Add basic app interface

- Add pool struct for data pools
This commit is contained in:
2026-05-04 15:49:54 +01:00
parent 9e85763f9e
commit 55f4b4d933
9 changed files with 334 additions and 113 deletions
+173 -9
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@@ -1,25 +1,189 @@
#include "binding/ruby.h" #include "binding/ruby.h"
#include "localization/localization.h"
#include "utils.h" #include "utils.h"
#include "window/window.h" #include "window/window.h"
namespace app {
struct Element { struct Element {
Vec2<float> position; Vec2<float> position = {0, 0};
float rotation; float rotation = 0;
Vec2<float> scale; Vec2<float> scale = {1, 1};
float z; float z = 0;
bool click_through = false;
Ruby::Block on_click; Ruby::Block on_click;
Ruby::Block on_update;
Ruby::Block on_hover;
virtual void render(Window &window) {} virtual ~Element() = default;
virtual void render(Window &window, uint64_t abs_time) = 0;
virtual Vec2<float> size(Window *window) = 0;
void click() {
if (!mrb_nil_p(on_click.proc)) {
int x = mrb_gc_arena_save(Ruby::mrb);
on_click.call();
mrb_gc_arena_restore(Ruby::mrb, x);
}
}
}; };
struct Image : Element {
Animation animation;
float alpha = 1.0f;
Image(Animation animation) : animation(std::move(animation)) {}
Vec2<float> size(Window *window) override {
if (animation.frames.empty())
return {0, 0};
return window->get_image_size(animation.frames[0]);
}
void render(Window &window, uint64_t abs_time) override {
if (animation.frames.empty())
return;
int frame_index = (int)((abs_time * animation.frame_rate) / 1000) % animation.frames.size();
window.draw(animation.frames[frame_index], position, z, rotation, scale, alpha);
}
};
struct Text : Element {
Localization::Key key;
int font_id;
int font_size = 16;
Color color = {255, 255, 255, 255};
Text(Localization::Key key, int font_id, int font_size, Color color)
: key(key), font_id(font_id), font_size(font_size), color(color) {}
Vec2<float> size(Window *window) override {
return window->get_text_size(text_id);
};
void render(Window &window, uint64_t abs_time) override {
if (last_language != Localization::current_language || last_key != key || text_id == -1) {
std::string localized_str = Localization::get(key);
if (text_id != -1)
window.unload_text(text_id);
text_id = window.create_text(font_id, localized_str.c_str(), localized_str.size(), color);
last_language = Localization::current_language;
last_key = key;
}
window.write(text_id, position, z, rotation, scale);
}
private:
int text_id = -1;
Localization::LanguageCode last_language = -1;
Localization::Key last_key = -1;
};
struct ERect : Element {
Vec2<float> shape = {0, 0};
Color color = {255, 255, 255, 255};
Vec2<float> size(Window *) override {
return shape;
};
ERect(Vec2<float> shape, Color color) : shape(shape), color(color) {}
void render(Window &window, uint64_t abs_time) override {
window.draw_rect(Rect::from_size(position, shape), color, z, rotation);
}
};
extern Pool<std::unique_ptr<Element>> element_pool;
struct Scene { struct Scene {
std::vector<Element> elements; std::vector<int> element_ids;
Ruby::Block update;
void add_element(int element_id) {
auto it = std::lower_bound(
element_ids.begin(),
element_ids.end(),
element_id,
[](auto &a, auto &b) {
return element_pool[a]->z < element_pool[b]->z || (element_pool[a]->z == element_pool[b]->z && a < b);
}
);
element_ids.insert(it, element_id);
}
void update_scene(uint64_t delta_time) {
if (!mrb_nil_p(update.proc)) {
int x = mrb_gc_arena_save(Ruby::mrb);
mrb_value dt_val = mrb_int_value(Ruby::mrb, delta_time);
update.call(1, &dt_val);
mrb_gc_arena_restore(Ruby::mrb, x);
}
}
void click(Window *window, Vec2<float> position) {
for (auto it = element_ids.rbegin(); it != element_ids.rend(); ++it) {
