initial commit with demo in main.c

This commit is contained in:
2026-10-04 20:29:49 +02:00
commit 7e909ac7eb
8 changed files with 419 additions and 0 deletions
+2
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.clangd
*.sublime-*
+19
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CC := gcc
LIBS := `pkg-config --libs sdl3`
INC := `pkg-config --cflags sdl3` -I./include
SRC := src/main.c \
src/engine/engine.c \
src/engine/engine_init.c \
src/engine/render.c
OUT := build/main
build:
$(CC) -o $(OUT) $(SRC) $(INC) $(LIBS)
run:
$(OUT)
clean:
rm $(OUT)
.PHONY: build run
+78
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#pragma once
#include <SDL3/SDL.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720
#define DEFAULT_WINDOW_NAME "SDL Playground"
#define WINDOW_NAME_LENGTH 128
#define TARGET_FRAME 1.0 / 60.0
typedef struct {
char window_name[WINDOW_NAME_LENGTH];
uint16_t width, height;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
} engine_sdl_state_t;
typedef struct {
/**
* this function runs inside of the SDL_PollEvent loop
* useful for user input, quitting the program and so on
*/
void (*engine_poll_events)(void);
/**
* meant as the "area" for manupulating the framebuffer;
* after this is executed, the contents of
* game_state->framebuffer get drawn
*/
void (*engine_update_framebuffer)(void);
engine_sdl_state_t *sdl_state;
} engine_internal_state_t;
typedef struct {
uint32_t framebuffer[WINDOW_WIDTH * WINDOW_HEIGHT];
SDL_Event event;
bool is_running;
uint16_t width, height;
} game_state_t;
extern engine_internal_state_t *internal_state;
extern game_state_t *game_state;
engine_sdl_state_t*
engine_sdl_init();
void
engine_sdl_destroy(
engine_sdl_state_t *state
);
bool
engine_init(
void (*engine_poll_events)(void),
void (*engine_update_framebuffer)(void)
);
void
engine_start();
void
engine_stop();
void
put_pixel(
unsigned int x,
unsigned int y,
uint32_t color
);
void
clear_framebuffer(
uint32_t color
);
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#pragma once
#include <stdio.h>
#include <stdbool.h>
#define eprintf(fmt, ...) \
fprintf(stderr, "[ERROR] " fmt "\n", ##__VA_ARGS__)
#define RCODE_FAILURE false
#define RCODE_SUCCESS true
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#include "engine.h"
engine_internal_state_t *internal_state = NULL;
game_state_t *game_state = NULL;
void
engine_start() {
// main game loop
while(game_state->is_running) {
uint64_t start = SDL_GetPerformanceCounter();
// poll events
while (SDL_PollEvent(&game_state->event)) {
internal_state->engine_poll_events();
}
// call the user-defined framebuffer manipulation function
internal_state->engine_update_framebuffer();
// update the texture with the modified framebuffer
SDL_UpdateTexture(
internal_state->sdl_state->texture,
NULL, game_state->framebuffer,
internal_state->sdl_state->width * sizeof(uint32_t)
);
SDL_RenderClear(
internal_state->sdl_state->renderer
);
SDL_RenderTexture(
internal_state->sdl_state->renderer,
internal_state->sdl_state->texture,
NULL, NULL
);
SDL_RenderPresent(
internal_state->sdl_state->renderer
);
uint64_t end = SDL_GetPerformanceCounter();
double elapsed =
(double)(end - start) /
(double)SDL_GetPerformanceFrequency();
// cap the framerate at '1.0/TARGET_FRAME' fps
if (elapsed < TARGET_FRAME) {
SDL_Delay((TARGET_FRAME - elapsed) * 1000);
}
}
}
void
engine_stop() {
engine_sdl_destroy(internal_state->sdl_state);
free(internal_state);
free(game_state);
}
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#include "engine.h"
#include "error.h"
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_video.h>
bool
engine_sdl_init_state(engine_sdl_state_t **state) {
*state = (engine_sdl_state_t *)
malloc(sizeof(engine_sdl_state_t));
if (*state == NULL) {
eprintf("failed to initialize engine_sdl_state");
return RCODE_FAILURE;
}
(*state)->width = WINDOW_WIDTH;
(*state)->height = WINDOW_HEIGHT;
strncpy(
(*state)->window_name, DEFAULT_WINDOW_NAME,
WINDOW_NAME_LENGTH
);
return RCODE_SUCCESS;
}
bool
engine_sdl_init_root()
{
if (!SDL_Init(SDL_INIT_VIDEO)) {
eprintf("SDL_Init failed! %s\n", SDL_GetError());
