Enabled SDL_image's support for PNG and TIFF files and improved the
AssetManager with a hashing function, a linked list structure to store the hashes as well as a reference counter to support multiple users sharing the same asset.
This commit is contained in:
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3f71cf0f3f
commit
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12 files changed
+292
-60
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Vendored
+2
@@ -3,8 +3,10 @@ cmake_minimum_required(VERSION 3.10)
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set(SDL_TEST_ENABLED_BY_DEFAULT OFF CACHE BOOL "" FORCE)
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set(SDL2_DISABLE_INSTALL OFF CACHE BOOL "" FORCE)
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set(SDL2_DISABLE_UNINSTALL OFF CACHE BOOL "" FORCE)
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set(SDL2IMAGE_VENDORED ON CACHE BOOL "" FORCE)
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set(SDL2MIXER_VENDORED ON CACHE BOOL "" FORCE)
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set(SDL2TTF_VENDORED ON CACHE BOOL "" FORCE)
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set(SDL2IMAGE_TIF ON CACHE BOOL "" FORCE)
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add_subdirectory(SDL_image)
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add_subdirectory(SDL_ttf)
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+10
-2
@@ -5,7 +5,11 @@
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#include "SDL_mixer.h"
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#include "SDL_render.h"
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#include "reusable_ids.h"
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#include <stdint.h>
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#include <stddef.h>
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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typedef enum {
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ASSET_TYPE_IMAGE,
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@@ -19,10 +23,14 @@ typedef struct asset_manager AssetManager;
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AssetManager *create_asset_manager();
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AssetID load_asset_to_manager(AssetManager *am, const char *path,
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AssetType type, Renderer *renderer);
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void remove_asset_from_manager(AssetManager *am, AssetID id);
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void remove_asset_from_manager(AssetManager *am, AssetID *id_ptr);
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SDL_Texture *get_texture(AssetManager *am, AssetID id);
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Mix_Chunk *get_audio_chunk(AssetManager *am, AssetID id);
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Mix_Music *get_music(AssetManager *am, AssetID id);
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void destroy_asset_manager(AssetManager *am);
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !ASSET_MANAGER_H
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+10
-2
@@ -7,18 +7,26 @@
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#include "reusable_ids.h"
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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bool init_game(const char *game_name, int window_width, int window_height,
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SDL_Color window_background_color, bool full_screen);
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bool game_running();
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ObjectID add_object(void *object, EventHandlerPtr eh, UpdateFuncPtr uf,
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RenderFuncPtr rf);
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void remove_object(ObjectID id);
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void remove_object(ObjectID *id);
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AssetID load_asset(const char *path, AssetType type);
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void render_texture_asset(AssetID id, float x, float y, float w, float h);
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void close_asset(AssetID id);
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void close_asset(AssetID *id);
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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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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !GAME_H
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@@ -6,6 +6,10 @@
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#include "engine_build_config.h"
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#include "reusable_ids.h"
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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typedef void (*EventHandlerPtr)(const SDL_Event *event, void *object);
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typedef void (*UpdateFuncPtr)(float delta, void *object);
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typedef void (*RenderFuncPtr)(void *object);
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@@ -15,7 +19,7 @@ typedef struct object_store ObjectStore;
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ObjectStore *create_object_store();
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ObjectID add_object_to_store(ObjectStore *os, void *object, EventHandlerPtr eh,
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UpdateFuncPtr uf, RenderFuncPtr rf);
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void remove_object_from_store(ObjectStore *os, ObjectID id);
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void remove_object_from_store(ObjectStore *os, ObjectID *id_ptr);
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void handle_all_objects_events(ObjectStore *os, const SDL_Event *event);
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void update_all_objects(ObjectStore *os, float delta);
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void render_all_objects(ObjectStore *os);
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@@ -25,4 +29,8 @@ void destroy_object_store(ObjectStore *os);
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void print_objects(ObjectStore *os);
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#endif // !DEBUG_ENGINE
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !OBJECT_STORE_H
