initial commit with demo in main.c
This commit is contained in:
@@ -0,0 +1,2 @@
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.clangd
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*.sublime-*
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@@ -0,0 +1,19 @@
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CC := gcc
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LIBS := `pkg-config --libs sdl3`
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INC := `pkg-config --cflags sdl3` -I./include
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SRC := src/main.c \
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src/engine/engine.c \
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src/engine/engine_init.c \
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src/engine/render.c
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OUT := build/main
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build:
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$(CC) -o $(OUT) $(SRC) $(INC) $(LIBS)
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run:
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$(OUT)
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clean:
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rm $(OUT)
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.PHONY: build run
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@@ -0,0 +1,78 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdint.h>
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#define WINDOW_WIDTH 1280
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#define WINDOW_HEIGHT 720
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#define DEFAULT_WINDOW_NAME "SDL Playground"
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#define WINDOW_NAME_LENGTH 128
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#define TARGET_FRAME 1.0 / 60.0
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typedef struct {
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char window_name[WINDOW_NAME_LENGTH];
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uint16_t width, height;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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} engine_sdl_state_t;
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typedef struct {
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/**
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* this function runs inside of the SDL_PollEvent loop
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* useful for user input, quitting the program and so on
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*/
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void (*engine_poll_events)(void);
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/**
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* meant as the "area" for manupulating the framebuffer;
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* after this is executed, the contents of
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* game_state->framebuffer get drawn
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*/
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void (*engine_update_framebuffer)(void);
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engine_sdl_state_t *sdl_state;
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} engine_internal_state_t;
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typedef struct {
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uint32_t framebuffer[WINDOW_WIDTH * WINDOW_HEIGHT];
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SDL_Event event;
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bool is_running;
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uint16_t width, height;
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} game_state_t;
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extern engine_internal_state_t *internal_state;
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extern game_state_t *game_state;
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engine_sdl_state_t*
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engine_sdl_init();
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void
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engine_sdl_destroy(
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engine_sdl_state_t *state
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);
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bool
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engine_init(
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void (*engine_poll_events)(void),
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void (*engine_update_framebuffer)(void)
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);
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void
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engine_start();
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void
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engine_stop();
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void
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put_pixel(
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unsigned int x,
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unsigned int y,
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uint32_t color
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);
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void
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clear_framebuffer(
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uint32_t color
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);
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@@ -0,0 +1,10 @@
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#pragma once
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#include <stdio.h>
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#include <stdbool.h>
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#define eprintf(fmt, ...) \
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fprintf(stderr, "[ERROR] " fmt "\n", ##__VA_ARGS__)
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#define RCODE_FAILURE false
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#define RCODE_SUCCESS true
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@@ -0,0 +1,59 @@
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#include "engine.h"
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engine_internal_state_t *internal_state = NULL;
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game_state_t *game_state = NULL;
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void
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engine_start() {
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// main game loop
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while(game_state->is_running) {
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uint64_t start = SDL_GetPerformanceCounter();
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// poll events
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while (SDL_PollEvent(&game_state->event)) {
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internal_state->engine_poll_events();
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}
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// call the user-defined framebuffer manipulation function
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internal_state->engine_update_framebuffer();
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// update the texture with the modified framebuffer
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SDL_UpdateTexture(
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internal_state->sdl_state->texture,
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NULL, game_state->framebuffer,
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internal_state->sdl_state->width * sizeof(uint32_t)
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);
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SDL_RenderClear(
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internal_state->sdl_state->renderer
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);
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SDL_RenderTexture(
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internal_state->sdl_state->renderer,
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internal_state->sdl_state->texture,
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NULL, NULL
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);
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SDL_RenderPresent(
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internal_state->sdl_state->renderer
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);
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uint64_t end = SDL_GetPerformanceCounter();
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double elapsed =
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(double)(end - start) /
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(double)SDL_GetPerformanceFrequency();
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// cap the framerate at '1.0/TARGET_FRAME' fps
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if (elapsed < TARGET_FRAME) {
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SDL_Delay((TARGET_FRAME - elapsed) * 1000);
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}
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}
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}
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void
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engine_stop() {
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engine_sdl_destroy(internal_state->sdl_state);
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free(internal_state);
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free(game_state);
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}
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@@ -0,0 +1,148 @@
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#include "engine.h"
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#include "error.h"
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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bool
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engine_sdl_init_state(engine_sdl_state_t **state) {
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*state = (engine_sdl_state_t *)
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malloc(sizeof(engine_sdl_state_t));
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if (*state == NULL) {
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eprintf("failed to initialize engine_sdl_state");
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return RCODE_FAILURE;
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}
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(*state)->width = WINDOW_WIDTH;
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(*state)->height = WINDOW_HEIGHT;
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strncpy(
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(*state)->window_name, DEFAULT_WINDOW_NAME,
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WINDOW_NAME_LENGTH
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);
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return RCODE_SUCCESS;
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}
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bool
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engine_sdl_init_root()
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{
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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eprintf("SDL_Init failed! %s\n", SDL_GetError());
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return RCODE_FAILURE;
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} else {
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return RCODE_SUCCESS;
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}
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}
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bool
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engine_sdl_init_window(
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engine_sdl_state_t* state
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) {
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state->window = SDL_CreateWindow(
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state->window_name,
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state->width, state->height, 0
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);
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if (state->window == NULL) {
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eprintf("SDL_CreateWindow failed! %s\n", SDL_GetError());
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SDL_Quit();
