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:
abdelrahman committed 2022-09-24 04:17:16 +01:00
1 parent 3f71cf0f3f
commit dfee36ffe9
12 files changed
+292 -60

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+63 -44
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@@ -8,25 +8,29 @@
#include "SDL_image.h"
#include "SDL_pixels.h"
#include "SDL_render.h"
#include "SDL_timer.h"
#include "Window.h"
#include "constants.h"
#include "engine_build_config.h"
#include "reusable_ids.h"
#include <SDL2/SDL_mixer.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#ifdef DEBUG_ENGINE
#include <stdio.h>
#endif /* DEBUG_ENGINE */
INTERNAL struct game {
INTERNAL struct game_engine {
bool running;
float delta;
uint64_t last_time;
Window window;
SDL_Event event;
ObjectStore *object_store;
AssetManager *asset_manager;
} Game;
} GameEngine;
bool init_game(const char *game_name, int window_width, int window_height,
SDL_Color window_background_color, bool full_screen) {
@@ -40,11 +44,15 @@ bool init_game(const char *game_name, int window_width, int window_height,
return false;
}
if (IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG) {
uint32_t img_flags = IMG_INIT_PNG | IMG_INIT_TIF;
if ((IMG_Init(img_flags) & img_flags) != img_flags) {
#ifdef DEBUG_ENGINE
printf("Failed to initialise SDL. Error: %s\n", IMG_GetError());
#endif /* DEBUG_ENGINE */
initialisation_complete = false;
}
if (!init_window(&(Game.window), game_name, window_width, window_height,
if (!init_window(&(GameEngine.window), game_name, window_width, window_height,
window_background_color, full_screen)) {
#ifdef DEBUG_ENGINE
printf("Failed to initialise window\n");
@@ -53,15 +61,15 @@ bool init_game(const char *game_name, int window_width, int window_height,
initialisation_complete = false;
}
Game.object_store = create_object_store();
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();