Element *e = element_pool[*it].get();
Vec2<float> size = e->size(window);
Rect rect = Rect::from_size(e->position, size * e->scale);
if (rect.contains(position)) {
e->click();
if (e->click_through)
continue;
else
break;
}
}
}
void render(Window &window, uint64_t abs_time) {
for (const int &e : element_ids)
element_pool[e]->render(window, abs_time);
}
}; };
extern Pool<std::unique_ptr<Scene>> scene_pool;
struct App { struct App {
Window window; Window window;
int current_scene_id = 0;
bool running = true;
App(Vec2<float> size, const char *title) : window(size, title) {} App(Vec2<float> size, const char *title, Animation loading_animation)
: window(size, title) {
std::unique_ptr<Scene> loading_scene = std::make_unique<Scene>();
#warning "Should try to center the loading image or scale it to fit the screen"
std::unique_ptr<Image> image = std::make_unique<Image>(loading_animation);
int image_id = element_pool.acquire(std::move(image));
loading_scene->add_element(image_id);
scene_pool.acquire(std::move(loading_scene));
}
void loop() {
while (running) {
uint64_t dt = window.delta_time();
uint64_t abs_time = window.get_time();
Scene *scene = scene_pool[current_scene_id].get();
scene->update_scene(dt);
Event e;
while (window.poll(e)) {
switch (e.type) {
case Event::QUIT:
running = false;
break;
case Event::MOUSE_BUTTON_DOWN:
scene->click(&window, e.mouse_button.position);
break;
default:
break;
}
window.consume(e);
}
scene->render(window, abs_time);
window.render();
}
}
}; };
} // namespace app
+14 -1
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@@ -7,7 +7,20 @@ struct Block {
mrb_value proc; mrb_value proc;
Block(mrb_value proc) : proc(proc) { Block(mrb_value proc) : proc(proc) {
mrb_gc_protect(mrb, proc); mrb_gc_register(mrb, proc);
}
Block() : proc(mrb_nil_value()) {}
Block(const Block &) = delete;
Block &operator=(const Block &) = delete;
mrb_value call(int argc = 0, mrb_value *argv = nullptr) const {
return mrb_funcall(mrb, proc, "call", argc, argv);
}
~Block() {
mrb_gc_unregister(mrb, proc);
} }
}; };
}; // namespace Ruby }; // namespace Ruby
+28
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@@ -0,0 +1,28 @@
#include "pch.h"
#include "utils.h"
namespace Localization {
using Key = uint16_t;
// Maps localization keys to their string identifiers. This is used for text elements to look up the correct localized string.
extern std::unordered_map<std::string, Key> localization_key_map;
using LanguageCode = uint32_t; // 32-bit integer to store the language code (e.g., "en", "fr", "es")
extern LanguageCode current_language; // The currently active language code
using JoinedKey = uint64_t; // 64-bit integer to store the joined language code and key
inline JoinedKey join_keys(LanguageCode lang_code, Key loc_key) {
return (static_cast<JoinedKey>(lang_code) << 16) | loc_key;
}
extern std::unordered_map<JoinedKey, std::string> localized_strings;
inline std::string get(Key key) {
auto it = localized_strings.find(join_keys(current_language, key));
if (it != localized_strings.end())
return it->second;
return "";
}
} // namespace Localization
+54
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@@ -14,6 +14,16 @@ template <typename T>
struct Vec2 { struct Vec2 {
T x, y; T x, y;
template <typename U>
Vec2<float> operator*(Vec2<U> s) {
return {x * s.x, y * s.y};
}
template <typename U>
Vec2<float> operator/(Vec2<U> s) {
return {x / s.x, y / s.y};
}
template <typename U> template <typename U>
Vec2 operator*(U s) const { Vec2 operator*(U s) const {
return {x * s, y * s}; return {x * s, y * s};
@@ -98,6 +108,10 @@ struct Rect {
}; };
} }
static Rect from_size(Vec2<float> position, Vec2<float> size) {
return Rect(position, position + size);
