add an overdraw buffer to allow for layered rendering
This commit is contained in:
+42
-10
@@ -42,9 +42,15 @@ mark_dirty_rect(int x, int y, int w, int h)
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.h = h
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};
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if (!game_state->framebuffer_dirty) {
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if (!game_state->framebuffer_base_dirty) {
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game_state->dirty_rect = rect;
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game_state->framebuffer_dirty = true;
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game_state->framebuffer_base_dirty = true;
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return;
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}
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if (!game_state->framebuffer_overdraw_dirty) {
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game_state->dirty_rect = rect;
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game_state->framebuffer_overdraw_dirty = true;
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return;
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}
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@@ -83,9 +89,24 @@ mark_dirty_rect(int x, int y, int w, int h)
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}
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bool
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upload_dirty_texture(void)
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{
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if (!game_state->framebuffer_dirty) {
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upload_dirty_texture(
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framebuffer_e framebuffer
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) {
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uint32_t *current_framebuffer;
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switch (framebuffer) {
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case BASE:
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current_framebuffer = game_state->framebuffer_base;
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break;
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case OVERDRAW:
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current_framebuffer = game_state->framebuffer_overdraw;
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break;
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default:
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break;
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}
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if (!game_state->framebuffer_base_dirty &&
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!game_state->framebuffer_overdraw_dirty
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) {
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return true;
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}
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@@ -117,7 +138,7 @@ upload_dirty_texture(void)
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(size_t)rect.w * sizeof(uint32_t);
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const uint8_t *source =
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(const uint8_t *)game_state->framebuffer +
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(const uint8_t *)current_framebuffer +
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(size_t)rect.y * source_pitch +
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(size_t)rect.x * sizeof(uint32_t);
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@@ -134,7 +155,16 @@ upload_dirty_texture(void)
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SDL_UnlockTexture(texture);
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game_state->framebuffer_dirty = false;
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switch (framebuffer) {
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case BASE:
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game_state->framebuffer_base_dirty = false;
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break;
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case OVERDRAW:
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game_state->framebuffer_overdraw_dirty = false;
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break;
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default:
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break;
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}
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return true;
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}
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@@ -152,7 +182,8 @@ engine_start() {
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internal_state->engine_update_framebuffer();
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// update the texture with the modified framebuffer
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upload_dirty_texture();
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upload_dirty_texture(BASE);
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upload_dirty_texture(OVERDRAW);
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SDL_RenderClear(
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internal_state->sdl_state->renderer
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@@ -174,6 +205,7 @@ 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->framebuffer);
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free(game_state->framebuffer_base);
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free(game_state->framebuffer_overdraw);
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free(game_state);
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}
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}
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@@ -160,14 +160,23 @@ 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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game_state->framebuffer_base = (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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if (game_state->framebuffer_base == 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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game_state->framebuffer_overdraw = (uint32_t *)
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malloc(sizeof(uint32_t) * window_width * window_height);
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if (game_state->framebuffer_overdraw == NULL) {
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free(internal_state);
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free(game_state->framebuffer_base);
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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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@@ -181,13 +190,15 @@ engine_init(
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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->framebuffer_base);
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free(game_state->framebuffer_overdraw);
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free(game_state);
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return RCODE_FAILURE;
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}
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game_state->is_running = true;
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game_state->framebuffer_dirty = true;
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game_state->framebuffer_base_dirty = true;
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game_state->framebuffer_overdraw_dirty = true;
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game_state->dirty_rect = (SDL_Rect) {
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.x = 0,
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.y = 0,
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@@ -198,4 +209,4 @@ engine_init(
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game_state->height = internal_state->sdl_state->height;
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return RCODE_SUCCESS;
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}
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}
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@@ -0,0 +1,22 @@
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#include <dangerzone/render/anim.h>
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void
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anim_rect_pos(
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uint32_t x0,
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uint32_t y0,
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uint32_t x1,
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uint32_t y1,
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uint32_t w,
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uint32_t h,
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uint32_t color
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) {
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// TODO: I THINK I NEED LAYERED BUFFERS
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// one step is one pixel
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uint32_t stepsx = x1 - x0;
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uint32_t stepsy = y1 - y0;
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/**
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* 1. get the row / column in the direction of the movement
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*/
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}
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@@ -2,16 +2,36 @@
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#include <dangerzone/render/misc.h>
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#include <dangerzone/render/rect.h>
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#include "internal/engine_internal.h"
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#include "internal/util/error.h"
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#include <stdint.h>
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// helper function to return the correct pointer to a framebuffer for drawing selection
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uint32_t*
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get_framebuffer(
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framebuffer_e framebuffer
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) {
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switch (framebuffer) {
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case BASE:
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return game_state->framebuffer_base;
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case OVERDRAW:
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return game_state->framebuffer_overdraw;
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default:
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return game_state->framebuffer_base;
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}
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}
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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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framebuffer_e framebuffer,
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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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uint32_t *current_framebuffer = get_framebuffer(framebuffer);
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uint16_t w = game_state->width;
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uint16_t h = game_state->height;
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@@ -21,7 +41,7 @@ put_pixel(
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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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current_framebuffer[game_state->width * y + x]
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= color;
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mark_dirty_rect(x, y, 1, 1);
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@@ -31,12 +51,15 @@ put_pixel(
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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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framebuffer_e framebuffer,
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uint32_t color
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) {
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uint32_t *current_framebuffer = get_framebuffer(framebuffer);
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for (size_t i = 0;
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i < (size_t)game_state->width * game_state->height;
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++i) {
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game_state->framebuffer[i] = color;
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current_framebuffer[i] = color;
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}
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mark_dirty_rect(
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@@ -45,4 +68,4 @@ clear_framebuffer(
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game_state->width,
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game_state->height
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);
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}
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}
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@@ -10,20 +10,22 @@
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*/
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void
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put_rect(
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framebuffer_e framebuffer,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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uint32_t color
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) {
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) {
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for (int i = x; i < x + w; i++) {
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for (int j = y; j < y + h; j++) {
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put_pixel(i, j, color);
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put_pixel(framebuffer, i, j, color);
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}
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}
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mark_dirty_rect(x, y, w, h);
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}
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// TODO: remove, see rect.h
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void
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clear_rect(int x, int y, int w, int h, uint32_t color)
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{
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@@ -33,7 +35,7 @@ clear_rect(int x, int y, int w, int h, uint32_t color)
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px < game_state->width &&
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py >= 0 &&
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py < game_state->height) {
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game_state->framebuffer[
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game_state->framebuffer_base[
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py * game_state->width + px
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] = color;
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}
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@@ -81,6 +81,7 @@ static const uint8_t font[128][FONT_ROWS] = {
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*/
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void
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put_char(
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framebuffer_e framebuffer,
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char c,
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uint32_t x,
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uint32_t y,
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@@ -107,6 +108,7 @@ put_char(
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? fg_color : bg_color;
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put_rect(
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framebuffer,
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x + col * size,
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y + row * size,
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size,
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@@ -121,6 +123,7 @@ put_char(
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void
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put_string(
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framebuffer_e framebuffer,
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const char *text,
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uint32_t x,
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uint32_t y,
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@@ -137,7 +140,7 @@ put_string(
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x = start_x;
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y += (FONT_ROWS + line_spacing) * size;
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} else {
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put_char(*text, x, y, size, fg_color, bg_color);
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put_char(framebuffer, *text, x, y, size, fg_color, bg_color);
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x += (FONT_COLS + spacing) * size;
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}
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