Added aliases with sizes for the integer and floating-point numbers
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45f6021f82
commit
5e6211c2a9
14 files changed
+146
-136
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+17
-18
@@ -5,11 +5,10 @@
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#include "SDL_mixer.h"
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#include "SDL_render.h"
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#include "SDL_ttf.h"
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#include "aliases.h"
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#include "constants.h"
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#include "reusable_ids.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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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@@ -33,27 +32,27 @@ struct id_node {
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typedef struct id_node_list {
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IDNode *start_node;
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size_t node_count;
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u64 node_count;
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} IDNodeList;
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struct asset_manager {
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size_t count;
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size_t deleted_count;
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u64 count;
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u64 deleted_count;
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AssetID reusable_ids[MAX_ASSET_COUNT];
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Asset assets[MAX_ASSET_COUNT];
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size_t user_counter[MAX_ASSET_COUNT];
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u64 user_counter[MAX_ASSET_COUNT];
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IDNodeList hashed_path_ids[MAX_ASSET_COUNT];
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};
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size_t hash_path(const char *path) {
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u64 hash_path(const char *path) {
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/**
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* Converts a string into a numerical index using a simple hashing algorithm
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*/
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size_t i = 0;
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u64 i = 0;
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for (size_t j = 0; path[j]; ++j) {
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i += (size_t)path[j] * HASH_PRIME_01 % MAX_ASSET_COUNT;
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for (u64 j = 0; path[j]; ++j) {
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i += (u64)path[j] * HASH_PRIME_01 % MAX_ASSET_COUNT;
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}
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i = (i * HASH_PRIME_02) % MAX_ASSET_COUNT;
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@@ -73,7 +72,7 @@ void insert_id_node(IDNodeList *node_list, AssetID id) {
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}
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IDNode *last_node = node_list->start_node;
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for (size_t i = 1; i < node_list->node_count; ++i) {
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for (u64 i = 1; i < node_list->node_count; ++i) {
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last_node = last_node->next;
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}
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@@ -99,7 +98,7 @@ void remove_id_node(IDNodeList *node_list, AssetID id) {
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IDNode *node = NULL;
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IDNode *prev = NULL;
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IDNode *current = node_list->start_node;
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for (size_t i = 0; i < node_list->node_count; ++i) {
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for (u64 i = 0; i < node_list->node_count; ++i) {
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if (current->id == id) {
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node = current;
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break;
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@@ -139,7 +138,7 @@ AssetID get_asset_id_from_id_node(AssetManager *am, IDNodeList *node_list,
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}
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IDNode *id_node = node_list->start_node;
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for (size_t i = 0; i < node_list->node_count; ++i) {
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for (u64 i = 0; i < node_list->node_count; ++i) {
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if (!id_node) {
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break;
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}
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@@ -178,7 +177,7 @@ AssetID load_asset_to_manager(AssetManager *am, const char *path,
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return INVALID_ID;
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}
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size_t hash_index = hash_path(path);
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u64 hash_index = hash_path(path);
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AssetID existing_id =
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get_asset_id_from_id_node(am, &(am->hashed_path_ids[hash_index]), path);
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@@ -255,7 +254,7 @@ AssetID load_asset_to_manager(AssetManager *am, const char *path,
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AssetID id;
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if (am->deleted_count > 0) {
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id = (AssetID)reuse_id((int32_t *)am->reusable_ids, am->deleted_count);
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id = (AssetID)reuse_id((i32 *)am->reusable_ids, am->deleted_count);
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am->deleted_count -= 1;
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am->count += 1;
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} else {
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@@ -308,7 +307,7 @@ void remove_asset_from_manager(AssetManager *am, AssetID *id_ptr) {
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return;
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}
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size_t hash_index = hash_path(am->assets[id].path);
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u64 hash_index = hash_path(am->assets[id].path);
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remove_id_node(&(am->hashed_path_ids[hash_index]), id);
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free(am->assets[id].path);
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@@ -380,14 +379,14 @@ void destroy_asset_manager(AssetManager **am) {
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// TODO (Abdelrahman): Figure out if there is a better way to remove all of
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// the existing assets without having to loop for the maximum number of
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// assets allowed.