}
bool contains(const Vec2<float> &point) const { bool contains(const Vec2<float> &point) const {
return point.x >= diagonal.start.x && point.x <= diagonal.end.x && return point.x >= diagonal.start.x && point.x <= diagonal.end.x &&
point.y >= diagonal.start.y && point.y <= diagonal.end.y; point.y >= diagonal.start.y && point.y <= diagonal.end.y;
@@ -142,4 +156,44 @@ struct Rect {
} }
}; };
template <typename T>
struct Pool {
Pool() {
items.reserve(20);
free_indices.reserve(20);
}
T &operator[](int index) {
return items[index];
}
const std::vector<T> &all() {
return items;
}
int acquire(const T &item) {
if (!free_indices.empty()) {
int index = free_indices.back();
free_indices.pop_back();
items[index] = item;
return index;
} else {
items.push_back(item);
return items.size() - 1;
}
}
void release(int index) {
free_indices.push_back(index);
}
bool is_valid(size_t index) const {
return index >= 0 && index < items.size() && std::find(free_indices.begin(), free_indices.end(), index) == free_indices.end();
}
private:
std::vector<T> items;
std::vector<int> free_indices;
};
#endif #endif
+21 -20
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@@ -4,10 +4,6 @@
#include "pch.h" #include "pch.h"
#include "utils.h" #include "utils.h"
using ImageID = uint32_t;
using FontID = uint32_t;
using TextID = uint32_t;
struct Font { struct Font {
TTF_Font *font; TTF_Font *font;
bool pixel_art; bool pixel_art;
@@ -52,6 +48,12 @@ struct Event {
}; };
}; };
struct Animation {
std::vector<int> frames;
float frame_rate;
bool loop;
};
struct Window { struct Window {
public: public:
// title can be free'd by the caller after the window is created, as it's copied internally. // title can be free'd by the caller after the window is created, as it's copied internally.
@@ -61,19 +63,21 @@ public:
// Rendering functions // Rendering functions
ImageID load_image(const char *path, bool pixel_art = false); int load_image(const char *path, bool pixel_art = false);
void unload_image(ImageID image_id); void unload_image(int image_id);
Vec2<float> get_image_size(int image_id);
FontID load_font(const char *path, int font_size, bool bold = false, bool italic = false, bool underline = false, bool pixel_art = false); int load_font(const char *path, int font_size, bool bold = false, bool italic = false, bool underline = false, bool pixel_art = false);
void unload_font(FontID font_id); void unload_font(int font_id);
// text is copied internally, so it can be free'd by the caller after the text is created. // text is copied internally, so it can be free'd by the caller after the text is created.
TextID create_text(FontID font_id, const char *text, uint32_t length, Color color); int create_text(int font_id, const char *text, uint32_t length, Color color);
void unload_text(TextID text_id); void unload_text(int text_id);
Vec2<float> get_text_size(int text_id);
bool write(TextID text_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f}); bool write(int text_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f});
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); 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);
bool draw_rect(Rect rect, Color color, float z, float angle = 0.0f); bool draw_rect(Rect rect, Color color, float z, float angle = 0.0f);
@@ -119,16 +123,13 @@ private:
SDL_Texture *white_tex; SDL_Texture *white_tex;
// Image pool // Image pool
std::vector<SDL_Texture *> images; Pool<SDL_Texture *> image_pool;
std::vector<int> free_image_indices;
// Font pool // Font pool
std::vector<struct Font> fonts; Pool<struct Font> font_pool;
std::vector<int> free_font_indices;
// Text pool // Text pool
std::vector<SDL_Texture *> texts; Pool<SDL_Texture *> text_pool;