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@@ -6,6 +6,10 @@
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#include "SDL_video.h"
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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typedef struct renderer Renderer;
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Renderer *create_renderer();
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@@ -17,4 +21,8 @@ void render_texture(const Renderer *renderer, SDL_Texture *texture, float x,
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void swap_buffers(const Renderer *renderer);
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void destroy_renderer(Renderer *renderer);
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !RENDERER_H
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@@ -6,6 +6,10 @@
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#include "SDL_pixels.h"
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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typedef struct window {
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int width;
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int height;
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@@ -20,4 +24,8 @@ void clear_window(const Window *wnd);
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void swap_render_buffers(const Window *wnd);
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void destroy_window(Window *wnd);
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !WINDOW_H
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@@ -1,6 +1,10 @@
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#ifndef CONSTANTS_H
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#define CONSTANTS_H
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#ifdef __cplusplus
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extern "C" {
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#endif // !__cplusplus
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#define INTERNAL static
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#define MAX_OBJ_COUNT 10000
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@@ -8,4 +12,8 @@
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#define HASH_PRIME_01 1987
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#define HASH_PRIME_02 7919
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !CONSTANTS_H
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@@ -4,9 +4,19 @@
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#include <stddef.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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#define INVALID_ID -1
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typedef int32_t ObjectID;
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typedef int32_t AssetID;
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int32_t reuse_id(int32_t *ids, size_t count);
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#ifdef __cplusplus
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}
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#endif // !__cplusplus
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#endif // !REUSABLE_IDS_H
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+155
-8
@@ -1,5 +1,6 @@
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#include "AssetManager.h"
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#include "Renderer.h"
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#include "SDL_error.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#include "SDL_render.h"
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@@ -8,6 +9,7 @@
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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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@@ -21,13 +23,128 @@ typedef struct asset {
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} data;
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} Asset;
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typedef struct id_node IDNode;
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struct id_node {
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AssetID id;
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IDNode *next;
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};
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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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} 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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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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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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size_t 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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}
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i = (i * HASH_PRIME_02) % MAX_ASSET_COUNT;
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return i;
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}
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void insert_id_node(IDNodeList *node_list, AssetID id) {
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if (node_list->node_count == 0) {
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node_list->start_node = malloc(sizeof(IDNode));
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node_list->start_node->id = id;
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node_list->start_node->next = NULL;
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node_list->node_count = 1;
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return;
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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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last_node = last_node->next;
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}
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last_node->next = malloc(sizeof(IDNode));
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last_node->next->id = id;
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last_node->next->next = NULL;
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++(node_list->node_count);
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}
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void remove_id_node(IDNodeList *node_list, AssetID id) {
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if (node_list->node_count == 0) {
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return;
