Add DEBUG_ENGINE as compile definition instead of using build_config
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@@ -22,14 +22,13 @@
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#include "Window.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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#include <stdbool.h>
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#include <stddef.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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#if DEBUG_ENGINE
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#include <stdio.h>
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#endif /* DEBUG_ENGINE */
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@@ -54,7 +53,7 @@ bool init_engine(const char *game_name, WindowSize window_size,
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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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#if DEBUG_ENGINE
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printf("Failed to initialise SDL. Error: %s\n", SDL_GetError());
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#endif /* DEBUG_ENGINE */
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@@ -71,14 +70,14 @@ bool init_engine(const char *game_name, WindowSize window_size,
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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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#if DEBUG_ENGINE
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printf("Failed to initialise SDL_image. Error: %s\n", IMG_GetError());
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#endif /* DEBUG_ENGINE */
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initialisation_complete = false;
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}
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if (TTF_Init() < 0) {
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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printf("Failed to initialise SDL_ttf. Error: %s\n", TTF_GetError());
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#endif /* DEBUG_ENGINE */
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initialisation_complete = false;
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@@ -87,14 +86,14 @@ bool init_engine(const char *game_name, WindowSize window_size,
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// We're only interested in initialising SDL_mixer with WAVE files, so no
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// need to pass any flags
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if (Mix_Init(0) != 0) {
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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printf("Failed to initialise SDL_mixer. Error: %s\n", Mix_GetError());
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#endif /* DEBUG_ENGINE */
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initialisation_complete = false;
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}
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if (Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 2048) < 0) {
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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printf("Failed to open audio device. Error: %s\n", Mix_GetError());
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#endif /* DEBUG_ENGINE */
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initialisation_complete = false;
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@@ -102,7 +101,7 @@ bool init_engine(const char *game_name, WindowSize window_size,
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if (audio_tracks > 0) {
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if (Mix_AllocateChannels(audio_tracks) != audio_tracks) {
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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printf("Failed to allocate the required tracks.\n");
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#endif /* DEBUG_ENGINE */
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initialisation_complete = false;
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@@ -111,7 +110,7 @@ bool init_engine(const char *game_name, WindowSize window_size,
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if (!init_window(&(GameEngine.window), game_name, window_size,
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window_background_color, full_screen)) {
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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printf("Failed to initialise window\n");
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#endif /* DEBUG_ENGINE */
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@@ -138,11 +137,11 @@ bool init_engine(const char *game_name, WindowSize window_size,
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GameEngine.delta = 0.0f;
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GameEngine.last_time = SDL_GetTicks64();
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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GameEngine.delta = 1.0f / 60.0f;
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#endif /* DEBUG_ENGINE */
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#ifdef DEBUG_ENGINE
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#if DEBUG_ENGINE
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printf("Game initialised successfully\n");
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#endif /* DEBUG_ENGINE */
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@@ -176,7 +175,7 @@ void close_engine() {
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SDL_Quit();
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#ifdef DEBUG_ENGINE
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#if 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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@@ -210,8 +209,8 @@ void remove_object(ObjectID *id) {
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AssetID load_asset(const char *path, AssetType type) {
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return type == ASSET_TYPE_IMAGE
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? load_asset_to_manager(GameEngine.asset_manager, path, type,
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GameEngine.window.renderer)
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: load_asset_to_manager(GameEngine.asset_manager, path, type,
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GameEngine.window.renderer, NULL)
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: load_asset_to_manager(GameEngine.asset_manager, path, type, NULL,
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NULL);
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}
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