return RCODE_FAILURE;
} else {
return RCODE_SUCCESS;
}
}
bool
engine_sdl_init_window(
engine_sdl_state_t* state
) {
state->window = SDL_CreateWindow(
state->window_name,
state->width, state->height, 0
);
if (state->window == NULL) {
eprintf("SDL_CreateWindow failed! %s\n", SDL_GetError());
SDL_Quit();
return RCODE_FAILURE;
}
return RCODE_SUCCESS;
}
bool
engine_sdl_init_renderer(
engine_sdl_state_t *state
) {
state->renderer = SDL_CreateRenderer(state->window, NULL);
if (state->renderer == NULL) {
eprintf("SDL_CreateRenderer failed! %s\n", SDL_GetError());
SDL_DestroyWindow(state->window);
SDL_Quit();
return RCODE_FAILURE;
}
return RCODE_SUCCESS;
}
bool
engine_sdl_init_texture(
engine_sdl_state_t *state
) {
state->texture = SDL_CreateTexture(
state->renderer, SDL_PIXELFORMAT_XRGB8888,
SDL_TEXTUREACCESS_STREAMING,
state->width, state->height
);
if (state->texture == NULL) {
eprintf("SDL_CreateTexture failed! %s\n", SDL_GetError());
SDL_DestroyWindow(state->window);
SDL_DestroyRenderer(state->renderer);
SDL_Quit();
return RCODE_FAILURE;
}
return RCODE_SUCCESS;
}
engine_sdl_state_t*
engine_sdl_init()
{
engine_sdl_state_t *state;
if (!engine_sdl_init_state(&state) ||
!engine_sdl_init_root() ||
!engine_sdl_init_window(state) ||
!engine_sdl_init_renderer(state) ||
!engine_sdl_init_texture(state)
) {
return NULL;
}
return state;
}
/**
* only call intentinally, not when engine_sdl_init fails
* -> it cleans up after itself already
*/
void
engine_sdl_destroy(
engine_sdl_state_t *state
) {
SDL_DestroyTexture(state->texture);
SDL_DestroyRenderer(state->renderer);
SDL_DestroyWindow(state->window);
SDL_Quit();
free(state);
}
bool
engine_init(
void (*engine_poll_events)(void),
void (*engine_update_framebuffer)(void)
) {
internal_state = (engine_internal_state_t *)
malloc(sizeof(engine_internal_state_t));
game_state = (game_state_t *)
malloc(sizeof(game_state_t));
internal_state->engine_poll_events
= engine_poll_events;
internal_state->engine_update_framebuffer
= engine_update_framebuffer;
internal_state->sdl_state = engine_sdl_init();
game_state->is_running = true;
game_state->width = internal_state->sdl_state->width;
game_state->height = internal_state->sdl_state->height;
return (game_state == NULL || internal_state == NULL)
? RCODE_FAILURE : RCODE_SUCCESS;
}
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#include "engine.h"
#include "error.h"
// alter a pixel at an imaginary x & y coordinates
void
put_pixel(
unsigned int x,
unsigned int y,
uint32_t color
) {
uint16_t w = game_state->width;
uint16_t h = game_state->height;
if (x < 0 || x >= w || y < 0 || y >= h) {
eprintf(
"CRITICAL: attempted buffer overflow in put_pixel\n"
"at x = %d, y = %d", x, y
);
} else {
game_state->framebuffer[game_state->width * y + x]
= color;
}
}
// fill the entire framebuffer with a given color
void
clear_framebuffer(
uint32_t color
) {
uint16_t w = game_state->width;
uint16_t h = game_state->height;
for (int i = 0; i < w * h; i++) {
game_state->framebuffer[i] = color;
}
}
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#include "engine.h"
bool left = true;
// polling events every frame
void
client_poll_event() {
SDL_Event ev = game_state->event;
if (ev.type == SDL_EVENT_QUIT) {
game_state->is_running = false;
}
if (ev.type == SDL_EVENT_KEY_DOWN) {
switch (ev.key.key) {
case SDLK_Q:
game_state->is_running = false;
}
}
}
// performed every frame
void
client_update_framebuffer() {
// draw a green square
// clear_framebuffer(0x000000);
// for (int i = 0; i < 20; i++) {
// for (int j = 0; j < 20; j++) {
// put_pixel(i, j, 0x00FF00);
// }
// }
// draw alternating green squares
if (left) {
clear_framebuffer(0x000000);
for (int i = 0; i < 20; i++) {
for (int j = 0; j < 20; j++) {
put_pixel(i, j, 0x00FF00);
}
}
left = false;
} else {
clear_framebuffer(0x000000);
for (int i = 20; i < 40; i++) {
for (int j = 20; j < 40; j++) {
put_pixel(i, j, 0x00FFFF);
}
}
left = true;
}
SDL_Delay(100);
}
int main() {
// initialize the engine
if (engine_init(
client_poll_event,
client_update_framebuffer
)) {
engine_start();
engine_stop();
return 0;
} else {
return 1;
}
}