allow for custom SDL window parameters, fixes #5
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+2
-1
@@ -172,5 +172,6 @@ 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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free(game_state->framebuffer);
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free(game_state);
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}
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@@ -2,9 +2,15 @@
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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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#include <stdint.h>
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bool
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engine_sdl_init_state(engine_sdl_state_t **state) {
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engine_sdl_init_state(
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engine_sdl_state_t **state,
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uint32_t window_width,
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uint32_t window_height,
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const char window_name[]
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) {
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*state = (engine_sdl_state_t *)
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malloc(sizeof(engine_sdl_state_t));
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@@ -13,12 +19,13 @@ engine_sdl_init_state(engine_sdl_state_t **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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(*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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(*state)->window_name, window_name,
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WINDOW_NAME_MAX_LENGTH - 1
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);
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(*state)->window_name[WINDOW_NAME_MAX_LENGTH - 1] = '\0';
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return RCODE_SUCCESS;
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}
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@@ -94,11 +101,19 @@ engine_sdl_init_texture(
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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_init(
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uint32_t window_width,
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uint32_t window_height,
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const char window_name[]
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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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if (!engine_sdl_init_state(
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&state,
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window_width,
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window_height,
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window_name
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) ||
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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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@@ -127,6 +142,9 @@ engine_sdl_destroy(
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bool
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engine_init(
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uint32_t window_width,
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uint32_t window_height,
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const char window_name[],
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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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@@ -143,15 +161,28 @@ engine_init(
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return RCODE_FAILURE;
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}
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game_state->framebuffer = (uint32_t *)
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malloc(sizeof(uint32_t) * window_width * window_height);
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if (game_state->framebuffer == NULL) {
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free(internal_state);
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free(game_state);
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return RCODE_FAILURE;
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}
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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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internal_state->sdl_state = engine_sdl_init(
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window_width,
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window_height,
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window_name
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);
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if (internal_state->sdl_state == NULL) {
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free(internal_state);
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free(game_state->framebuffer);
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free(game_state);
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return RCODE_FAILURE;
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}
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