--- /dev/null
+#define _GNU_SOURCE
+#include <math.h>
+#include <err.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdbool.h>
+#include <sys/time.h>
+#include <time.h>
+#include <limits.h>
+#include "stdrusty.h"
+#include "list/list.h"
+#include "talloc/talloc.h"
+#include "container_of/container_of.h"
+#include <SDL/SDL.h>
+#include <SDL/SDL_image.h>
+#include <cwiid.h>
+#include <assert.h>
+#include <unistd.h>
+
+#define EXPIRY_SECS 3
+
+#define MAX_X CWIID_IR_X_MAX
+#define MAX_Y CWIID_IR_Y_MAX
+
+#define LEFT_PLAYER 1
+#define RIGHT_PLAYER 2
+
+static LIST_HEAD(objects);
+
+struct coord
+{
+ double x;
+ double y;
+};
+
+/* Based loosely on http://tog.acm.org/GraphicsGems/gemsiii/insectc.c */
+/* Faster Line Segment Intersection */
+/* Franklin Antonio */
+static bool lines_intersect(const struct coord *start1,
+ const struct coord *start2,
+ const struct coord *start3,
+ const struct coord *start4,
+ struct coord *intersect)
+{
+ double Ax,Bx,Cx,Ay,By,Cy,d,e,f,num;
+ struct coord lo, hi;
+
+ Ax = start2->x - start1->x;
+ Bx = start3->x - start4->x;
+
+ if(Ax<0) { /* X bound box test*/
+ lo.x = start2->x; hi.x = start1->x;
+ } else {
+ hi.x = start2->x; lo.x = start1->x;
+ }
+ if(Bx>0) {
+ if(hi.x < start4->x || start3->x < lo.x) return false;
+ } else {
+ if(hi.x < start3->x || start4->x < lo.x) return false;
+ }
+
+ Ay = start2->y - start1->y;
+ By = start3->y - start4->y;
+
+ if(Ay<0) { /* Y bound box test*/
+ lo.y = start2->y; hi.y = start1->y;
+ } else {
+ hi.y = start2->y; lo.y = start1->y;
+ }
+ if(By>0) {
+ if(hi.y < start4->y || start3->y < lo.y) return false;
+ } else {
+ if(hi.y < start3->y || start4->y < lo.y) return false;
+ }
+
+
+ Cx = start1->x - start3->x;
+ Cy = start1->y - start3->y;
+ d = By*Cx - Bx*Cy; /* alpha numerator*/
+ f = Ay*Bx - Ax*By; /* both denominator*/
+ if (f>0) { /* alpha tests*/
+ if (d < 0 || d > f) return false;
+ } else {
+ if (d > 0 || d < f) return false;
+ }
+
+ e = Ax*Cy - Ay*Cx; /* beta numerator*/
+ if (f > 0) { /* beta tests*/
+ if (e < 0 || e > f) return false;
+ } else {
+ if (e > 0 || e < f) return false;
+ }
+
+/*compute intersection coordinates*/
+ /* Don't worry about tiny values of f (< 1/2 pixel across screen) */
+ if (fabs(f) < 1.0 / (2.0 * MAX_X * MAX_Y))
+ return false;
+
+ num = d*Ax; /* numerator */
+ intersect->x = start1->x + num / f; /* intersection x */
+
+ num = d*Ay;
+ intersect->y = start1->y + num / f; /* intersection y */
+
+ return true;
+}
+
+// A set of very useful macros that you will find in most
+// code that I write whether I use them in a program or
+// not.
+
+#define abs(a) (((a)<0) ? -(a) : (a))
+#define sign(a) (((a)<0) ? -1 : (a)>0 ? 1 : 0)
+
+// The following code implements a Bresenham line drawing
+// algorithm. There are 4 separate routines each optimized
+// for one of the four pixel depths supported by SDL. SDL
+// support many pixel formats, but it only support 8, 16,
+// 24, and 32 bit pixels.
+
+//----------------------------------------------------------
+
+// Draw lines in 8 bit surfaces.
+
+static void line8(SDL_Surface *s,
+ int x1, int y1,
+ int x2, int y2,
+ Uint32 color)
+{
+ int d;
+ int x;
+ int y;
+ int ax;
+ int ay;
+ int sx;
+ int sy;
+ int dx;
+ int dy;
+
+ Uint8 *lineAddr;
+ Sint32 yOffset;
+
+ dx = x2 - x1;
+ ax = abs(dx) << 1;
+ sx = sign(dx);
+
+ dy = y2 - y1;
+ ay = abs(dy) << 1;
+ sy = sign(dy);
+ yOffset = sy * s->pitch;
+
+ x = x1;
+ y = y1;
+
+ lineAddr = ((Uint8 *)(s->pixels)) + (y * s->pitch);
+ if (ax>ay)
+ { /* x dominant */
+ d = ay - (ax >> 1);
+ for (;;)
+ {
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ *(lineAddr + x) = (Uint8)color;
+
+ if (x == x2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ y += sy;
+ lineAddr += yOffset;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ { /* y dominant */
+ d = ax - (ay >> 1);
+ for (;;)
+ {
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ *(lineAddr + x) = (Uint8)color;
+
+ if (y == y2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ lineAddr += yOffset;
+ d += ax;
+ }
+ }
+}
+
+//----------------------------------------------------------
+
+// Draw lines in 16 bit surfaces. Note that this code will
+// also work on 15 bit surfaces.
