Files
basic1/emulator/main.cpp
2026-01-31 09:45:40 -05:00

115 lines
4.1 KiB
C++

// Entry point for the desktop emulator
#include "low_level_display_sfml.h"
#include "../display/low_level_render.h"
#include "../display/low_level_gui.h"
#include "game_launcher.h"
#include "../games/demo_game.h"
#include "../games/tic_tac_toe.h"
#include "../games/monopoly/monopoly_game.h"
#include "input_manager.h"
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <vector>
#include <cstring>
constexpr int WIDTH = 400;
constexpr int HEIGHT = 300;
int main() {
// Allocate 1-bit framebuffer (rounded up)
size_t buffer_size = (WIDTH * HEIGHT + 7) / 8;
std::vector<uint8_t> framebuffer(buffer_size, 0);
// Set up display, renderer, and GUI
LowLevelDisplaySFML display(WIDTH, HEIGHT);
if (!display.init()) {
std::cerr << "Failed to initialize SFML display" << std::endl;
return 1;
}
LowLevelRenderer renderer(framebuffer.data(), WIDTH, HEIGHT);
LowLevelGUI gui(&renderer, font_5x5_obj);
InputManager input_manager; // Emulator stub
// Create GameLauncher
GameLauncher launcher(WIDTH, HEIGHT, &renderer, &gui, &input_manager);
launcher.register_game("Tic-Tac-Toe", "Classic 2-player game",
[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
return new TicTacToeGame(w, h, r, g, im);
});
launcher.register_game("Monopoly", "Classic property trading game",
[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
return new MonopolyGame(w, h, r, g, im);
});
launcher.register_game("Demo Game", "Simple test game",
[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
return new DemoGame(w, h, r, g, im);
});
Game* current_game = nullptr;
bool running = true;
bool needs_redraw = true;
while (display.isOpen() && running) {
// Handle SFML events and translate to InputEvent
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
sf::Event sfEvent;
while (display.pollEvent(sfEvent)) {
if (sfEvent.type == sf::Event::Closed) {
display.close();
running = false;
} else if (sfEvent.type == sf::Event::MouseButtonPressed) {
event.type = INPUT_TOUCH_DOWN;
event.x = sfEvent.mouseButton.x;
event.y = sfEvent.mouseButton.y;
event.valid = true;
} else if (sfEvent.type == sf::Event::KeyPressed) {
if (sfEvent.key.code == sf::Keyboard::Space) {
event.type = INPUT_BUTTON_0;
event.valid = true;
} else if (sfEvent.key.code == sf::Keyboard::Enter) {
event.type = INPUT_BUTTON_1;
event.valid = true;
} else if (sfEvent.key.code == sf::Keyboard::Escape) {
// Simulate long-press exit
if (launcher.is_game_selected()) {
launcher.reset();
needs_redraw = true;
}
}
}
}
if (event.valid) {
if (launcher.is_game_selected()) {
current_game = launcher.get_selected_game();
needs_redraw = current_game->update(event) || needs_redraw;
if (current_game->wants_to_exit()) {
launcher.reset();
needs_redraw = true;
}
} else {
bool game_selected = launcher.update(event);
if (game_selected) {
needs_redraw = true;
}
}
}
if (needs_redraw) {
renderer.clear_buffer();
if (launcher.is_game_selected()) {
current_game = launcher.get_selected_game();
current_game->draw();
} else {
launcher.draw();
}
display.draw_buffer(framebuffer.data());
display.refresh();
needs_redraw = false;
}
}
return 0;
}