winter is comming: brace yourself
This commit is contained in:
@@ -26,6 +26,7 @@ set(SRC
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src/menu.c
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src/input.c
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src/scaller.c
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src/scene.c
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)
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# add the executable
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+32
-32
@@ -1,6 +1,7 @@
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#include "input.h"
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#include "renderer.h"
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#include "text.h"
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#include "scene.h"
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#include "menu.h"
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#include <SDL2/SDL_mixer.h>
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#include <SDL2/SDL_image.h>
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@@ -24,40 +25,39 @@ static void space(void) {
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}
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}
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static void game_main(void) {
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long delta = time(NULL) - timecode;
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//main game code
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Scene_t demo;
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if(iter == 0) {
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menu_render();
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RenderObject_t text;
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SDL_Color white = {255, 255, 255, 255};
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TTF_Init();
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if(text_renderText(&text, 0.1f, 0.1f, 1000, 1, white, "./assets/fonts/arial.ttf", 25, "Hello World") < 0){
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printf("error");
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exit(1);
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}
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SDL_Surface* img = IMG_Load("./assets/img/pp.png");
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RenderObject_t duck = {
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0.5,
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0.5,
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0,
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0.50,
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0.50,
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0,
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img
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};
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scaller(duck.surface, 1, &duck.width, &duck.height);
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placer(duck.surface, 1, &duck.x, &duck.y);
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renderer_renderObject(text);
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renderer_renderObject(duck);
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input_listen(SDL_SCANCODE_SPACE, space);
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static void game_setup(void) {
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menu_render();
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RenderObject_t text;
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SDL_Color white = {255, 255, 255, 255};
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TTF_Init();
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if(text_renderText(&text, 1000, 1, white, "./assets/fonts/arial.ttf", 25, "Hello World") < 0){
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printf("error");
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exit(1);
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}
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SDL_Surface* img = IMG_Load("./assets/img/pp.png");
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RenderObject_t duck = {
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1,
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0.5,
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0.5,
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0,
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img
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};
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scaller(duck.surface, 1, &duck.width, &duck.height);
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scene_addRenderObject(&demo, duck, CAMERA_WIDTH/2, CAMERA_HEIGHT/2);
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scene_addRenderObject(&demo, text, CAMERA_WIDTH/2, CAMERA_HEIGHT/2);
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input_listen(SDL_SCANCODE_SPACE, space);
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}
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static void game_loop(void) {
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long delta = time(NULL) - timecode;
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//main game code
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//update time
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timecode = time(NULL);
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@@ -82,7 +82,7 @@ int main(void) {
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timecode = time(NULL);
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Mix_Init(MIX_INIT_MP3);
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renderer_main(game_main);
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renderer_main(game_setup, game_loop);
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Mix_FreeMusic(prout);
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+13
-84
@@ -5,40 +5,23 @@
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#include <SDL2/SDL_rect.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_timer.h>
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#include <bits/pthreadtypes.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdbool.h>
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#include <math.h>
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#include "input.h"
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typedef struct RenderItem {
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RenderObject_t object;
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SDL_Texture * cache;
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SDL_Rect rect;
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RenderId_t id;
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} RenderItem_t;
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RenderItem_t * objects = NULL;
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int objectCount = 0;
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int objectStorageSize = 0;
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MonitorSize_t monitorSize;
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pthread_t thread;
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pthread_mutex_t mutex;
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SDL_Window* win;
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#include "scene.h"
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bool running;
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MonitorSize_t monitorSize;
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SDL_Window* win;
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SDL_Renderer * renderer;
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static int compartSort(const RenderItem_t * a, const RenderItem_t * b) {
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return a->object.z - b->object.z;
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}
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Scene_t * scenes;
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int scenesCount = 0;
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//int (*compar)(const void [.size], const void [.size], void *)
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void renderer_main(void(*game_main)(void)) {
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void renderer_main(void(*game_setup)(void), void(*game_loop)(void)) {
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// returns zero on success else non-zero
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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printf("error initializing SDL: %s\n", SDL_GetError());
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@@ -58,17 +41,18 @@ void renderer_main(void(*game_main)(void)) {
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}
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SDL_GetRendererOutputSize(renderer, &monitorSize.width, &monitorSize.height);
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objectStorageSize = 1000;
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objects = malloc(objectStorageSize);
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scenesCount = 10;