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for (size_t i = 0; i < MAX_ASSET_COUNT; ++i) {
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for (u64 i = 0; i < MAX_ASSET_COUNT; ++i) {
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if (!(*am)->assets[i].path) {
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continue;
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}
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(*am)->user_counter[i] = 0;
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size_t hash_index = hash_path((*am)->assets[i].path);
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u64 hash_index = hash_path((*am)->assets[i].path);
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remove_id_node(&((*am)->hashed_path_ids[hash_index]), i);
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free((*am)->assets[i].path);
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+41
-44
@@ -22,8 +22,6 @@
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#include "engine_build_config.h"
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#include "reusable_ids.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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@@ -33,8 +31,8 @@
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INTERNAL struct game_engine {
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bool running;
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float delta;
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uint64_t last_time;
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f32 delta;
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u64 last_time;
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Window window;
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SDL_Event event;
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ObjectStore *object_store;
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@@ -43,7 +41,7 @@ INTERNAL struct game_engine {
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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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u8 audio_tracks) {
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bool initialisation_complete = true;
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const char *current_platform = SDL_GetPlatform();
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@@ -59,7 +57,7 @@ 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;
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u32 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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@@ -177,7 +175,7 @@ void close_engine() {
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#endif /* DEBUG_ENGINE */
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}
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int64_t get_time() { return SDL_GetTicks64(); }
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i64 get_time() { return SDL_GetTicks64(); }
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ObjectID add_object(void *object, EventHandlerPtr event_handler,
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UpdateFuncPtr update_func, RenderFuncPtr render_func) {
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@@ -252,10 +250,10 @@ void clip_render_rects_to_drawing_area(RenderRect *src, RenderRect *dest) {
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return;
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}
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float x_offset = 0.0f;
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float y_offset = 0.0f;
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float x_clip = 0.0f;
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float y_clip = 0.0f;
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f32 x_offset = 0.0f;
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f32 y_offset = 0.0f;
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f32 x_clip = 0.0f;
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f32 y_clip = 0.0f;
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// If the rectangle is partially out of the horizontal bounds of the drawing
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// area, calculate how much of its width will be clipped
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@@ -302,8 +300,8 @@ RenderRect get_texture_asset_rect(AssetID id) {
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SDL_Texture *texture = get_texture(GameEngine.asset_manager, id);
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if (texture) {
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int32_t w = 0;
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int32_t h = 0;
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i32 w = 0;
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i32 h = 0;
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if (SDL_QueryTexture(texture, NULL, NULL, &w, &h) == 0) {
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rect.width = w;
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rect.height = h;
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@@ -344,7 +342,7 @@ TextSize get_text_size_from_font_asset(AssetID id, const char *text) {
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return output;
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}
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void render_text_with_font_asset(AssetID id, const char *text, float x, float y,
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void render_text_with_font_asset(AssetID id, const char *text, f32 x, f32 y,
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SDL_Color color) {
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if (id < 0) {
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return;
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@@ -361,8 +359,8 @@ void render_text_with_font_asset(AssetID id, const char *text, float x, float y,
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}
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// Get the width and height, in pixels, of the text rendered using the font
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int32_t w = 0;
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int32_t h = 0;
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i32 w = 0;
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i32 h = 0;
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TTF_SizeText(font, text, &w, &h);
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RenderRect rect = {x, y, w, h};
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@@ -373,7 +371,7 @@ void render_text_with_font_asset(AssetID id, const char *text, float x, float y,
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surface = NULL;
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}
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void set_font_asset_size(AssetID id, uint32_t size) {
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void set_font_asset_size(AssetID id, u32 size) {
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if (id < 0) {
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return;
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}
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@@ -386,8 +384,8 @@ void set_font_asset_size(AssetID id, uint32_t size) {
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TTF_SetFontSize(font, size);
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}
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int8_t play_audio_asset(AssetID id, int16_t loops, bool fade_in,
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uint32_t fade_length_in_ms) {