std::vector<int> free_text_indices;
struct RenderInstruction { struct RenderInstruction {
enum Type { enum Type {
@@ -143,13 +144,13 @@ private:
union { union {
struct { struct {
ImageID image_id; int image_id;
Vec2<float> position; Vec2<float> position;
float alpha; float alpha;
} draw_image; } draw_image;
struct { struct {
TextID text_id; int text_id;
Vec2<float> position; Vec2<float> position;
} draw_text; } draw_text;
+1 -1
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@@ -4,7 +4,7 @@ main_scene = Scene.new
default_font = Font.new "assets/DejaVuSans.ttf", 24, italic: true default_font = Font.new "assets/DejaVuSans.ttf", 24, italic: true
text = ElementText.new "Click me!", font: default_font, position: {x: 50, y: 50}, z: 1 text = ElementText.new "Click me!", font: default_font, position: {x: 50, y: 50}, z: 1, click_through: true
rect = ElementRect.new {x: 50, y: 50, w: 100, h: 25}, color: 0xFF0000, z: 0 rect = ElementRect.new {x: 50, y: 50, w: 100, h: 25}, color: 0xFF0000, z: 0
+9 -8
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@@ -3,9 +3,9 @@
width, height = 720, 480 width, height = 720, 480
image = Image.new "assets/loading.png" image = Tiles.from("assets/loading.png").first
app = App.new width, height, title: "My Game", loading_bg: image app = App.new width, height, title: "My Game", loading_bg: image # can be image or animation
app.map_key ?w, :forward app.map_key ?w, :forward
app.map_key ?s, :backward app.map_key ?s, :backward
@@ -57,8 +57,8 @@ world.spawn do |e| # Name is optional
c.collision = true c.collision = true
end end
e.add_component :sprite do |c| e.add_component :sprite do |c|
c.tiles = Tiles.from "assets/sprite.png", tile_width: 50, tile_height: 50 tiles = Tiles.from "assets/sprite.png", tile_width: 50, tile_height: 50
animation1 = {tiles: 0..3, frame_rate: 10, loop: true} animation1 = {tiles: tiles[0..3], frame_rate: 10, loop: true}
c.animations = {idle: animation1} c.animations = {idle: animation1}
c.current_animation = :idle c.current_animation = :idle
end end
@@ -81,8 +81,8 @@ world.spawn "Trap Preview" do |e|
e.tags = [:trap_preview] e.tags = [:trap_preview]
e.active = false e.active = false
e.add_component :sprite do |c| e.add_component :sprite do |c|
c.tiles = Tiles.from "assets/trap.png", tile_width: 50, tile_height: 50 tiles = Tiles.from "assets/trap.png", tile_width: 50, tile_height: 50
animation1 = {tiles: 0..3, frame_rate: 10, loop: true} animation1 = {tiles: tiles[0..3], frame_rate: 10, loop: true}
c.animations = {idle: animation1} c.animations = {idle: animation1}
c.current_animation = :idle c.current_animation = :idle
end end
@@ -123,8 +123,9 @@ world.system :trap_placement, trigger: trigger do |dt|
e.tags = [:trap] e.tags = [:trap]
e.position = world.mouse_position_world e.position = world.mouse_position_world
e.add_component :sprite do |c| e.add_component :sprite do |c|
c.tiles = Tiles.from "assets/trap.png", tile_width: 50, tile_height: 50 tiles = Tiles.from "assets/trap.png", tile_width: 50, tile_height: 50
animation1 = {tiles: 0..3, frame_rate: 10, loop: true} tiles2 = Tiles.from "assets/trap_2.png", tile_width: 50, tile_height: 50
animation1 = {tiles: tiles[0..3] + tiles2[0..3], frame_rate: 10, loop: true}
c.animations = {idle: animation1} c.animations = {idle: animation1}
c.current_animation = :idle c.current_animation = :idle
end end
+3 -3
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@@ -5,8 +5,8 @@ int main() {
Window w({800, 600}, "Render Test"); Window w({800, 600}, "Render Test");
ImageID img = w.load_image("./assets/images/arrow.png", true); int img = w.load_image("./assets/images/arrow.png", true);
FontID font = w.load_font( int font = w.load_font(
"./assets/fonts/charybdis.ttf", "./assets/fonts/charybdis.ttf",