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} else if (node_list->node_count == 1) {
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free(node_list->start_node);
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node_list->start_node = NULL;
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node_list->node_count = 0;
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return;
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}
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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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if (current->id == id) {
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node = current;
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break;
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}
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prev = current;
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current = current->next;
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}
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if (node) {
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IDNode *next = node->next;
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if (!prev) {
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// Handle the case when there is no previous node, which means that node
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// is actually the start node in the list.
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free(node_list->start_node);
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node_list->start_node = next;
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} else {
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free(prev->next);
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prev->next = next;
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}
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--(node_list->node_count);
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}
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}
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AssetID get_asset_id_from_id_node(AssetManager *am, IDNodeList *node_list,
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const char *path) {
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if (node_list->node_count == 0) {
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return INVALID_ID;
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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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if (!id_node) {
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break;
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}
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Asset asset = am->assets[id_node->id];
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if (strcmp(asset.path, path) == 0) {
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return id_node->id;
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}
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id_node = id_node->next;
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}
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return INVALID_ID;
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}
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AssetManager *create_asset_manager() {
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AssetManager *am = (AssetManager *)malloc(sizeof(AssetManager));
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if (!am) {
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@@ -38,6 +155,8 @@ AssetManager *create_asset_manager() {
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am->deleted_count = 0;
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memset(am->reusable_ids, 0, sizeof(am->reusable_ids));
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memset(am->assets, 0, sizeof(am->assets));
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memset(am->user_counter, 0, sizeof(am->user_counter));
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memset(am->hashed_path_ids, 0, sizeof(am->hashed_path_ids));
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return am;
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}
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@@ -45,16 +164,21 @@ AssetManager *create_asset_manager() {
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AssetID load_asset_to_manager(AssetManager *am, const char *path,
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AssetType type, Renderer *renderer) {
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if (!am || type == ASSET_TYPE_COUNT) {
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return -1;
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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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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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if (existing_id != INVALID_ID) {
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++(am->user_counter[existing_id]);
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return existing_id;
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}
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Asset asset = {};
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bool loaded = true;
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// TODO (Abdelrahman): Implement a way to make sure that an asset with the
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// same path is not already loaded. If the user attempts to load an asset
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// that already exists, the function should return -1 to indicate an error
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switch (type) {
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case ASSET_TYPE_IMAGE:
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if (!renderer) {
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@@ -65,6 +189,7 @@ AssetID load_asset_to_manager(AssetManager *am, const char *path,
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asset.data.texture = load_texture(renderer, path);
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if (!(asset.data.texture)) {
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printf("Error loading %s: %s\n", path, SDL_GetError());
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loaded = false;
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}
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@@ -81,7 +206,7 @@ AssetID load_asset_to_manager(AssetManager *am, const char *path,