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i8 play_audio_asset(AssetID id, i16 loops, bool fade_in,
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u32 fade_length_in_ms) {
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if (id < 0) {
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return -1;
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}
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@@ -404,7 +402,7 @@ int8_t play_audio_asset(AssetID id, int16_t loops, bool fade_in,
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}
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}
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void pause_audio_asset_on_track(AssetID id, uint8_t track) {
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void pause_audio_asset_on_track(AssetID id, u8 track) {
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if (id < 0) {
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return;
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}
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@@ -417,7 +415,7 @@ void pause_audio_asset_on_track(AssetID id, uint8_t track) {
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Mix_Pause(track);
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}
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void resume_audio_asset_on_track(AssetID id, uint8_t track) {
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void resume_audio_asset_on_track(AssetID id, u8 track) {
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if (id < 0) {
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return;
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}
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@@ -430,7 +428,7 @@ void resume_audio_asset_on_track(AssetID id, uint8_t track) {
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Mix_Resume(track);
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}
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void stop_audio_asset_on_track(AssetID id, uint8_t track) {
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void stop_audio_asset_on_track(AssetID id, u8 track) {
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if (id < 0) {
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return;
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}
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@@ -443,8 +441,8 @@ void stop_audio_asset_on_track(AssetID id, uint8_t track) {
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Mix_HaltChannel(track);
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}
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void fade_out_audio_asset_on_track(AssetID id, uint8_t track,
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uint32_t fade_length_in_ms) {
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void fade_out_audio_asset_on_track(AssetID id, u8 track,
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u32 fade_length_in_ms) {
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if (id < 0) {
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return;
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}
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@@ -467,9 +465,9 @@ void pause_all_instances_of_audio_asset(AssetID id) {
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return;
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}
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size_t channel_count = Mix_AllocateChannels(-1);
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u64 channel_count = Mix_AllocateChannels(-1);
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for (size_t i = 0; i < channel_count; ++i) {
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for (u64 i = 0; i < channel_count; ++i) {
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if (chunk == Mix_GetChunk(i)) {
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Mix_Pause(i);
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}
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@@ -486,9 +484,9 @@ void resume_all_instances_of_audio_asset(AssetID id) {
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return;
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}
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size_t channel_count = Mix_AllocateChannels(-1);
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u64 channel_count = Mix_AllocateChannels(-1);
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for (size_t i = 0; i < channel_count; ++i) {
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for (u64 i = 0; i < channel_count; ++i) {
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if (chunk == Mix_GetChunk(i)) {
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Mix_Resume(i);
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}
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@@ -505,17 +503,16 @@ void stop_all_instances_of_audio_asset(AssetID id) {
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return;
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}
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size_t channel_count = Mix_AllocateChannels(-1);
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u64 channel_count = Mix_AllocateChannels(-1);
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for (size_t i = 0; i < channel_count; ++i) {
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for (u64 i = 0; i < channel_count; ++i) {
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if (chunk == Mix_GetChunk(i)) {
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Mix_HaltChannel(i);
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}
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}
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}
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void fade_out_all_instances_of_audio_asset(AssetID id,
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uint32_t fade_length_in_ms) {
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void fade_out_all_instances_of_audio_asset(AssetID id, u32 fade_length_in_ms) {
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if (id < 0) {
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return;
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}
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@@ -525,16 +522,16 @@ void fade_out_all_instances_of_audio_asset(AssetID id,
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return;
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}
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size_t channel_count = Mix_AllocateChannels(-1);
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u64 channel_count = Mix_AllocateChannels(-1);
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for (size_t i = 0; i < channel_count; ++i) {
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for (u64 i = 0; i < channel_count; ++i) {
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if (chunk == Mix_GetChunk(i)) {
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Mix_FadeOutChannel(i, fade_length_in_ms);
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}
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}
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}
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int8_t get_audio_asset_volume(AssetID id) {
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i8 get_audio_asset_volume(AssetID id) {
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if (id < 0) {
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return -1;
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}