+
+static void line16(SDL_Surface *s,
+ int x1, int y1,
+ int x2, int y2,
+ Uint32 color)
+{
+ int d;
+ int x;
+ int y;
+ int ax;
+ int ay;
+ int sx;
+ int sy;
+ int dx;
+ int dy;
+
+ Uint8 *lineAddr;
+ Sint32 yOffset;
+
+ dx = x2 - x1;
+ ax = abs(dx) << 1;
+ sx = sign(dx);
+
+ dy = y2 - y1;
+ ay = abs(dy) << 1;
+ sy = sign(dy);
+ yOffset = sy * s->pitch;
+
+ x = x1;
+ y = y1;
+
+ lineAddr = ((Uint8 *)s->pixels) + (y * s->pitch);
+ if (ax>ay)
+ { /* x dominant */
+ d = ay - (ax >> 1);
+ for (;;)
+ {
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ *((Uint16 *)(lineAddr + (x << 1))) = (Uint16)color;
+
+ if (x == x2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ y += sy;
+ lineAddr += yOffset;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ { /* y dominant */
+ d = ax - (ay >> 1);
+ for (;;)
+ {
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ *((Uint16 *)(lineAddr + (x << 1))) = (Uint16)color;
+
+ if (y == y2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ lineAddr += yOffset;
+ d += ax;
+ }
+ }
+}
+
+//----------------------------------------------------------
+
+// Draw lines in 24 bit surfaces. 24 bit surfaces require
+// special handling because the pixels don't fall on even
+// address boundaries. Instead of being able to store a
+// single byte, word, or long you have to store 3
+// individual bytes. As a result 24 bit graphics is slower
+// than the other pixel sizes.
+
+static void line24(SDL_Surface *s,
+ int x1, int y1,
+ int x2, int y2,
+ Uint32 color)
+{
+ int d;
+ int x;
+ int y;
+ int ax;
+ int ay;
+ int sx;
+ int sy;
+ int dx;
+ int dy;
+
+ Uint8 *lineAddr;
+ Sint32 yOffset;
+
+#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
+ color <<= 8;
+#endif
+
+ dx = x2 - x1;
+ ax = abs(dx) << 1;
+ sx = sign(dx);
+
+ dy = y2 - y1;
+ ay = abs(dy) << 1;
+ sy = sign(dy);
+ yOffset = sy * s->pitch;
+
+ x = x1;
+ y = y1;
+
+ lineAddr = ((Uint8 *)(s->pixels)) + (y * s->pitch);
+ if (ax>ay)
+ { /* x dominant */
+ d = ay - (ax >> 1);
+ for (;;)
+ {
+ Uint8 *p = (lineAddr + (x * 3));
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ memcpy(p, &color, 3);
+
+ if (x == x2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ y += sy;
+ lineAddr += yOffset;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ { /* y dominant */
+ d = ax - (ay >> 1);
+ for (;;)
+ {
+ Uint8 *p = (lineAddr + (x * 3));
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ memcpy(p, &color, 3);
+
+ if (y == y2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ lineAddr += yOffset;
+ d += ax;
+ }
+ }
+}
+
+//----------------------------------------------------------
+
+// Draw lines in 32 bit surfaces. Note that this routine
+// ignores alpha values. It writes them into the surface
+// if they are included in the pixel, but does nothing
+// else with them.
