Created the Window and Renderer and started implementing the functions
for the game loop
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11 files changed
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+18
-5
@@ -2,6 +2,12 @@ cmake_minimum_required(VERSION 3.10)
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project(Engine)
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if (${CMAKE_BUILD_TYPE} STREQUAL "Debug")
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set(DEBUG_ENGINE ON)
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endif()
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configure_file(engine_build_config.h.in engine_build_config.h)
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# VARIABLES
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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@@ -12,15 +18,17 @@ if(CMAKE_HOST_WIN32)
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set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
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endif()
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set(CMAKE_INSTALL_BINDIR bin)
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set(CMAKE_INSTALL_LIBDIR lib)
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set(CMAKE_INSTALL_INCLUDEDIR include)
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set(CMAKE_INSTALL_RPATH "$ORIGIN;$ORIGIN/../lib")
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# TARGETS
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add_library(${PROJECT_NAME} SHARED src/engine.c)
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add_library(${PROJECT_NAME} SHARED
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src/Game.c
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src/Window.c
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src/Renderer.c
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)
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target_include_directories(${PROJECT_NAME} PUBLIC
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${CMAKE_CURRENT_BINARY_DIR}
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include
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extern/SDL2/SDL/include
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extern/SDL2/SDL_mixer/include
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@@ -34,7 +42,12 @@ target_link_libraries(${PROJECT_NAME} PUBLIC
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SDL2_ttf
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)
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install(FILES include/engine.h
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install(FILES
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${CMAKE_CURRENT_BINARY_DIR}/engine_build_config.h
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include/constants.h
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include/Game.h
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include/Window.h
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include/Renderer.h
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CONFIGURATIONS Release
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DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
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)
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@@ -0,0 +1 @@
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#cmakedefine DEBUG_ENGINE
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@@ -0,0 +1,14 @@
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#ifndef GAME_H
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#define GAME_H
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#include <stdbool.h>
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bool init_game(const char *game_name, int window_width, int window_height,
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bool full_screen);
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bool game_running();
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void handle_events();
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void update();
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void render();
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void close_game();
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#endif // !GAME_H
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@@ -0,0 +1,16 @@
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#ifndef RENDERER_H
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#define RENDERER_H
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#include "SDL.h"
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#include "SDL_video.h"
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#include <stdbool.h>
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typedef struct renderer Renderer;
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Renderer *create_renderer();
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bool init_renderer(Renderer *renderer, SDL_Window *window);
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void render_clear(const Renderer *renderer, SDL_Color color);
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void swap_buffers(const Renderer *renderer);
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void destroy_renderer(Renderer *renderer);
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#endif // !RENDERER_H
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@@ -0,0 +1,22 @@
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#ifndef WINDOW_H
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#define WINDOW_H
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#include "Renderer.h"
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#include "SDL.h"
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#include "SDL_pixels.h"
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#include <stdbool.h>
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typedef struct window {
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int width;
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int height;
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Renderer *renderer;
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SDL_Window *SDL_base_window;
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} Window;
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bool init_window(Window *wnd, const char *title, int width, int height,
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bool full_screen);
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void fill_window_with_color(const Window *wnd, SDL_Color color);
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void swap_render_buffers(const Window *wnd);
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void destroy_window(Window *wnd);
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#endif // !WINDOW_H
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@@ -0,0 +1,6 @@
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#ifndef CONSTANTS_H
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#define CONSTANTS_H
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#define INTERNAL static
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#endif // !CONSTANTS_H
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@@ -1,6 +0,0 @@
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#ifndef ENGINE_H
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#define ENGINE_H
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void init(void);
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#endif // !ENGINE_H
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+78
@@ -0,0 +1,78 @@
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#include "Game.h"
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#include "SDL.h"
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#include "SDL_events.h"
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#include "SDL_pixels.h"
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#include "Window.h"
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#include "constants.h"
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#include "engine_build_config.h"
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#include <stdbool.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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INTERNAL struct game {
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bool running;
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Window window;
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SDL_Event event;
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} Game;
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bool init_game(const char *game_name, int window_width, int window_height,
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bool full_screen) {
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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#ifdef DEBUG_ENGINE
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printf("Failed to initialise game\n");
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#endif /* DEBUG_ENGINE */
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return false;
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}
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if (!init_window(&(Game.window), game_name, window_width, window_height,
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full_screen)) {
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#ifdef DEBUG_ENGINE
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printf("Failed to initialise game\n");
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#endif /* DEBUG_ENGINE */
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return false;
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}
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Game.running = true;
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#ifdef DEBUG_ENGINE
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printf("Game initialised successfully\n");
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#endif /* DEBUG_ENGINE */