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@@ -547,7 +544,7 @@ int8_t get_audio_asset_volume(AssetID id) {
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return chunk->volume;
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}
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void set_audio_asset_volume(AssetID id, int8_t volume) {
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void set_audio_asset_volume(AssetID id, i8 volume) {
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if (id < 0) {
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return;
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}
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@@ -560,8 +557,8 @@ void set_audio_asset_volume(AssetID id, int8_t volume) {
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Mix_VolumeChunk(chunk, volume);
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}
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void play_music_asset(AssetID id, int16_t loops, bool fade_in,
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uint32_t fade_length_in_ms) {
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void play_music_asset(AssetID id, i16 loops, bool fade_in,
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u32 fade_length_in_ms) {
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if (id < 0 || is_music_asset_playing(id)) {
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return;
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}
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@@ -617,7 +614,7 @@ void stop_music_asset(AssetID id) {
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Mix_HaltMusic();
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}
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void fade_out_music_asset(AssetID id, uint32_t fade_length_in_ms) {
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void fade_out_music_asset(AssetID id, u32 fade_length_in_ms) {
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if (id < 0 || !is_music_asset_playing(id)) {
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return;
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}
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@@ -630,7 +627,7 @@ void fade_out_music_asset(AssetID id, uint32_t fade_length_in_ms) {
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Mix_FadeOutMusic(fade_length_in_ms);
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}
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int8_t get_music_asset_volume(AssetID id) {
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i8 get_music_asset_volume(AssetID id) {
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if (id < 0) {
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return -1;
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}
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@@ -643,7 +640,7 @@ int8_t get_music_asset_volume(AssetID id) {
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return Mix_GetMusicVolume(music);
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}
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void set_music_asset_volume(AssetID id, int8_t volume) {
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void set_music_asset_volume(AssetID id, i8 volume) {
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if (id < 0 || !is_music_asset_playing(id)) {
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return;
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}
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@@ -693,11 +690,11 @@ void resume_playing_music() { Mix_ResumeMusic(); }
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void stop_playing_music() { Mix_HaltMusic(); }
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void fade_out_playing_music(uint32_t fade_length_in_ms) {
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void fade_out_playing_music(u32 fade_length_in_ms) {
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Mix_FadeOutMusic(fade_length_in_ms);
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}
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void set_playing_music_volume(int8_t volume) { Mix_VolumeMusic(volume); }
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void set_playing_music_volume(i8 volume) { Mix_VolumeMusic(volume); }
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bool is_music_playing() { return Mix_PlayingMusic(); }
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@@ -726,7 +723,7 @@ void update() {
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return;
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}
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uint64_t current_time = SDL_GetTicks64();
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u64 current_time = SDL_GetTicks64();
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// Get the delta time in seconds since the SDL_GetTicks64() returns the
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// time in milliseconds
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+7
-6
@@ -1,4 +1,5 @@
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#include "ObjectStore.h"
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#include "aliases.h"
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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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@@ -13,8 +14,8 @@
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#endif /* DEBUG_ENGINE */
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struct object_store {
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size_t count;
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size_t deleted_count;
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u64 count;
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u64 deleted_count;
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ObjectID reusable_ids[MAX_OBJ_COUNT];
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void *object_ptrs[MAX_OBJ_COUNT];
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EventHandlerPtr event_handlers[MAX_OBJ_COUNT];
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@@ -45,7 +46,7 @@ bool object_exists(ObjectStore *os, void *object) {
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// This is a crude implementation for checking that an object has already
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// been added.
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// TODO (Abdelrahman): Figure out if there is a better way of doing this
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for (size_t i = 0; i < MAX_OBJ_COUNT; ++i) {
|
||||
for (u64 i = 0; i < MAX_OBJ_COUNT; ++i) {
|
||||
if (object == os->object_ptrs[i]) {
|
||||
return true;
|
||||
}
|
||||
@@ -68,7 +69,7 @@ ObjectID add_object_to_store(ObjectStore *os, void *object, EventHandlerPtr eh,
|
||||
ObjectID id;
|
||||
|
||||
if (os->deleted_count > 0) {
|
||||
id = (ObjectID)reuse_id((int32_t *)os->reusable_ids, os->deleted_count);
|
||||
id = (ObjectID)reuse_id((i32 *)os->reusable_ids, os->deleted_count);
|
||||
os->deleted_count -= 1;
|
||||
os->count += 1;
|
||||
} else {
|
||||
@@ -115,7 +116,7 @@ void handle_all_objects_events(ObjectStore *os, const SDL_Event *event) {
|
||||
}
|
||||
}
|
||||
|
||||
void update_all_objects(ObjectStore *os, float delta) {
|
||||
void update_all_objects(ObjectStore *os, f32 delta) {
|
||||
if (!os || os->count == 0) {
|
||||
return;
|
||||
}
|
||||
@@ -149,7 +150,7 @@ void destroy_object_store(ObjectStore **os) {
|
||||
// TODO (Abdelrahman): Figure out if there is a better way to remove all of
|
||||
// the existing objects without having to loop for the maximum number of
|
||||
// objects allowed.