24, 24,
false, false,
@@ -15,7 +15,7 @@ int main() {
true true
); );
TextID text = w.create_text(font, "Hello Engine", 12, {255, 255, 255, 255}); int text = w.create_text(font, "Hello Engine", 12, {255, 255, 255, 255});
float t = 0.0f; float t = 0.0f;
+30 -70
View File
@@ -15,13 +15,6 @@ Window::Window(Vec2<float> size, const char *title) {
compute_transform(); compute_transform();
images.reserve(100);
free_image_indices.reserve(100);
fonts.reserve(100);
free_font_indices.reserve(100);
texts.reserve(100);
free_text_indices.reserve(100);
text_input_active = false; text_input_active = false;
white_tex = SDL_CreateTexture( white_tex = SDL_CreateTexture(
@@ -37,15 +30,15 @@ Window::Window(Vec2<float> size, const char *title) {
}; };
Window::~Window() { Window::~Window() {
for (auto tex : images) for (auto tex : image_pool.all())
if (tex) if (tex)
SDL_DestroyTexture(tex); SDL_DestroyTexture(tex);
for (auto tex : texts) for (auto tex : text_pool.all())
if (tex) if (tex)
SDL_DestroyTexture(tex); SDL_DestroyTexture(tex);
for (auto &f : fonts) for (auto &f : font_pool.all())
if (f.font) if (f.font)
TTF_CloseFont(f.font); TTF_CloseFont(f.font);
@@ -55,7 +48,7 @@ Window::~Window() {
SDL_Quit(); SDL_Quit();
} }
ImageID Window::load_image(const char *path, bool pixel_art) { int Window::load_image(const char *path, bool pixel_art) {
SDL_Texture *texture = IMG_LoadTexture(renderer, path); SDL_Texture *texture = IMG_LoadTexture(renderer, path);
if (pixel_art) { if (pixel_art) {
@@ -67,31 +60,20 @@ ImageID Window::load_image(const char *path, bool pixel_art) {
return UINT32_MAX; return UINT32_MAX;
} }
if (!free_image_indices.empty()) { return image_pool.acquire(texture);
ImageID id = free_image_indices.back();
free_image_indices.pop_back();
images[id] = texture;
return id;
} else {
images.push_back(texture);
return images.size() - 1;
} }
return UINT32_MAX; void Window::unload_image(int image_id) {
} if (!image_pool.is_valid(image_id)) {
void Window::unload_image(ImageID image_id) {
if (image_id >= images.size() || images[image_id] == nullptr) {
fprintf(stderr, "Invalid image ID: %d\n", image_id); fprintf(stderr, "Invalid image ID: %d\n", image_id);
return; return;
} }
SDL_DestroyTexture(images[image_id]); SDL_DestroyTexture(image_pool[image_id]);
images[image_id] = nullptr; image_pool.release(image_id);
free_image_indices.push_back(image_id);
} }
FontID Window::load_font(const char *path, int font_size, bool bold, bool italic, bool underline, bool pixel_art) { int Window::load_font(const char *path, int font_size, bool bold, bool italic, bool underline, bool pixel_art) {
TTF_Font *font = TTF_OpenFont(path, font_size); TTF_Font *font = TTF_OpenFont(path, font_size);
if (font == nullptr) { if (font == nullptr) {
@@ -109,38 +91,27 @@ FontID Window::load_font(const char *path, int font_size, bool bold, bool italic
TTF_SetFontStyle(font, style); TTF_SetFontStyle(font, style);
if (!free_font_indices.empty()) { return font_pool.acquire({font, pixel_art});
FontID id = free_font_indices.back();
free_font_indices.pop_back();
fonts[id] = {font, pixel_art};
return id;
} else {
fonts.push_back({font, pixel_art});
return fonts.size() - 1;
} }
return UINT32_MAX; void Window::unload_font(int font_id) {
} if (!font_pool.is_valid(font_id)) {
void Window::unload_font(FontID font_id) {
if (font_id >= fonts.size() || fonts[font_id].font == nullptr) {
fprintf(stderr, "Invalid font ID: %d\n", font_id); fprintf(stderr, "Invalid font ID: %d\n", font_id);
return; return;
} }
TTF_CloseFont(fonts[font_id].font); TTF_CloseFont(font_pool[font_id].font);
fonts[font_id].font = nullptr; font_pool.release(font_id);
free_font_indices.push_back(font_id);
} }
