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Now with little editing, it is executable.
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@ -160,7 +160,7 @@ int curses_character = 0;
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int curses_signal = SIGNAL_NONE;
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int curses_screen_width = 0;
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int curses_screen_height = 0;
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int curses_active = 0;
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int curses_active = FALSE;
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/*
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I need to quickly explain how I'm structuring this subprogram. You can think of functions and variables starting with 'curses_*' as tiny standalone library if it's easier. They
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@ -190,8 +190,12 @@ C can efficiently write good programs using those libraries, please don't misund
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our subprogram called 'curses'.
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*/
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static void curses_idle (void) { return; } // If you have a lot of short functions that are intended to be in array of function pointers, you can align them like this.
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static void curses_exit (void) { curses_active = 0; } // And this is our main function for quitting main loop in curses.
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static void curses_initialize (void) { // This function will be called when 'curses_configure' is called, automatically.
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struct winsize screen_dimension;
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struct winsize screen_dimension; // We need this ugly structure for our 'ioctl' function to get the dimensions.
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int screen_memory; // And you can use local variables to shorten some lines of code if you want.
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fatal_failure (ioctl (STDOUT_FILENO, TIOCGWINSZ, & screen_dimension) == -1, // If function 'ioctl' failed, we immediately aborting the entire program.
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"ioctl: Failed to get terminal dimensions."); // I split those error messages, you can find your own formatting style.
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@ -204,7 +208,7 @@ static void curses_initialize (void) {
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curses_new_terminal = curses_old_terminal; // Here we set our raw terminal to be the same as the non-raw one.
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curses_new_terminal.c_cc [VMIN] = (unsigned char) 0; // Now it's time to modify it to be raw, this essentially means no-echo.
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curses_new_terminal.c_cc [VMIN] = (unsigned char) 0; // Now it's time to modify it to be raw.
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curses_new_terminal.c_cc [VTIME] = (unsigned char) 1;
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curses_new_terminal.c_iflag &= (unsigned int) ~(BRKINT | ICRNL | INPCK | ISTRIP | IXON);
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@ -214,6 +218,16 @@ static void curses_initialize (void) {
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fatal_failure (tcsetattr (STDIN_FILENO, TCSAFLUSH, & curses_new_terminal) == -1, // Finally, we're passing intormations to our terminal, and it becomes raw.
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"tcsetattr: Failed to set reverse terminal attributes.");
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screen_memory = CURSES_FORMAT * curses_screen_width * curses_screen_height; // This is square area of our terminal, and multiplied by 12, size of FORMAT.
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curses_screen = allocate (CURSES_REVERT + screen_memory + CURSES_CURSOR + 1); // We're requesting new memory for framebuffer.
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curses_bind (SIGNAL_ESCAPE, curses_exit); // Binding universal exit key (signal).
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string_copy (& curses_screen [0], "\033[H"); // ASCII black magic to always clear screen.
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terminal_clear ();
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}
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static void curses_deinitialize (void) { // This function will be only called once, automatically, at the program exit.
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@ -221,6 +235,13 @@ static void curses_deinitialize (void) {
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curses_activator = deallocate (curses_activator);
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curses_action = deallocate (curses_action);
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curses_action_count = 0;
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curses_character = 0;
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curses_signal = SIGNAL_NONE;
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curses_screen_width = 0;
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curses_screen_height = 0;
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curses_active = FALSE;
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terminal_clear (); // This only make things look prettier, we don't have mess when we exit the program.
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fatal_failure (tcsetattr (STDIN_FILENO, TCSAFLUSH, & curses_old_terminal) == -1, // Again, if this fails, we're doomed, we're aborting.
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@ -308,27 +329,16 @@ static char * curses_format_character (char character, int colour, int effect) {
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return (curses_format); // And we return the value (pointer to character) of formatted internal variables.
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}
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static void curses_idle (void) { return; } // If you have a lot of short functions that are intended to be in array of function pointers, you can align them like this.
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static void curses_exit (void) { curses_active = 0; } // And this is our main function for quitting main loop in curses.
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/*
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External function definitions, those found in "chapter_2.h" header file.
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*/
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void curses_configure (void) {
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curses_active = TRUE;
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curses_active = TRUE; // This is important part, and something I like to do in my standalone libraries.
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atexit (curses_deinitialize); // Deinitialization is automatically on exit.
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atexit (curses_deinitialize); // Deinitialization is automatically executed on exit point of the program, since we called 'atexit' function.
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curses_initialize (); // Initializing curses, yaay.
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curses_screen = allocate (CURSES_REVERT + CURSES_FORMAT * curses_screen_width * curses_screen_height + CURSES_CURSOR + 1); // We're requesting new memory for framebuffer.
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curses_bind (SIGNAL_ESCAPE, curses_exit); // Binding universal exit key (signal).
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terminal_clear ();
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string_copy (& curses_screen [0], "\033[H"); // ASCII black magic to always clear screen.
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curses_initialize (); // Initializing curses, finally, yaay.
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}
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void curses_synchronize (void) {
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@ -360,6 +370,10 @@ void curses_synchronize (void) {
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curses_action [signal] (); // We execute corresponding action (function).
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}
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}
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if (curses_active == FALSE) { // Lastly, if we exited curses, we want to deinitialize.
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curses_deinitialize (); // It's no problem if we do it more than once...
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}
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}
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/*
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@ -10,11 +10,10 @@ It is distributed in the hope that it will be useful or harmful, it really depen
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#define CHAPTER_5_SOURCE
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#include "chapter_5.h"
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/*
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static void (* game_action [GAME_ACTION_COUNT]) (game_t * game, player_t * player);
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static number_t game_is_active (game_t * game) { return (game->active); }
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static number_t game_exit (game_t * game) { return (game->active = FALSE); }/*
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*/
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static number_t game_is_active (game_t * game) { return (game->active = curses_active); }/*
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static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
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static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
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static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
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@ -23,9 +22,7 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return
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static void game_configure (game_t * game, player_t * player) {
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curses_configure ();
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curses_bind (SIGNAL_Q, game_exit);
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game->active = TRUE;
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game->active = curses_active;
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game->screen_width = curses_screen_width;
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game->screen_height = curses_screen_height;
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