initial commit with demo in main.c
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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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