+
+static void line32(SDL_Surface *s,
+ int x1, int y1,
+ int x2, int y2,
+ Uint32 color)
+{
+ int d;
+ int x;
+ int y;
+ int ax;
+ int ay;
+ int sx;
+ int sy;
+ int dx;
+ int dy;
+
+ Uint8 *lineAddr;
+ Sint32 yOffset;
+
+ dx = x2 - x1;
+ ax = abs(dx) << 1;
+ sx = sign(dx);
+
+ dy = y2 - y1;
+ ay = abs(dy) << 1;
+ sy = sign(dy);
+ yOffset = sy * s->pitch;
+
+ x = x1;
+ y = y1;
+
+ lineAddr = ((Uint8 *)(s->pixels)) + (y * s->pitch);
+ if (ax>ay)
+ { /* x dominant */
+ d = ay - (ax >> 1);
+ for (;;)
+ {
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ *((Uint32 *)(lineAddr + (x << 2))) = (Uint32)color;
+
+ if (x == x2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ y += sy;
+ lineAddr += yOffset;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ { /* y dominant */
+ d = ax - (ay >> 1);
+ for (;;)
+ {
+ if (y >= 0 && y < MAX_Y && x >= 0 && x < MAX_X)
+ *((Uint32 *)(lineAddr + (x << 2))) = (Uint32)color;
+
+ if (y == y2)
+ {
+ return;
+ }
+ if (d>=0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ lineAddr += yOffset;
+ d += ax;
+ }
+ }
+}
+
+//----------------------------------------------------------
+
+// Examine the depth of a surface and select a line
+// drawing routine optimized for the bytes/pixel of the
+// surface.
+
+static void line(SDL_Surface *s,
+ int x1, int y1,
+ int x2, int y2,
+ Uint32 color)
+{
+ switch (s->format->BytesPerPixel)
+ {
+ case 1:
+ line8(s, x1, y1, x2, y2, color);
+ break;
+ case 2:
+ line16(s, x1, y1, x2, y2, color);
+ break;
+ case 3:
+ line24(s, x1, y1, x2, y2, color);
+ break;
+ case 4:
+ line32(s, x1, y1, x2, y2, color);
+ break;
+ }
+}
+
+/* Bounding box to be updated. */
+static bool needs_update;
+static struct coord start_update, end_update;
+
+struct object
+{
+ /* List of all objects. */
+ struct list_node list;
+ /* Bounding box. */
+ struct coord start, end;
+
+ void (*redraw)(SDL_Surface *s, struct object *me);
+};
+
+struct ball
+{
+ struct object object;
+
+ struct coord pos;
+ struct coord move;
+ SDL_Surface *image;
+};
+
+struct line_segment
+{
+ struct object object;
+
+ struct coord start, end;
+ struct list_node list;
+ bool ignore;
+ struct timeval expires;
+ /* Does someone score if they hit this line ? */
+ struct score *score;
+};
+
+struct score
+{
+ struct object object;
+
+ SDL_Surface *image;
+ unsigned int value;
+ SDL_Surface *won;
+};
+
+static void thick_line(SDL_Surface *s, const struct line_segment *l,
+ unsigned color)
+{
+ struct line_segment adj;
+ int x, y, minx = MAX_X, miny = MAX_Y, maxx = 0, maxy = 0;
+
+ SDL_LockSurface(s);
+
+ /* Cheap hack */
+ for (x = -1; x < 2; x++) {
+ for (y = -1; y < 2; y++) {
+ adj.start.x = l->start.x + x;
+ adj.end.x = l->end.x + x;
+ adj.start.y = l->start.y + y;
+ adj.end.y = l->end.y + y;
+
+ if (adj.start.x < minx)
+ minx = adj.start.x;
+ if (adj.start.x > maxx)
+ maxx = adj.start.x;
+ if (adj.start.y < miny)
+ miny = adj.start.y;
+ if (adj.start.y > maxy)
+ maxy = adj.start.y;
+ if (adj.end.x < minx)
+ minx = adj.end.x;
+ if (adj.end.x > maxx)
+ maxx = adj.end.x;
+ if (adj.end.y < miny)
+ miny = adj.end.y;
+ if (adj.end.y > maxy)
+ maxy = adj.end.y;
+
+ line(s, adj.start.x, adj.start.y, adj.end.x, adj.end.y,
+ color);
+ }
+ }
+
+ if (minx < 0)
+ minx = 0;
+ if (miny < 0)
+ miny = 0;
+ if (maxx >= MAX_X)
+ maxx = MAX_X-1;
+ if (maxy >= MAX_Y)
+ maxy = MAX_Y-1;
+ SDL_UpdateRect(s, minx, miny, maxx-minx, maxy-miny);
+ SDL_UnlockSurface(s);
+}
+
+static bool intersect(const struct coord *c1, const struct coord *c2,
