Created the Window and Renderer and started implementing the functions

for the game loop
This commit is contained in:
abdelrahman committed 2022-09-10 22:17:58 +01:00
1 parent a0d8b75c11
commit 33066b381e
11 files changed
+280 -24

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