The purpose of doomgeneric is to make porting Doom easier. Of course Doom is already portable but with doomgeneric it is possible with just a few functions.
To try it you will need a WAD file (game data). If you don't own the game, shareware version is freely available (doom1.wad).
Create a file named doomgeneric_yourplatform.c and just implement these functions to suit your platform.
- DG_Init
- DG_DrawFrame
- DG_SleepMs
- DG_GetTicksMs
- DG_GetKey
Functions | Description |
---|---|
DG_Init | Initialize your platfrom (create window, framebuffer, etc...). |
DG_DrawFrame | Frame is ready in DG_ScreenBuffer. Copy it to your platform's screen. |
DG_SleepMs | Sleep in milliseconds. |
DG_GetTicksMs | The ticks passed since launch in milliseconds. |
DG_GetKey | Provide keyboard events. |
DG_SetWindowTitle | Not required. This is for setting the window title as Doom sets this from WAD file. |
At start, call doomgeneric_Create().
In a loop, call doomgeneric_Tick().
In simplest form:
int main(int argc, char **argv)
{
doomgeneric_Create(argc, argv);
while (1)
{
doomgeneric_Tick();
}
return 0;
}
Sound is much harder to implement! If you need sound, take a look at SDL port. It fully supports sound and music! Where to start? Define FEATURE_SOUND, assign DG_sound_module and DG_music_module.
Ported platforms include Windows, X11, SDL, Soso. Just look at (doomgeneric_win.c or doomgeneric_xlib.c).