+ const struct line_segment *seg, struct coord *intersect)
+{
+ return lines_intersect(c1, c2, &seg->start, &seg->end, intersect);
+}
+
+static double dist(const struct coord *c1, const struct coord *c2)
+{
+ double x = (c1->x - c2->x), y = (c1->y - c2->y);
+ return sqrt(x * x + y * y);
+}
+
+static unsigned rad_to_deg(double rad)
+{
+ return ((unsigned)(rad / M_PI * 180) + 360) % 360;
+}
+
+static void bounce(struct ball *ball, const struct line_segment *line,
+ struct coord *move, double increase_speed)
+{
+ double len, speed, lang, iang, oang;
+ struct coord isect, new;
+
+ new.x = ball->pos.x + move->x;
+ new.y = ball->pos.y + move->y;
+
+ /* How far were we supposed to move ball? */
+ len = sqrt(move->x * move->x + move->y * move->y);
+
+ /* How far is it to intersection? */
+ if (!intersect(&ball->pos, &new, line, &isect))
+ errx(1, "No intersection any more?\n");;
+ len -= dist(&ball->pos, &isect);
+
+ /* Move ball to intersection. */
+ ball->pos = isect;
+ printf("ball is now at %f,%f\n", ball->pos.x, ball->pos.y);
+
+ /* Outgoing angle = 2 * line angle - incident angle. */
+ lang = atan2(line->end.x - line->start.x, line->end.y - line->start.y);
+ iang = atan2(ball->move.x, ball->move.y);
+ oang = 2 * lang - iang, 2*M_PI;
+ printf("lang = %u, iang = %u, oang=%u\n",
+ rad_to_deg(lang),
+ rad_to_deg(iang),
+ rad_to_deg(oang));
+
+ /* Set new direction for ball, at slightly increased speed */
+ speed = sqrt(ball->move.x * ball->move.x + ball->move.y * ball->move.y);
+ speed += increase_speed;
+ ball->move.x = sin(oang) * speed;
+ ball->move.y = cos(oang) * speed;
+
+ /* Set move. */
+ move->x = sin(oang) * len;
+ move->y = cos(oang) * len;
+ printf("len = %f, move = %f,%f\n", len, move->x, move->y);
+}
+
+static struct line_segment border[] = {
+ { .start = { 0, 0, }, .end = { MAX_X-1, 0 } },
+ { .start = { MAX_X-1, 0, }, .end = { MAX_X-1, MAX_Y-1 } },
+ { .start = { MAX_X-1, MAX_Y-1, }, .end = { 0, MAX_Y-1 } },
+ { .start = { 0, MAX_Y-1, }, .end = { 0, 0 } },
+};
+
+static inline float deg_to_rad(float degrees)
+{
+ return degrees * M_PI / 180;
+}
+
+static SDL_Surface *sub_surface(SDL_Surface *screen, int w, int h)
+{
+ return SDL_CreateRGBSurface(SDL_SWSURFACE, w, h,
+ screen->format->BitsPerPixel,
+ screen->format->Rmask,
+ screen->format->Gmask,
+ screen->format->Bmask,
+ screen->format->Amask);
+}
+
+static SDL_Surface *ball_surface(SDL_Surface *screen)
+{
+ SDL_Surface *ball;
+
+ /* Just like the screen surface. */
+ ball = sub_surface(screen, 5, 5);
+
+ /* Lock the surface */
+ SDL_LockSurface(ball);
+
+ /* Black, white corners. */
+ memset(ball->pixels, 0x00, ball->pitch * 5);
+ line(ball, 0, 0, 0, 0, 0xFFFFFFFF);
+ line(ball, 4, 0, 4, 0, 0xFFFFFFFF);
+ line(ball, 0, 4, 0, 4, 0xFFFFFFFF);
+ line(ball, 4, 4, 4, 4, 0xFFFFFFFF);
+ SDL_UnlockSurface(ball);
+
+ return ball;
+}
+
+static void clear_ignore(struct list_head *lines)
+{
+ struct line_segment *i;
+ printf("Unignoring...\n");
+ list_for_each(lines, i, list)
+ i->ignore = false;
+}
+
+static uint16_t *find_valid_point(struct cwiid_state *state)
+{
+ unsigned int i;
+
+ for (i = 0; i < CWIID_IR_SRC_COUNT; i++) {
+ if (state->ir_src[i].valid)
+ return state->ir_src[i].pos;
+ }
+ return NULL;
+}
+
+static void calibrate(SDL_Surface *screen,
+ const char *filename,
+ cwiid_wiimote_t *wiimote,
+ struct coord *calib, unsigned x, unsigned y)
+{
+ SDL_Surface *img = IMG_Load(filename);
+ uint16_t *pos;
+ struct cwiid_state state;
+ int last_x = MAX_X, last_y = MAX_Y, count = 0;
+ SDL_Rect rect = { .x = screen->w/2 - img->w/2,