|
||||
for (size_t i = 0; i < MAX_OBJ_COUNT; ++i) {
|
||||
for (u64 i = 0; i < MAX_OBJ_COUNT; ++i) {
|
||||
(*os)->object_ptrs[i] = NULL;
|
||||
(*os)->event_handlers[i] = NULL;
|
||||
(*os)->update_funcs[i] = NULL;
|
||||
|
||||
+6
-5
@@ -6,6 +6,7 @@
|
||||
#include "SDL_rect.h"
|
||||
#include "SDL_render.h"
|
||||
#include "SDL_video.h"
|
||||
#include "aliases.h"
|
||||
#include "engine_build_config.h"
|
||||
#include <stdbool.h>
|
||||
#include <stdlib.h>
|
||||
@@ -37,7 +38,7 @@ Renderer *create_renderer(SDL_Window *window) {
|
||||
return renderer;
|
||||
}
|
||||
|
||||
void get_render_output_size(Renderer *renderer, int32_t *w, int32_t *h) {
|
||||
void get_render_output_size(Renderer *renderer, i32 *w, i32 *h) {
|
||||
SDL_GetRendererOutputSize(renderer->SDL_base_renderer, w, h);
|
||||
}
|
||||
|
||||
@@ -57,8 +58,8 @@ void render_clear(const Renderer *renderer, SDL_Color color) {
|
||||
SDL_RenderClear(renderer->SDL_base_renderer);
|
||||
}
|
||||
|
||||
void draw_rect(const Renderer *renderer, SDL_Color color, float x, float y,
|
||||
float w, float h) {
|
||||
void draw_rect(const Renderer *renderer, SDL_Color color, f32 x, f32 y, f32 w,
|
||||
f32 h) {
|
||||
SDL_FRect dest = {x, y, w, h};
|
||||
|
||||
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
|
||||
@@ -66,8 +67,8 @@ void draw_rect(const Renderer *renderer, SDL_Color color, float x, float y,
|
||||
SDL_RenderDrawRectF(renderer->SDL_base_renderer, &dest);
|
||||
}
|
||||
|
||||
void fill_rect(const Renderer *renderer, SDL_Color color, float x, float y,
|
||||
float w, float h) {
|
||||
void fill_rect(const Renderer *renderer, SDL_Color color, f32 x, f32 y, f32 w,
|
||||
f32 h) {
|
||||
SDL_FRect dest = {x, y, w, h};
|
||||
|
||||
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
|
||||
|
||||
+5
-4
@@ -2,6 +2,7 @@
|
||||
#include "Renderer.h"
|
||||
#include "SDL_platform.h"
|
||||
#include "SDL_video.h"
|
||||
#include "aliases.h"
|
||||
#include "engine_build_config.h"
|
||||
#include "math_utils.h"
|
||||
#include <stdbool.h>
|
||||
@@ -94,19 +95,19 @@ bool init_window(Window *wnd, const char *title, WindowSize size,
|
||||
// Fit the window into the screen when running in full screen mode on
|
||||
// a non-mobile platform. Mobile platforms will be handled differently
|
||||
|
||||
float window_size_ratio =
|
||||
(float)wnd->defined_size.width / (float)wnd->defined_size.height;
|
||||
f32 window_size_ratio =
|
||||
(f32)wnd->defined_size.width / (f32)wnd->defined_size.height;
|
||||
|
||||
// Fit the drawing area size to the smallest dimension of the screen and
|
||||
// make sure the drawing area is centered
|
||||
if (wnd->real_size.height <= wnd->real_size.width) {
|
||||
wnd->drawing_area.width =
|
||||
(int32_t)(window_size_ratio * wnd->real_size.height);
|
||||
(i32)(window_size_ratio * wnd->real_size.height);
|
||||
wnd->drawing_area.x =
|
||||
0.0f + ((wnd->real_size.width - wnd->drawing_area.width) / 2.0f);
|
||||
} else {
|
||||
wnd->drawing_area.height =
|
||||
(int32_t)((float)wnd->real_size.width / window_size_ratio);
|
||||
(i32)((f32)wnd->real_size.width / window_size_ratio);
|
||||
wnd->drawing_area.y =
|
||||
0.0f + ((wnd->real_size.height - wnd->drawing_area.height) / 2.0f);
|
||||
}
|
||||
|
||||
+3
-3
@@ -1,6 +1,6 @@
|
||||
#include "math_utils.h"
|
||||
#include <stdint.h>
|
||||
#include "aliases.h"
|
||||
|
||||
int32_t max_int(int32_t a, int32_t b) { return a >= b ? a : b; }
|
||||
i32 max_int(i32 a, i32 b) { return a >= b ? a : b; }
|
||||
|
||||
int32_t min_int(int32_t a, int32_t b) { return a <= b ? a : b; }
|
||||
i32 min_int(i32 a, i32 b) { return a <= b ? a : b; }
|
||||
+4
-3
@@ -1,9 +1,10 @@
|
||||
#include "reusable_ids.h"
|
||||
#include "aliases.h"
|
||||
|
||||
int32_t reuse_id(int32_t *ids, size_t count) {
|
||||
int32_t id = ids[0];
|
||||
i32 reuse_id(i32 *ids, u64 count) {
|
||||
i32 id = ids[0];
|
||||
|
||||
for (size_t i = 0; i < count; ++i) {
|
||||
for (u64 i = 0; i < count; ++i) {
|
||||
// Remove the first id and make sure the remaining ones are packed
|
||||
ids[i] = ids[i + 1];
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user