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scenes = malloc(scenesCount);
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input_init();
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running = true;
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game_setup();
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while(running) {
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SDL_RenderClear(renderer);
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game_main();
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game_loop();
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SDL_Event event;
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@@ -92,70 +76,15 @@ void renderer_main(void(*game_main)(void)) {
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//no need to make an extra render pass
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if(!running) break;
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for(int i = 0; i < objectCount; i++) {
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RenderItem_t * object = &objects[i];
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int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &object->rect, object->object.angle_degre, NULL, SDL_FLIP_NONE);
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if(error != 0) {
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fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
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exit(1);
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}
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for(int i = 0; i < scenesCount; i++) {
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scene_render(scenes + i);
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}
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SDL_RenderPresent(renderer);
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SDL_Delay(1000 / 400); //400fps or u a pussy
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}
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free(scenes);
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}
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static void buildCache(RenderItem_t * object) {
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SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->object.surface);
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if(texture == NULL) {
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fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->object.surface == NULL);
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exit(1);
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}
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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object->cache = texture;
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}
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RenderId_t renderer_renderObject(RenderObject_t object) {
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RenderId_t itemId = objectCount++;
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SDL_Rect rect = {
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round(object.x * monitorSize.width),
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round(object.y * monitorSize.height),
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round(object.width * monitorSize.width),
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round(object.height * monitorSize.height)
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};
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RenderItem_t item = {
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object,
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NULL,
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rect,
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itemId
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};
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buildCache(&item);
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objects[itemId] = item;
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//the objects are sorted
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qsort(objects, objectCount, sizeof(RenderItem_t), (__compar_fn_t)compartSort);
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return itemId;
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}
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void renderer_removeObject(RenderId_t id) {
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bool found = false;
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for(int i = 0; i < objectCount - 1; i++) {
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if(objects[i].id == id) {
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SDL_FreeSurface(objects[i].object.surface);
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if(objects[i].cache != NULL) {
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SDL_DestroyTexture(objects[i].cache);
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}
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}
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if(found) {
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objects[i] = objects[i + 1];
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}
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}
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objectCount--;
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}
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MonitorSize_t renderer_getMonitorSize() {
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return monitorSize;
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+1
-14
@@ -5,28 +5,15 @@
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#include <SDL2/SDL_render.h>
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#include <stdbool.h>
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typedef int RenderId_t;
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//goes to false on exit
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extern bool running;
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extern SDL_Renderer * renderer;
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typedef struct RenderObject {
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float x,y;
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int z;
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float width, height; //ratio between 0 & 1 of the monitor resolution
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float angle_degre;
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SDL_Surface * surface;
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} RenderObject_t;
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typedef struct MonitorSize {
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int width, height;
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} MonitorSize_t;
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void renderer_main(void(*game_main)(void)) ;
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RenderId_t renderer_renderObject(RenderObject_t);
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void renderer_removeObject(RenderId_t);
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void renderer_main(void(*game_setup)(void), void(*game_loop)(void));
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MonitorSize_t renderer_getMonitorSize(void);
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#endif
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+80
@@ -0,0 +1,80 @@
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#include "renderer.h"
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#include "scene.h"
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static int compartSort(const SceneObject_t * a, const SceneObject_t * b) {
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return a->renderObj.z - b->renderObj.z;
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}
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void scene_render(Scene_t * scene) {
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MonitorSize_t monitorSize = renderer_getMonitorSize();
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int minX = scene->x - CAMERA_WIDTH/2;
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int minY = scene->y - CAMERA_HEIGHT/2;
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int maxX = scene->x - CAMERA_WIDTH/2;
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int maxY = scene->y - CAMERA_HEIGHT/2;
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for(int i = 0; i < scene->objectCount; i++) {
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SceneObject_t * object = &scene->objects[i];
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if(object->x > minX && object->x < maxX && object->y > minY && object->y < maxY) {
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int x = (object->x - minX) / CAMERA_WIDTH;
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int y = (object->y - minY) / CAMERA_HEIGHT;
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//the object is to be rendered
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SDL_Rect rect = {
