Added support for rendering on Android devices
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e110b1f2fd
commit
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8 files changed
+121
-13
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+26
@@ -0,0 +1,26 @@
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := Engine
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SDL_PATH := ../SDL
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SDL_IMAGE_PATH := ../SDL_image
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SDL_MIXER_PATH := ../SDL_mixer
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SDL_TTF_PATH := ../SDL_ttf
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LOCAL_C_INCLUDES := \
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$(LOCAL_PATH)/include \
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$(LOCAL_PATH)/$(SDL_PATH)/include \
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$(LOCAL_PATH)/$(SDL_MIXER_PATH)/include \
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$(LOCAL_PATH)/$(SDL_IMAGE_PATH) \
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$(LOCAL_PATH)/$(SDL_TTF_PATH)
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# Add your application source files here...
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LOCAL_SRC_FILES := $(wildcard $(LOCAL_PATH)/src/*.c)
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LOCAL_SHARED_LIBRARIES := SDL2 SDL2_image SDL2_mixer SDL2_ttf
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LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
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include $(BUILD_SHARED_LIBRARY)
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@@ -28,6 +28,7 @@ add_library(${PROJECT_NAME} SHARED
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src/ObjectStore.c
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src/AssetManager.c
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src/reusable_ids.c
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src/math_utils.c
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)
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target_include_directories(${PROJECT_NAME} PUBLIC
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@@ -54,6 +55,7 @@ install(FILES
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include/ObjectStore.h
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include/AssetManager.h
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include/reusable_ids.h
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include/math_utils.h
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CONFIGURATIONS Release
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DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
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)
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+7
-7
@@ -29,13 +29,6 @@ Renderer *create_renderer(SDL_Window *window);
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*/
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void get_render_output_size(Renderer *renderer, int32_t *w, int32_t *h);
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/**
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* Attempts to load an SDL_Texture from a file path.
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*
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* Returns a pointer to the object if it succeeds or NULL when it fails.
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*/
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SDL_Texture *load_texture(const Renderer *renderer, const char *path);
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void render_clear(const Renderer *renderer, SDL_Color color);
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void fill_rect(const Renderer *renderer, SDL_Color color, float x, float y,
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float w, float h);
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@@ -45,6 +38,13 @@ void render_texture(const Renderer *renderer, SDL_Texture *texture, float x,
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float y, float w, float h);
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void swap_buffers(const Renderer *renderer);
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/**
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* Attempts to load an SDL_Texture from a file path.
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*
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* Returns a pointer to the object if it succeeds or NULL when it fails.
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*/
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SDL_Texture *load_texture(const Renderer *renderer, const char *path);
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/**
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* Frees the memory allocated to the Renderer object and performs the
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* necessary cleanup.
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@@ -0,0 +1,17 @@
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#ifndef MATH_UTILS_H
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#define MATH_UTILS_H
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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int32_t max_int(int32_t a, int32_t b);
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int32_t min_int(int32_t a, int32_t b);
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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//
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#endif // !MATH_UTILS_H
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+14
-2
@@ -9,6 +9,7 @@
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#include "SDL_pixels.h"
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#include "SDL_platform.h"
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#include "SDL_render.h"
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#include "SDL_surface.h"
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#include "SDL_timer.h"
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@@ -18,11 +19,11 @@
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#include "constants.h"
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#include "engine_build_config.h"
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#include "reusable_ids.h"
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#include <SDL2/SDL_pixels.h>
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#include <stdbool.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef DEBUG_ENGINE
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#include <stdio.h>
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@@ -42,8 +43,11 @@ bool init_engine(const char *game_name, WindowSize window_size,
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SDL_Color window_background_color, bool full_screen,
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uint8_t audio_tracks) {
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bool initialisation_complete = true;
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const char *current_platform = SDL_GetPlatform();
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if (strcmp(current_platform, "Linux") == 0) {
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SDL_SetHint(SDL_HINT_VIDEODRIVER, "wayland,x11");
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}
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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#ifdef DEBUG_ENGINE
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@@ -53,7 +57,15 @@ bool init_engine(const char *game_name, WindowSize window_size,
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return false;
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}
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uint32_t img_flags = IMG_INIT_PNG | IMG_INIT_TIF;
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uint32_t img_flags = IMG_INIT_PNG;
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if (strcmp(current_platform, "Android") != 0) {
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// Apparently, Android devices don't support TIFF images, so we only enable
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// TIFF support when we are not running Android.
