Test loading and rendering the same texture in 2 different methods
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main.c
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122
main.c
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#include "aliases.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_rect.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_rwops.h>
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#include <SDL2/SDL_video.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define IMAGE_WIDTH 300
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#define IMAGE_HEIGHT 300
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typedef struct {
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u64 size;
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u8 *buf;
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} img_t;
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img_t load_image(const char *filepath);
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SDL_Texture *load_texture(SDL_Renderer *renderer, const char *filepath);
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int main(void) {
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SDL_Init(SDL_INIT_EVERYTHING);
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IMG_Init(IMG_INIT_PNG);
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SDL_Window *window =
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SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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bool running = true;
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SDL_Event event = {0};
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SDL_Texture *texture1 = IMG_LoadTexture(renderer, "ball.png");
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SDL_Texture *texture2 = load_texture(renderer, "ball.png");
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SDL_Rect dest1 = {
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.x = 50,
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.y = 150,
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.w = IMAGE_WIDTH,
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.h = IMAGE_HEIGHT,
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};
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SDL_Rect dest2 = {
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.x = 450,
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.y = 150,
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.w = IMAGE_WIDTH,
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.h = IMAGE_HEIGHT,
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};
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while (running) {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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running = false;
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break;
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}
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, texture1, NULL, &dest1);
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SDL_RenderCopy(renderer, texture2, NULL, &dest2);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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IMG_Quit();
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SDL_Quit();
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return 0;
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}
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img_t load_image(const char *filepath) {
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FILE *fp = fopen(filepath, "rb");
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if (!fp) {
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return (img_t){0};
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}
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img_t img = {0};
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fseek(fp, 0, SEEK_END);
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img.size = ftell(fp);
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fseek(fp, 0, SEEK_SET);
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img.buf = (u8 *)malloc(img.size);
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fread((void *)(img.buf), img.size, 1, fp);
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fclose(fp);
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return img;
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}
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SDL_Texture *load_texture(SDL_Renderer *renderer, const char *filepath) {
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img_t img = load_image("ball.png");
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if (!(img.buf)) {
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return NULL;
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}
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SDL_RWops *ctx = SDL_RWFromMem(img.buf, img.size);
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SDL_Texture *texture = IMG_LoadTexture_RW(renderer, ctx, 1);
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free(img.buf);
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return texture;
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}
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