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}
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if (!loaded) {
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return -1;
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return INVALID_ID;
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}
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AssetID id;
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@@ -94,6 +219,10 @@ AssetID load_asset_to_manager(AssetManager *am, const char *path,
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id = (am->count)++;
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}
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insert_id_node(&(am->hashed_path_ids[hash_index]), id);
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am->user_counter[id] = 1;
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am->assets[id].type = type;
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am->assets[id].path = (char *)malloc(strlen(path) + 1);
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@@ -118,11 +247,24 @@ AssetID load_asset_to_manager(AssetManager *am, const char *path,
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return id;
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}
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void remove_asset_from_manager(AssetManager *am, AssetID id) {
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if (!am || am->count == 0) {
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void remove_asset_from_manager(AssetManager *am, AssetID *id_ptr) {
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AssetID id = *id_ptr;
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if (!am || am->count == 0 || id == INVALID_ID || !(am->assets[id].path)) {
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return;
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}
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--(am->user_counter[id]);
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*id_ptr = INVALID_ID;
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// If there are still other objects using the asset, don't delete it
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if (am->user_counter[id] > 0) {
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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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remove_id_node(&(am->hashed_path_ids[hash_index]), id);
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free(am->assets[id].path);
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am->assets[id].path = 0;
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@@ -176,6 +318,11 @@ void destroy_asset_manager(AssetManager *am) {
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}
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for (size_t i = 0; i < am->count; ++i) {
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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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remove_id_node(&(am->hashed_path_ids[hash_index]), i);
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free(am->assets[i].path);
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am->assets[i].path = NULL;
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+63
-44
@@ -8,25 +8,29 @@
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#include "SDL_image.h"
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#include "SDL_pixels.h"
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#include "SDL_render.h"
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#include "SDL_timer.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 "reusable_ids.h"
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#include <SDL2/SDL_mixer.h>
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#include <stdbool.h>
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#include <stdint.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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INTERNAL struct game {
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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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Window window;
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SDL_Event event;
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ObjectStore *object_store;
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AssetManager *asset_manager;
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} Game;
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} GameEngine;
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bool init_game(const char *game_name, int window_width, int window_height,
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SDL_Color window_background_color, bool full_screen) {
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@@ -40,11 +44,15 @@ bool init_game(const char *game_name, int window_width, int window_height,
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return false;
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}
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if (IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG) {
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uint32_t img_flags = IMG_INIT_PNG | IMG_INIT_TIF;
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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. 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 (!init_window(&(Game.window), game_name, window_width, window_height,
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if (!init_window(&(GameEngine.window), game_name, window_width, window_height,
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window_background_color, full_screen)) {
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#ifdef DEBUG_ENGINE
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printf("Failed to initialise window\n");
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@@ -53,15 +61,15 @@ bool init_game(const char *game_name, int window_width, int window_height,
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initialisation_complete = false;
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}
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Game.object_store = create_object_store();
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||||
GameEngine.object_store = create_object_store();
|
||||
|
||||
if (!(Game.object_store)) {
|
||||
if (!(GameEngine.object_store)) {
|
||||
initialisation_complete = false;
|
||||
}
|
||||
|
||||
Game.asset_manager = create_asset_manager();
|
