(feature = "music", not(feature = "32k")))]
mod music;
mod render;
pub mod vendored;
use std::time::{Duration, SystemTime};
#[cfg(all(feature = "music", not(feature = "32k")))]
use music::{mmc2r_to_pcm, Music};
use sdl2::{event::Event, keyboard::Keycode};
#[cfg(all(not(feature = "notimeout"), not(feature = "32k")))]
const TIMEOUT_DEATH: f64 = render::JUST_DVD + 20.0;
use sdl2::audio::AudioSpecDesired;
#[cfg(all(feature = "music", not(feature = "32k")))]
use vendored::micromod::MmC2r;
pub fn main() {
let sdl_context = sdl2::init().unwrap();
#[cfg(all(feature = "music", not(feature = "32k")))]
{
let audio_subsystem = sdl_context.audio().unwrap();
let desired_spec = AudioSpecDesired {
freq: Some(48_000),
channels: Some(2),
samples: Some(8192 as u16),
};
let device = audio_subsystem
.open_playback(None, &desired_spec, |spec| {
// initialize the audio callback
Music {
offset: 0,
pcm: mmc2r_to_pcm(
&mut MmC2r::new(include_bytes!("../uwudhd.mod"), spec.freq as isize).unwrap(),
),
}
})
.unwrap();
// Start playback
device.resume();
}
let video_subsystem = sdl_context.video().unwrap();
let mut builder = video_subsystem.window("cosin25-invite.rs", 512, 256);
builder.position_centered();
#[cfg(feature = "resizable")]
builder.resizable();
let window = &mut builder.build().unwrap();
let mut canvas = window.clone().into_canvas().build().unwrap();
let texture_creator = canvas.texture_creator();
render::render(&mut canvas, &texture_creator, 0.001);
canvas.present();
let mut event_pump = sdl_context.event_pump().unwrap();
let start_time = SystemTime::now();
'running: loop {
let time = SystemTime::now()
.duration_since(start_time)
.expect("Time went back between frames");
let time = f64::from(time.as_millis() as u32) / 1000.0;
#[cfg(all(not(feature = "notimeout"), not(feature = "32k")))]
if time > TIMEOUT_DEATH {
break 'running;
}
render::render(&mut canvas, &texture_creator, time);
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => break 'running,
_ => {}
}
}
// The rest of the game loop goes here...
canvas.present();
::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 12000));
}
}