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round(x * monitorSize.width) ,
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round(y * monitorSize.height),
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round(object->renderObj.width * monitorSize.width),
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round(object->renderObj.height * monitorSize.height)
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};
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int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, NULL, SDL_FLIP_NONE);
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if(error != 0) {
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fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
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exit(1);
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}
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}
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}
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}
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static void buildCache(SceneObject_t * object) {
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SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->renderObj.surface);
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if(texture == NULL) {
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fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->renderObj.surface == NULL);
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exit(1);
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}
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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object->cache = texture;
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}
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RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y) {
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RenderId_t itemId = scene->objectCount++;
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SceneObject_t item = {
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x, y,
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object,
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NULL,
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itemId
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};
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buildCache(&item);
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scene->objects[itemId] = item;
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//the objects are sorted
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qsort(scene->objects, scene->objectCount, sizeof(RenderObject_t), (__compar_fn_t)compartSort);
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return itemId;
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}
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void scene_removeRenderObject(Scene_t * scene, RenderId_t id) {
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bool found = false;
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for(int i = 0; i < scene->objectCount - 1; i++) {
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if(scene->objects[i].id == id) {
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SDL_FreeSurface(scene->objects[i].renderObj.surface);
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if(scene->objects[i].cache != NULL) {
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SDL_DestroyTexture(scene->objects[i].cache);
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}
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}
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if(found) {
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scene->objects[i] = scene->objects[i + 1];
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}
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}
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scene->objectCount--;
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}
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+35
@@ -0,0 +1,35 @@
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#ifndef __SCENE_H__
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#define __SCENE_H__
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#include <SDL2/SDL.h>
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#define CAMERA_WIDTH 160
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#define CAMERA_HEIGHT 90
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typedef int RenderId_t;
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typedef struct RenderObject {
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int z;
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float width, height; //ratio between 0 & 1 of the monitor resolution
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float angle_degre;
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SDL_Surface * surface;
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} RenderObject_t;
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typedef struct SceneObject {
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float x,y;
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RenderObject_t renderObj;
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SDL_Texture * cache;
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RenderId_t id;
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} SceneObject_t;
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typedef struct Scene {
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SceneObject_t * objects;
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int objectCount;
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int x,y;
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} Scene_t;
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void scene_render(Scene_t * scene);
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void scene_removeRenderObject(Scene_t * scene, RenderId_t id);
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RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y);
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#endif
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+1
-5
@@ -25,7 +25,7 @@ void text_freeFontCache(void){
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fontCacheSize = 0;
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}
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int text_renderText(RenderObject_t* renderObject, float x, float y, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...){
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int text_renderText(RenderObject_t* renderObject, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...) {
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if(access(fontFilename, F_OK) != 0) {
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fprintf(stderr, "Font file not found: %s\n", fontFilename);
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return -1;
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@@ -70,14 +70,10 @@ int text_renderText(RenderObject_t* renderObject, float x, float y, int z, float
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TTF_SizeText(font, text, &w, &h);
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MonitorSize_t monitor = renderer_getMonitorSize();
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renderObject->x = x;
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renderObject->y = y;
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renderObject->z = z;
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renderObject->angle_degre = 0;
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renderObject->surface = surface;
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scaller(surface, scale, &renderObject->width, &renderObject->height);
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placer(renderObject->surface, scale, &renderObject->x, &renderObject->y);
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return 0;
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}
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+2
-3
@@ -1,7 +1,7 @@
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#ifndef __TEXT_H__
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#define __TEXT_H__
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#include "renderer.h"
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#include "scene.h"
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#include <SDL2/SDL_ttf.h>
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@@ -11,8 +11,7 @@ typedef struct {
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int z;
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} Position;
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int text_renderText(RenderObject_t* renderObject, float x, float y, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...);
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int text_renderText(RenderObject_t* renderObject, int z, float scale, SDL_Color color, const char* fontFilename, int fontSize, char* format, ...);
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void text_freeFontCache(void);
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#endif
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Reference in New Issue
Block a user