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return true;
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}
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bool game_running() { return Game.running; }
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void handle_events() {
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while (SDL_PollEvent(&(Game.event))) {
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switch (Game.event.type) {
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case SDL_QUIT:
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Game.running = false;
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break;
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}
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}
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}
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void update() {}
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void render() {
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fill_window_with_color(&(Game.window), (SDL_Color){255, 255, 255, 255});
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swap_render_buffers(&(Game.window));
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}
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void close_game() {
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destroy_window(&(Game.window));
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Game.running = false;
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SDL_Quit();
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#ifdef DEBUG_ENGINE
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printf("Game closed successfully\n");
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#endif /* DEBUG_ENGINE */
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}
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@@ -0,0 +1,58 @@
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#include "Renderer.h"
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#include "SDL.h"
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#include "SDL_render.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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#ifdef DEBUG_ENGINE
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#include <stdio.h>
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#endif /* DEBUG_ENGINE */
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typedef struct renderer {
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SDL_Renderer *SDL_base_renderer;
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} Renderer;
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Renderer *create_renderer() { return (Renderer *)malloc(sizeof(Renderer)); }
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bool init_renderer(Renderer *renderer, SDL_Window *window) {
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if (!renderer || !window) {
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return false;
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}
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renderer->SDL_base_renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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// Technically speaking, I believe it should be possible to just return
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// the pointer. However, to make sure that everything is clear, I am
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// performing a test that returns true or false based on whether the
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// pointer was initialised or not.
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return renderer->SDL_base_renderer ? true : false;
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}
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void render_clear(const Renderer *renderer, SDL_Color color) {
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SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.r, color.b,
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color.a);
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SDL_RenderClear(renderer->SDL_base_renderer);
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}
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void swap_buffers(const Renderer *renderer) {
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SDL_RenderPresent(renderer->SDL_base_renderer);
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}
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void destroy_renderer(Renderer *renderer) {
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if (renderer) {
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if (renderer->SDL_base_renderer) {
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SDL_DestroyRenderer(renderer->SDL_base_renderer);
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renderer->SDL_base_renderer = NULL;
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}
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free(renderer);
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renderer = NULL;
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#ifdef DEBUG_ENGINE
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printf("Renderer destroyed successfully\n");
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#endif /* DEBUG_ENGINE */
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}
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}
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@@ -0,0 +1,67 @@
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#include "Window.h"
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#include "Renderer.h"
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#include "engine_build_config.h"
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#include <stdbool.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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bool init_window(Window *wnd, const char *title, int width, int height,
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bool full_screen) {
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Uint32 window_flags = SDL_WINDOW_ALLOW_HIGHDPI;
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if (full_screen) {
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window_flags |= SDL_WINDOW_FULLSCREEN;
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}
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wnd->SDL_base_window =
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SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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width, height, window_flags);
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if (!wnd->SDL_base_window) {
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return false;
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}
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SDL_GetWindowSize(wnd->SDL_base_window, &(wnd->width), &(wnd->height));
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wnd->renderer = create_renderer();
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if (!wnd->renderer || !init_renderer(wnd->renderer, wnd->SDL_base_window)) {
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destroy_window(wnd);
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return false;
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}
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#ifdef DEBUG_ENGINE
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printf("Renderer initialised successfully\n");
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printf("Window initialised successfully with width %d and height %d\n",
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wnd->width, wnd->height);
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#endif /* DEBUG_ENGINE */
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return true;
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}
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void fill_window_with_color(const Window *wnd, SDL_Color color) {
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render_clear(wnd->renderer, color);
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}
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void swap_render_buffers(const Window *wnd) { swap_buffers(wnd->renderer); }
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void destroy_window(Window *wnd) {
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if (wnd->SDL_base_window) {
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if (wnd->renderer) {
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destroy_renderer(wnd->renderer);
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}
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SDL_DestroyWindow(wnd->SDL_base_window);
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wnd->SDL_base_window = NULL;
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wnd->width = 0;
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wnd->height = 0;
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#ifdef DEBUG_ENGINE
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printf("Window destroyed successfully\n");
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#endif /* DEBUG_ENGINE */
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}
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}
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@@ -1,13 +0,0 @@
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#include "SDL_ttf.h"
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#include <stdio.h>
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void init(void) {
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if (SDL_Init(SDL_INIT_EVERYTHING) == 0) {
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printf("SDL initialiased successfully\n");
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SDL_Quit();
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}
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}
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