+ .y = screen->h/2 - img->h/2 };
+
+ SDL_BlitSurface(img, NULL, screen, &rect);
+ SDL_UpdateRect(screen, 0, 0, 0, 0);
+ SDL_FreeSurface(img);
+
+ SDL_Delay(500);
+
+ /* Must see it for a full half second. */
+ while (count < 20) {
+ SDL_Event event;
+
+ if (cwiid_get_state(wiimote, &state))
+ errx(1, "No wii state");
+
+ pos = find_valid_point(&state);
+ if (!pos) {
+ if (count)
+ count--;
+ } else {
+ /* Allow some jitter */
+ if (abs(pos[0]-last_x) < 3 && abs(pos[1]-last_y) < 3)
+ count++;
+ last_x = pos[0];
+ last_y = pos[1];
+ }
+
+ SDL_Delay(25);
+ if (SDL_PollEvent(&event)
+ && (event.type == SDL_QUIT
+ || (event.type == SDL_KEYDOWN
+ && event.key.keysym.sym == SDLK_ESCAPE))) {
+ SDL_Quit();
+ exit(0);
+ }
+ }
+
+ calib->x = last_x;
+ calib->y = last_y;
+ SDL_Delay(500);
+ printf("Calibration point: %u,%u\n", last_x, last_y);
+}
+
+static bool map_coord(unsigned int x, unsigned int y,
+ const struct coord calib[],
+ struct coord *res)
+{
+ struct coord line_start, line_end;
+ struct coord pos = { x, y }, intersect;
+ double d1, d2;
+
+ /* Calibration layout:
+ *
+ * 0 1
+ *
+ * 3 2
+ *
+ * We figure out the distance to each side, and then map using:
+ *
+ * x = d1 / (d1 + d2) * (rawend - rawstart) + rawstart
+ */
+ line_start.x = 0;
+ line_end.x = MAX_X-1;
+ line_start.y = line_end.y = y;
+
+ if (!lines_intersect(&calib[0], &calib[3], &line_start, &line_end,
+ &intersect))
+ return false;
+ d1 = dist(&pos, &intersect);
+ if (!lines_intersect(&calib[1], &calib[2], &line_start, &line_end,
+ &intersect))
+ return false;
+ d2 = dist(&pos, &intersect);
+ res->x = d1 / (d1 + d2) * MAX_X;
+
+ line_start.y = 0;
+ line_end.y = MAX_Y-1;
+ line_start.x = line_end.x = x;
+
+ if (!lines_intersect(&calib[0], &calib[1], &line_start, &line_end,
+ &intersect))
+ return false;
+ d1 = dist(&pos, &intersect);
+ if (!lines_intersect(&calib[3], &calib[2], &line_start, &line_end,
+ &intersect))
+ return false;
+ d2 = dist(&pos, &intersect);
+ res->y = d1 / (d1 + d2) * MAX_Y;
+
+ return true;
+}
+
+static void add_update(const struct object *obj)
+{
+ if (!needs_update) {
+ start_update = obj->start;
+ end_update = obj->end;
+ needs_update = true;
+ return;
+ }
+ if (obj->start.x < start_update.x)
+ start_update.x = obj->start.x;
+ if (obj->start.y < start_update.y)
+ start_update.y = obj->start.y;
+ if (obj->end.x > end_update.x)
+ end_update.x = obj->end.x;
+ if (obj->end.y > end_update.y)
+ end_update.y = obj->end.y;
+}
+
+static void destroy_object(struct object *object)
+{
+ list_del(&object->list);
+ add_update(object);
+}
+
+static void add_object(struct list_head *list,
+ struct object *obj,
+ unsigned int startx, unsigned int starty,
+ unsigned int width, unsigned int height,
+ void (*redraw)(SDL_Surface *s, struct object *me))
+{
+ list_add_tail(list, &obj->list);
+ obj->start.x = startx;
+ obj->start.y = starty;
+ obj->end.x = startx + width;
+ obj->end.y = starty + height;
+ obj->redraw = redraw;
+ add_update(obj);
+}
+
+static void redraw_line(SDL_Surface *s, struct object *me)
+{
+ struct line_segment *l = container_of(me, struct line_segment, object);
+
+ thick_line(s, l, 0);
+}
+
+static int destroy_line(struct line_segment *l)
+{
+ list_del(&l->list);
+ destroy_object(&l->object);
+ return 0;
+}
+
+static void line_object_setup(struct list_head *lines,
+ struct list_head *objects,
+ struct line_segment *l)
+{
+ unsigned int tmp, startx, endx, starty, endy;
+
+ list_add_tail(lines, &l->list);
+
+ startx = l->start.x;
+ starty = l->start.y;