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return RCODE_FAILURE;
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}
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return RCODE_SUCCESS;
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}
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bool
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engine_sdl_init_renderer(
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engine_sdl_state_t *state
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) {
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state->renderer = SDL_CreateRenderer(state->window, NULL);
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if (state->renderer == NULL) {
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eprintf("SDL_CreateRenderer failed! %s\n", SDL_GetError());
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SDL_DestroyWindow(state->window);
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SDL_Quit();
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return RCODE_FAILURE;
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}
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return RCODE_SUCCESS;
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}
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bool
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engine_sdl_init_texture(
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engine_sdl_state_t *state
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) {
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state->texture = SDL_CreateTexture(
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state->renderer, SDL_PIXELFORMAT_XRGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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state->width, state->height
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);
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if (state->texture == NULL) {
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eprintf("SDL_CreateTexture failed! %s\n", SDL_GetError());
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SDL_DestroyWindow(state->window);
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SDL_DestroyRenderer(state->renderer);
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SDL_Quit();
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return RCODE_FAILURE;
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}
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return RCODE_SUCCESS;
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}
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engine_sdl_state_t*
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engine_sdl_init()
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{
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engine_sdl_state_t *state;
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if (!engine_sdl_init_state(&state) ||
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!engine_sdl_init_root() ||
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!engine_sdl_init_window(state) ||
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!engine_sdl_init_renderer(state) ||
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!engine_sdl_init_texture(state)
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) {
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return NULL;
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}
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return state;
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}
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/**
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* only call intentinally, not when engine_sdl_init fails
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* -> it cleans up after itself already
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*/
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void
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engine_sdl_destroy(
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engine_sdl_state_t *state
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) {
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SDL_DestroyTexture(state->texture);
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SDL_DestroyRenderer(state->renderer);
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SDL_DestroyWindow(state->window);
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SDL_Quit();
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free(state);
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}
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bool
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engine_init(
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void (*engine_poll_events)(void),
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void (*engine_update_framebuffer)(void)
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) {
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internal_state = (engine_internal_state_t *)
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malloc(sizeof(engine_internal_state_t));
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game_state = (game_state_t *)
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malloc(sizeof(game_state_t));
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internal_state->engine_poll_events
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= engine_poll_events;
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internal_state->engine_update_framebuffer
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= engine_update_framebuffer;
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internal_state->sdl_state = engine_sdl_init();
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game_state->is_running = true;
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game_state->width = internal_state->sdl_state->width;
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game_state->height = internal_state->sdl_state->height;
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return (game_state == NULL || internal_state == NULL)
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? RCODE_FAILURE : RCODE_SUCCESS;
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}
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@@ -0,0 +1,37 @@
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#include "engine.h"
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#include "error.h"
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// alter a pixel at an imaginary x & y coordinates
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void
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put_pixel(
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unsigned int x,
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unsigned int y,
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uint32_t color
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) {
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uint16_t w = game_state->width;
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uint16_t h = game_state->height;
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if (x < 0 || x >= w || y < 0 || y >= h) {
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eprintf(
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"CRITICAL: attempted buffer overflow in put_pixel\n"
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"at x = %d, y = %d", x, y
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);
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} else {
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game_state->framebuffer[game_state->width * y + x]
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= color;
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}
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}
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// fill the entire framebuffer with a given color
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void
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clear_framebuffer(
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uint32_t color
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) {
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uint16_t w = game_state->width;
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uint16_t h = game_state->height;
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for (int i = 0; i < w * h; i++) {
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game_state->framebuffer[i] = color;
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}
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}
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+66
@@ -0,0 +1,66 @@
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#include "engine.h"
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bool left = true;
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// polling events every frame
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void
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client_poll_event() {
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SDL_Event ev = game_state->event;
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if (ev.type == SDL_EVENT_QUIT) {
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game_state->is_running = false;
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}
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if (ev.type == SDL_EVENT_KEY_DOWN) {
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switch (ev.key.key) {
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case SDLK_Q:
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game_state->is_running = false;
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}
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}
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}
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// performed every frame
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void
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client_update_framebuffer() {
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// draw a green square
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// clear_framebuffer(0x000000);
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// for (int i = 0; i < 20; i++) {
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// for (int j = 0; j < 20; j++) {
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// put_pixel(i, j, 0x00FF00);
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// }
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// }
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// draw alternating green squares
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if (left) {
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clear_framebuffer(0x000000);
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for (int i = 0; i < 20; i++) {
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for (int j = 0; j < 20; j++) {
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put_pixel(i, j, 0x00FF00);
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}
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}
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left = false;
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} else {
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clear_framebuffer(0x000000);
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for (int i = 20; i < 40; i++) {
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for (int j = 20; j < 40; j++) {
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put_pixel(i, j, 0x00FFFF);
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}
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}
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left = true;
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}
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SDL_Delay(100);
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}
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int main() {
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// initialize the engine
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if (engine_init(
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client_poll_event,
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client_update_framebuffer
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)) {
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engine_start();
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engine_stop();
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return 0;
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} else {
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return 1;
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}
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}
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Block a user