||||
GameEngine.asset_manager = create_asset_manager();
|
||||
|
||||
if (!(Game.asset_manager)) {
|
||||
if (!(GameEngine.asset_manager)) {
|
||||
initialisation_complete = false;
|
||||
}
|
||||
|
||||
@@ -71,9 +79,9 @@ bool init_game(const char *game_name, int window_width, int window_height,
|
||||
return false;
|
||||
}
|
||||
|
||||
Game.running = true;
|
||||
// Game.delta = 0.0f;
|
||||
Game.delta = 1.0f / 60.0f;
|
||||
GameEngine.running = true;
|
||||
GameEngine.delta = 0.0f;
|
||||
GameEngine.last_time = SDL_GetTicks64();
|
||||
|
||||
#ifdef DEBUG_ENGINE
|
||||
printf("Game initialised successfully\n");
|
||||
@@ -82,31 +90,32 @@ bool init_game(const char *game_name, int window_width, int window_height,
|
||||
return true;
|
||||
}
|
||||
|
||||
bool game_running() { return Game.running; }
|
||||
bool game_running() { return GameEngine.running; }
|
||||
|
||||
ObjectID add_object(void *object, EventHandlerPtr event_handler,
|
||||
UpdateFuncPtr update_func, RenderFuncPtr render_func) {
|
||||
if (!(Game.running) || !(Game.object_store)) {
|
||||
if (!(GameEngine.running) || !(GameEngine.object_store)) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return add_object_to_store(Game.object_store, object, event_handler,
|
||||
return add_object_to_store(GameEngine.object_store, object, event_handler,
|
||||
update_func, render_func);
|
||||
}
|
||||
|
||||
void remove_object(ObjectID id) {
|
||||
if (!(Game.running) || !(Game.object_store)) {
|
||||
void remove_object(ObjectID *id) {
|
||||
if (!(GameEngine.running) || !(GameEngine.object_store)) {
|
||||
return;
|
||||
}
|
||||
|
||||
remove_object_from_store(Game.object_store, id);
|
||||
remove_object_from_store(GameEngine.object_store, id);
|
||||
}
|
||||
|
||||
AssetID load_asset(const char *path, AssetType type) {
|
||||
return type == ASSET_TYPE_IMAGE
|
||||
? load_asset_to_manager(Game.asset_manager, path, type,
|
||||
Game.window.renderer)
|
||||
: load_asset_to_manager(Game.asset_manager, path, type, NULL);
|
||||
? load_asset_to_manager(GameEngine.asset_manager, path, type,
|
||||
GameEngine.window.renderer)
|
||||
: load_asset_to_manager(GameEngine.asset_manager, path, type,
|
||||
NULL);
|
||||
}
|
||||
|
||||
void render_texture_asset(AssetID id, float x, float y, float w, float h) {
|
||||
@@ -114,69 +123,79 @@ void render_texture_asset(AssetID id, float x, float y, float w, float h) {
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_Texture *texture = get_texture(Game.asset_manager, id);
|
||||
SDL_Texture *texture = get_texture(GameEngine.asset_manager, id);
|
||||
|
||||
render_texture(Game.window.renderer, texture, x, y, w, h);
|
||||
render_texture(GameEngine.window.renderer, texture, x, y, w, h);
|
||||
}
|
||||
|
||||
void close_asset(AssetID id) {
|
||||
remove_asset_from_manager(Game.asset_manager, id);
|
||||
void close_asset(AssetID *id) {
|
||||
remove_asset_from_manager(GameEngine.asset_manager, id);
|
||||
}
|
||||
|
||||
void handle_events() {
|
||||
if (!(Game.running)) {
|
||||
if (!(GameEngine.running)) {
|
||||
return;
|
||||
}
|
||||
|
||||
while (SDL_PollEvent(&(Game.event))) {
|
||||
switch (Game.event.type) {
|
||||
while (SDL_PollEvent(&(GameEngine.event))) {
|
||||
switch (GameEngine.event.type) {
|
||||
case SDL_QUIT:
|
||||
Game.running = false;
|
||||
GameEngine.running = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!Game.object_store) {
|
||||
if (!GameEngine.object_store) {
|
||||
break;
|
||||
}
|
||||
|
||||
handle_all_objects_events(Game.object_store, &(Game.event));
|
||||
handle_all_objects_events(GameEngine.object_store, &(GameEngine.event));
|
||||
}
|
||||
}
|
||||
|
||||
void update() {
|
||||
if (!(Game.running) || !(Game.object_store)) {
|
||||
if (!(GameEngine.running) || !(GameEngine.object_store)) {
|
||||
return;
|
||||
}
|
||||
|
||||
update_all_objects(Game.object_store, Game.delta);
|
||||
uint64_t current_time = SDL_GetTicks64();
|
||||
|
||||
// Get the delta time in seconds since the SDL_GetTicks64() returns the
|
||||
// time in milliseconds
|
||||
GameEngine.delta = (current_time - GameEngine.last_time) / 1000.0f;
|
||||
|
||||
update_all_objects(GameEngine.object_store, GameEngine.delta);
|
||||
|
||||
GameEngine.last_time = current_time;
|
||||
}
|
||||
|
||||
void render() {
|
||||
if (!(Game.running)) {
|
||||
if (!(GameEngine.running)) {
|
||||
return;
|
||||
}
|
||||
|
||||
clear_window(&(Game.window));
|
||||
clear_window(&(GameEngine.window));
|
||||
|
||||
if (Game.object_store) {
|
||||
render_all_objects(Game.object_store);
|
||||
if (GameEngine.object_store) {
|
||||
render_all_objects(GameEngine.object_store);
|
||||
}
|
||||
|
||||
swap_render_buffers(&(Game.window));
|
||||
swap_render_buffers(&(GameEngine.window));
|
||||
}
|
||||
|
||||
void close_game() {
|
||||
destroy_asset_manager(Game.asset_manager);
|
||||
Game.asset_manager = NULL;
|
||||
destroy_asset_manager(GameEngine.asset_manager);
|
||||
GameEngine.asset_manager = NULL;
|
||||
|
||||
destroy_object_store(Game.object_store);
|
||||
Game.object_store = NULL;
|
||||
destroy_object_store(GameEngine.object_store);
|
||||
GameEngine.object_store = NULL;
|
||||
|
||||
destroy_window(&(Game.window));
|
||||
destroy_window(&(GameEngine.window));
|
||||
|
||||
Game.delta = 0.0f;
|
||||
GameEngine.last_time = 0.0f;
|
||||
|
||||
Game.running = false;
|
||||
GameEngine.delta = 0.0f;
|
||||
|
||||
GameEngine.running = false;
|
||||
|
||||
IMG_Quit();
|
||||
|
||||
|
||||
+7
-3
@@ -49,7 +49,7 @@ ObjectID add_object_to_store(ObjectStore *os, void *object, EventHandlerPtr eh,
|
||||
printf("Failed to add object\n");
|
||||
#endif /* DEBUG_ENGINE */
|
||||
|
||||
return -1;
|
||||
return INVALID_ID;
|
||||
}
|
||||
|
||||
// TODO (Abdelrahman): Need to figure out a way to check that the object
|
||||
@@ -78,11 +78,15 @@ ObjectID add_object_to_store(ObjectStore *os, void *object, EventHandlerPtr eh,
|
||||
return id;
|
||||
}
|
||||
|
||||
void remove_object_from_store(ObjectStore *os, ObjectID id) {
|
||||
if (!os || os->count == 0 || !(os->object_ptrs[id])) {
|
||||
void remove_object_from_store(ObjectStore *os, ObjectID *id_ptr) {
|
||||
ObjectID id = *id_ptr;
|
||||
|
||||
if (!os || os->count == 0 || id == INVALID_ID || !(os->object_ptrs[id])) {
|
||||
return;
|
||||
}
|
||||
|
||||
*id_ptr = INVALID_ID;
|
||||
|
||||
os->object_ptrs[id] = NULL;
|
||||
os->event_handlers[id] = NULL;
|
||||
os->update_funcs[id] = NULL;
|
||||
|
||||
@@ -8,5 +8,7 @@ int32_t reuse_id(int32_t *ids, size_t count) {
|
||||
ids[i] = ids[i + 1];
|
||||
}
|
||||
|
||||
ids[count - 1] = INVALID_ID;
|
||||
|
||||
return id;
|
||||
}
|
||||
Reference in new issue
Block a user