+ endx = l->end.x;
+ endy = l->end.y;
+
+ /* Find bounding box */
+ if (startx > endx) {
+ tmp = endx;
+ endx = startx;
+ startx = tmp;
+ }
+ if (starty > endy) {
+ tmp = endy;
+ endy = starty;
+ starty = tmp;
+ }
+ /* Padding for thick lines (beware underflow) */
+ if (startx > 0)
+ startx--;
+ if (starty > 0)
+ starty--;
+ endx++;
+ endy++;
+
+ add_object(objects, &l->object, startx, starty,
+ endx - startx, endy - starty, redraw_line);
+}
+
+static void add_line(struct list_head *lines,
+ unsigned int startx, unsigned int starty,
+ unsigned int endx, unsigned int endy,
+ const struct coord calib[])
+{
+ struct line_segment *l = talloc(NULL, struct line_segment);
+ struct timeval now;
+
+ if (!map_coord(startx, starty, calib, &l->start)
+ || !map_coord(endx, endy, calib, &l->end)) {
+ talloc_free(l);
+ return;
+ }
+
+ l->ignore = false;
+ l->score = NULL;
+ gettimeofday(&now, NULL);
+ l->expires = now;
+ l->expires.tv_sec += EXPIRY_SECS;
+
+ line_object_setup(lines, &objects, l);
+ talloc_set_destructor(l, destroy_line);
+}
+
+static void redraw_ball(SDL_Surface *s, struct object *me)
+{
+ struct ball *b = container_of(me, struct ball, object);
+ SDL_Rect rect = { .x = b->pos.x - b->image->w/2,
+ .y = b->pos.y - b->image->h/2 };
+
+ SDL_BlitSurface(b->image, NULL, s, &rect);
+}
+
+static void redraw_score(SDL_Surface *s, struct object *me)
+{
+ struct score *score = container_of(me, struct score, object);
+ SDL_Rect rect = { .x = score->object.start.x,
+ .y = score->object.start.y };
+
+ SDL_BlitSurface(score->image, NULL, s, &rect);
+}
+
+static SDL_Surface *score(struct score *s)
+{
+ char filename[40];
+
+ s->value++;
+ SDL_FreeSurface(s->image);
+ sprintf(filename, "images/%u.png", s->value);
+ s->image = IMG_Load(filename);
+ /* No more images? You won! */
+ if (!s->image)
+ return s->won;
+
+ add_update(&s->object);
+ return NULL;
+}
+
+/* Due to rounding, we exaggerate bounding box by 1 here. */
+static void do_updates(struct list_head *objects, SDL_Surface *screen)
+{
+ struct object *i;
+ unsigned int y, startx, starty, endx, endy;
+
+ /* Clip */
+ if (start_update.x <= 0)
+ startx = 0;
+ else
+ startx = start_update.x - 1;
+ if (start_update.y <= 0)
+ starty = 0;
+ else
+ starty = start_update.y - 1;
+
+ endx = end_update.x+1;
+ endy = end_update.y+1;
+
+ if (endx > screen->w)
+ endx = screen->w;
+ if (endy > screen->h)
+ endy = screen->h;
+
+ SDL_LockSurface(screen);
+ /* First we clear the area to white. */
+ for (y = starty; y < endy; y++) {
+ memset(screen->pixels + y * screen->pitch
+ + screen->format->BytesPerPixel * startx,
+ 0xFF,
+ (endx - startx) * screen->format->BytesPerPixel);
+ }
+ SDL_UnlockSurface(screen);
+
+ /* Now redraw everything which overlaps it */
+ list_for_each(objects, i, list) {
+ if (i->end.x < startx)
+ continue;
+ if (i->end.y < starty)
+ continue;
+ if (i->start.x > endx)
+ continue;
+ if (i->start.y > endy)
+ continue;
+ i->redraw(screen, i);
+ }
+
+ SDL_UpdateRect(screen, startx, starty, endx - startx, endy - starty);
+
+ /* Reset bounding box */
+ needs_update = false;
+}
+
+static bool same_side(const struct ball *ball, unsigned int x)
+{
+ return (ball->pos.x >= MAX_X/2) == (x >= MAX_X/2);
+}
+
+int main(int argc, char *argv[])
+{
+ struct ball ball;
+ SDL_Surface *screen;
+ Uint8 video_bpp;
+ Uint32 videoflags;
+ unsigned int i, time_since_last_ir = INT_MAX;
+ cwiid_wiimote_t *wiimote;
+ struct cwiid_state state;
+ struct coord calib[4];
+ bdaddr_t addr = *BDADDR_ANY;
+ bool mouse = false, needs_calibration = true, drawing = false;
