Add basic app interface
- Add pool struct for data pools
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+21
-20
@@ -4,10 +4,6 @@
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#include "pch.h"
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#include "utils.h"
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using ImageID = uint32_t;
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using FontID = uint32_t;
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using TextID = uint32_t;
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struct Font {
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TTF_Font *font;
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bool pixel_art;
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@@ -52,6 +48,12 @@ struct Event {
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};
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};
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struct Animation {
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std::vector<int> frames;
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float frame_rate;
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bool loop;
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};
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struct Window {
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public:
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// title can be free'd by the caller after the window is created, as it's copied internally.
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@@ -61,19 +63,21 @@ public:
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// Rendering functions
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ImageID load_image(const char *path, bool pixel_art = false);
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void unload_image(ImageID image_id);
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int load_image(const char *path, bool pixel_art = false);
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void unload_image(int image_id);
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Vec2<float> get_image_size(int image_id);
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FontID load_font(const char *path, int font_size, bool bold = false, bool italic = false, bool underline = false, bool pixel_art = false);
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void unload_font(FontID font_id);
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int load_font(const char *path, int font_size, bool bold = false, bool italic = false, bool underline = false, bool pixel_art = false);
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void unload_font(int font_id);
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// text is copied internally, so it can be free'd by the caller after the text is created.
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TextID create_text(FontID font_id, const char *text, uint32_t length, Color color);
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void unload_text(TextID text_id);
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int create_text(int font_id, const char *text, uint32_t length, Color color);
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void unload_text(int text_id);
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Vec2<float> get_text_size(int text_id);
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bool write(TextID text_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f});
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bool write(int text_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f});
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bool draw(ImageID image_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f}, float alpha = 1.0f);
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bool draw(int image_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f}, float alpha = 1.0f);
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bool draw_rect(Rect rect, Color color, float z, float angle = 0.0f);
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@@ -119,16 +123,13 @@ private:
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SDL_Texture *white_tex;
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// Image pool
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std::vector<SDL_Texture *> images;
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std::vector<int> free_image_indices;
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Pool<SDL_Texture *> image_pool;
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// Font pool
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std::vector<struct Font> fonts;
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std::vector<int> free_font_indices;
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Pool<struct Font> font_pool;
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// Text pool
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std::vector<SDL_Texture *> texts;
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std::vector<int> free_text_indices;
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Pool<SDL_Texture *> text_pool;
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struct RenderInstruction {
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enum Type {
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@@ -143,13 +144,13 @@ private:
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union {
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struct {
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ImageID image_id;
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int image_id;
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Vec2<float> position;
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float alpha;
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} draw_image;
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struct {
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TextID text_id;
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int text_id;
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Vec2<float> position;
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} draw_text;
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