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//
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// TODO (Abdelrahman): Check if iOS devices support TIFF images.
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img_flags |= IMG_INIT_TIF;
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}
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if ((IMG_Init(img_flags) & img_flags) != img_flags) {
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#ifdef DEBUG_ENGINE
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printf("Failed to initialise SDL_image. Error: %s\n", IMG_GetError());
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@@ -1,8 +1,10 @@
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#include "Renderer.h"
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_platform.h"
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#include "SDL_rect.h"
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#include "SDL_render.h"
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#include "SDL_video.h"
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#include "engine_build_config.h"
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#include <stdbool.h>
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#include <stdlib.h>
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+47
-4
@@ -1,24 +1,55 @@
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#include "Window.h"
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#include "Renderer.h"
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#include "SDL_platform.h"
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#include "SDL_video.h"
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#include "engine_build_config.h"
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#include "math_utils.h"
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#include <stdbool.h>
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#include <stdint.h>
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#include <string.h>
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#ifdef DEBUG_ENGINE
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#include <stdio.h>
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#endif /* DEBUG_ENGINE */
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typedef enum {
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MOBILE_ORIENTATION_LANDSCAPE,
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MOBILE_ORIENTATION_PORTRAIT
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} MobileOrientation;
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bool init_window(Window *wnd, const char *title, WindowSize size,
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SDL_Color color, bool full_screen) {
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if (!wnd) {
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return false;
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}
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const char *current_platform = SDL_GetPlatform();
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Uint32 window_flags = SDL_WINDOW_ALLOW_HIGHDPI;
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if (full_screen) {
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if (strcmp(current_platform, "Android") == 0 ||
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strcmp(current_platform, "iOS") == 0) {
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// Calculate the mobile orientation based on the user-defined width and
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// height
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MobileOrientation orientation;
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if (size.width > size.height) {
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orientation = MOBILE_ORIENTATION_LANDSCAPE;
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} else {
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orientation = MOBILE_ORIENTATION_PORTRAIT;
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}
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SDL_DisplayMode mode;
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SDL_GetCurrentDisplayMode(0, &mode);
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if (orientation == MOBILE_ORIENTATION_LANDSCAPE) {
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size.width = max_int(mode.w, mode.h);
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size.height = min_int(mode.w, mode.h);
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} else {
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size.width = min_int(mode.w, mode.h);
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size.height = max_int(mode.w, mode.h);
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}
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} else if (full_screen) {
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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@@ -52,7 +83,8 @@ bool init_window(Window *wnd, const char *title, WindowSize size,
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wnd->drawing_area.width = wnd->real_size.width;
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wnd->drawing_area.height = wnd->real_size.height;
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if (full_screen) {
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if (full_screen && strcmp(current_platform, "Android") != 0 &&
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strcmp(current_platform, "iOS") != 0) {
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// Fit the window into the screen when running in full screen mode on
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// a non-mobile platform. Mobile platforms will be handled differently
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@@ -84,6 +116,14 @@ bool init_window(Window *wnd, const char *title, WindowSize size,
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wnd->defined_size.width = mode.w;
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wnd->defined_size.height = mode.h;
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} else if (strcmp(current_platform, "Android") == 0 ||
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strcmp(current_platform, "iOS") == 0) {
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// Get the correct real_size and drawing_area when running on a mobile
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// platform, since the get_render_output_size function doesn't work
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// properly on mobile
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wnd->real_size.width = wnd->drawing_area.width = wnd->defined_size.width;
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wnd->real_size.height = wnd->drawing_area.height = wnd->defined_size.height;
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}
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#ifdef DEBUG_ENGINE
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@@ -100,7 +140,10 @@ void clear_window(const Window *wnd) {
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return;
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}
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if (wnd->full_screen) {
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const char *current_platform = SDL_GetPlatform();
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if (wnd->full_screen && strcmp(current_platform, "Android") != 0 &&
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strcmp(current_platform, "iOS") != 0) {
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// When rendering in full screen on a non-mobile platform, we fill the
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// entire screen with black, then fill an area that fits the window
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// dimensions with the user-defined backgroud color of the window
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@@ -0,0 +1,6 @@
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#include "math_utils.h"
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#include <stdint.h>
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int32_t max_int(int32_t a, int32_t b) { return a >= b ? a : b; }
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int32_t min_int(int32_t a, int32_t b) { return a <= b ? a : b; }
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