+ LIST_HEAD(lines);
+ struct cwiid_ir_src *ir, last_ir = { .valid = 0 };
+ struct score left, right;
+
+ videoflags = SDL_SWSURFACE;
+
+ if (argv[1] && streq(argv[1], "--fullscreen")) {
+ videoflags |= SDL_FULLSCREEN;
+ argc--;
+ argv++;
+ }
+
+ if (argv[1] && strstarts(argv[1], "--calib=")) {
+ needs_calibration = false;
+ if (sscanf(argv[1], "--calib=%lf,%lf,%lf,%lf,%lf,%lf,%lf,%lf",
+ &calib[0].x, &calib[0].y,
+ &calib[1].x, &calib[1].y,
+ &calib[2].x, &calib[2].y,
+ &calib[3].x, &calib[3].y) != 8)
+ errx(1, "Not enough calibration points");
+ argc--;
+ argv++;
+ }
+
+ if (argv[1] && streq(argv[1], "--mouse")) {
+ mouse = true;
+ needs_calibration = false;
+ calib[0].x = calib[0].y = 0;
+ calib[1].x = MAX_X - 1;
+ calib[1].y = 0;
+ calib[2].x = MAX_X - 1;
+ calib[2].y = MAX_Y - 1;
+ calib[3].x = 0;
+ calib[3].y = MAX_Y - 1;
+ argc--;
+ argv++;
+ }
+
+ if (argc != 2)
+ errx(1, "Usage: %s [--fullscreen] [--calib=x,y,x,y,x,y,x,y] [--mouse] speed\n",
+ argv[0]);
+
+ /* Initialize SDL */
+ if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+ fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
+ return(1);
+ }
+
+ video_bpp = 0;
+
+ if (!mouse) {
+ printf("Put Wiimote in discoverable mode (press 1+2)\n");
+ wiimote = cwiid_open(&addr, 0);
+ if (!wiimote)
+ errx(1, "Can't find the Wiimote");
+
+ if (cwiid_set_rpt_mode(wiimote, CWIID_RPT_IR))
+ errx(1, "Can't set IR repeat mode");
+ }
+
+ if ((screen=SDL_SetVideoMode(MAX_X,MAX_Y,video_bpp,videoflags)) == NULL) {
+ errx(1, "Couldn't set %dx%dx%d video mode: %s",
+ MAX_X, MAX_Y,video_bpp, SDL_GetError());
+ }
+
+ /* Set the surface pixels and refresh! */
+ if (SDL_LockSurface(screen) < 0) {
+ errx(1, "Couldn't lock the display surface: %s",
+ SDL_GetError());
+ }
+ /* White. */
+ memset(screen->pixels, 0xFF, screen->pitch * screen->h);
+
+ SDL_UnlockSurface(screen);
+ SDL_UpdateRect(screen, 0, 0, 0, 0);
+
+ if (needs_calibration) {
+ /* Calibration */
+ calibrate(screen, "images/top-left.png",
+ wiimote, &calib[0], 0, 0);
+ calibrate(screen, "images/top-right.png",
+ wiimote, &calib[1], MAX_X - 1, 0);
+ calibrate(screen, "images/bottom-right.png",
+ wiimote, &calib[2], MAX_X - 1, MAX_Y - 1);
+ calibrate(screen, "images/bottom-left.png",
+ wiimote, &calib[3], 0, MAX_Y - 1);
+ }
+
+ /* Create borders, put them in list. */
+ for (i = 0; i < ARRAY_SIZE(border); i++) {
+ border[i].ignore = false;
+ border[i].expires.tv_sec = LONG_MAX;
+ border[i].expires.tv_usec = 0;
+ line_object_setup(&lines, &objects, &border[i]);
+ }
+
+ /* Set up scores. */
+ left.value = right.value = 0;
+ left.image = IMG_Load("images/0.png");
+ left.won = IMG_Load("images/left-won.png");
+ right.image = IMG_Load("images/0.png");
+ right.won = IMG_Load("images/right-won.png");
+ if (!left.image || !right.image || !left.won || !right.won)
+ err(1, "Opening score images");
+
+ add_object(&objects, &left.object,
+ MAX_X/6 - left.image->w/2, 10,
+ left.image->w, left.image->h, redraw_score);
+ add_object(&objects, &right.object,
+ MAX_X - MAX_X/6 - left.image->w/2, 10,
+ left.image->w, left.image->h, redraw_score);
+
+ /* Hit right border = score to left, and vice versa. */
+ border[1].score = &left;
+ border[3].score = &right;
+
+ srandom(time(NULL));
+ ball.pos.x = MAX_X/2;
+ ball.pos.y = MAX_Y/2;
+ ball.move.x = (random() % 2 ? -1 : 1) * atoi(argv[1]);
+ ball.move.y = 0;
+ ball.image = ball_surface(screen);
+ add_object(&objects, &ball.object,
+ ball.pos.x - ball.image->w/2,
+ ball.pos.y - ball.image->h/2,
+ ball.image->w, ball.image->h, redraw_ball);
+
+ for (;;) {
+ struct coord new, isect, move = ball.move;
+ struct line_segment *best_l, *l, *next;
+ double best_d;
+ SDL_Event event;
+ struct timeval now;
+ bool ignored = false;
+
+ gettimeofday(&now, NULL);
+
+ /* Expire lines */
+ list_for_each_safe(&lines, l, next, list) {
+ if (timercmp(&l->expires, &now, <))
+ talloc_free(l);
+ }
+
+ again:
+ best_d = MAX_X + MAX_Y;
+ best_l = NULL;
+ new.x = ball.pos.x + move.x;
+ new.y = ball.pos.y + move.y;
+
+ list_for_each(&lines, l, list) {
+ if (!l->ignore && intersect(&ball.pos, &new, l, &isect)) {
+ double d;
+ d = dist(&ball.pos, &isect);
+ if (d < best_d) {
+ best_l = l;
+ best_d = d;
+ }
+ }
+ }
+
+ if (best_l) {
+ printf("Ball bouncing off (%f,%f %f,%f)!\n",
+ best_l->start.x, best_l->start.y,
+ best_l->end.x, best_l->end.y);
+ /* Only increase speed on *first* bounce, to avoid
+ * mega speed increases. */
+ bounce(&ball, best_l, &move, ignored ? 0.0 : 0.1);
+
+ /* If we moved, stop ignoring lines. */
+ if (ignored && (move.x > 0.001 || move.y > 0.001))
+ clear_ignore(&lines);
+
+ /* Don't hit the same line twice. */
+ printf("Ignoring that line\n");
+ best_l->ignore = ignored = true;
+ if (best_l->score) {
+ SDL_Surface *won = score(best_l->score);
+ if (won) {
+ SDL_Rect rect;
+
+ rect.x = MAX_X/2 - won->w/2;
+ rect.y = MAX_Y/2 - won->h/2;
+ rect.w = won->w;
+ rect.h = won->h;
+ SDL_BlitSurface(won, NULL, screen,
+ &rect);
+ SDL_UpdateRect(screen,
+ rect.x, rect.y,
+ rect.w, rect.h);
+ SDL_Delay(5000);
+ exit(0);
+ }
+ }
+ goto again;
+ }
+
+ if (ignored && (move.x > 0.001 || move.y > 0.001)) {
+ clear_ignore(&lines);
+ printf("Moving by %f,%f to %f,%f\n",
+ move.x, move.y, new.x, new.y);
+ }
+
+ /* We also need to redraw under old ball. */
+ add_update(&ball.object);
+
+ /* Move ball. */
+ ball.pos = new;
+ ball.object.start.x = ball.pos.x - ball.image->w/2;
+ ball.object.start.y = ball.pos.y - ball.image->h/2;
+ ball.object.end.x = ball.pos.x + ball.image->w/2;
+ ball.object.end.y = ball.pos.y + ball.image->h/2;
+
+ /* Need to draw under new ball. */
+ add_update(&ball.object);
+
+ /* Clears, redraws and resets the updates */
+ do_updates(&objects, screen);
+
+ SDL_Delay(25);
+
+ while (SDL_PollEvent(&event)) {
+ if (event.type == SDL_QUIT
+ || (event.type == SDL_KEYDOWN
+ && event.key.keysym.sym == SDLK_ESCAPE)) {
+ SDL_Quit();
+ return 0;
+ }
+ if (mouse) {
+ switch (event.type) {
+ case SDL_MOUSEBUTTONDOWN:
+ drawing = true;
+ break;
+ case SDL_MOUSEBUTTONUP:
+ drawing = false;
+ break;
+ case SDL_MOUSEMOTION:
+ if (!drawing ||
+ !same_side(&ball, event.motion.x))
+ break;
+
+ add_line(&lines, event.motion.x,
+ event.motion.y,
+ event.motion.x
+ + event.motion.xrel,
+ event.motion.y
+ + event.motion.yrel,
+ calib);
+ }
+ }
+ }
+
+ if (mouse)
+ continue;
+
+ if (cwiid_get_state(wiimote, &state))
+ errx(1, "No wii state");
+
+ /* Find biggest state. */
+ ir = &state.ir_src[0];
+ for (i = 0; i < CWIID_IR_SRC_COUNT; i++) {
+ if (!state.ir_src[i].valid)
+ continue;
+ /* Only look at dots on same side as ball */
+ if (!same_side(&ball, state.ir_src[i].pos[0]))
+ continue;
+ if (!ir->valid || state.ir_src[i].size > ir->size)
+ ir = &state.ir_src[i];
+ }
+
+ if (ir->valid) {
+ /* Give it some slack for missing one or two... */
+ if (time_since_last_ir <= 5
+ && same_side(&ball, last_ir.pos[0])) {
+ add_line(&lines, last_ir.pos[0],
+ last_ir.pos[1],
+ ir->pos[0],
+ ir->pos[1],
+ calib);
+ }
+ time_since_last_ir = 0;
+ last_ir = *ir;
+ }
+ time_since_last_ir++;
+ }
+}