TextID Window::create_text(FontID font_id, const char *text, uint32_t length, Color color) { int Window::create_text(int font_id, const char *text, uint32_t length, Color color) {
if (font_id >= fonts.size() || fonts[font_id].font == nullptr) { if (!font_pool.is_valid(font_id)) {
fprintf(stderr, "Invalid font ID: %d\n", font_id); fprintf(stderr, "Invalid font ID: %d\n", font_id);
return UINT32_MAX; return UINT32_MAX;
} }
SDL_Color sdl_color = {color.r, color.g, color.b, color.a}; SDL_Color sdl_color = {color.r, color.g, color.b, color.a};
SDL_Surface *surface = TTF_RenderText_Solid(fonts[font_id].font, text, length, sdl_color); SDL_Surface *surface = TTF_RenderText_Solid(font_pool[font_id].font, text, length, sdl_color);
if (surface == nullptr) { if (surface == nullptr) {
fprintf(stderr, "Failed to create text surface: %s\n", SDL_GetError()); fprintf(stderr, "Failed to create text surface: %s\n", SDL_GetError());
@@ -155,35 +126,24 @@ TextID Window::create_text(FontID font_id, const char *text, uint32_t length, Co
return UINT32_MAX; return UINT32_MAX;
} }
if (fonts[font_id].pixel_art) if (font_pool[font_id].pixel_art)
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST); SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
if (!free_text_indices.empty()) { return text_pool.acquire(texture);
TextID id = free_text_indices.back();
free_text_indices.pop_back();
texts[id] = texture;
return id;
} else {
texts.push_back(texture);
return texts.size() - 1;
} }
return UINT32_MAX; void Window::unload_text(int text_id) {
} if (!text_pool.is_valid(text_id)) {
void Window::unload_text(TextID text_id) {
if (text_id >= texts.size() || texts[text_id] == nullptr) {
fprintf(stderr, "Invalid text ID: %d\n", text_id); fprintf(stderr, "Invalid text ID: %d\n", text_id);
return; return;
} }
SDL_DestroyTexture(texts[text_id]); SDL_DestroyTexture(text_pool[text_id]);
texts[text_id] = nullptr; text_pool.release(text_id);
free_text_indices.push_back(text_id);
} }
bool Window::write(TextID text_id, Vec2<float> position, float z, float angle, Vec2<float> scale) { bool Window::write(int text_id, Vec2<float> position, float z, float angle, Vec2<float> scale) {
if (text_id >= texts.size() || texts[text_id] == nullptr) { if (!text_pool.is_valid(text_id)) {
fprintf(stderr, "Invalid text ID: %d\n", text_id); fprintf(stderr, "Invalid text ID: %d\n", text_id);
return false; return false;
} }
@@ -202,8 +162,8 @@ bool Window::write(TextID text_id, Vec2<float> position, float z, float angle, V
return true; return true;
}; };
bool Window::draw(ImageID image_id, Vec2<float> position, float z, float angle, Vec2<float> scale, float alpha) { bool Window::draw(int image_id, Vec2<float> position, float z, float angle, Vec2<float> scale, float alpha) {
if (image_id >= images.size() || images[image_id] == nullptr) { if (!image_pool.is_valid(image_id)) {
fprintf(stderr, "Invalid image ID: %d\n", image_id); fprintf(stderr, "Invalid image ID: %d\n", image_id);
return false; return false;
} }
@@ -284,7 +244,7 @@ void Window::render() {
for (const RenderInstruction &instruction : render_instructions) { for (const RenderInstruction &instruction : render_instructions) {
switch (instruction.type) { switch (instruction.type) {
case RenderInstruction::DRAW_TEXT: { case RenderInstruction::DRAW_TEXT: {
SDL_Texture *texture = texts[instruction.draw_text.text_id]; SDL_Texture *texture = text_pool[instruction.draw_text.text_id];
SDL_FlipMode flip = SDL_FLIP_NONE; SDL_FlipMode flip = SDL_FLIP_NONE;
@@ -317,7 +277,7 @@ void Window::render() {
} break; } break;
case RenderInstruction::DRAW_IMAGE: { case RenderInstruction::DRAW_IMAGE: {
SDL_Texture *texture = images[instruction.draw_image.image_id]; SDL_Texture *texture = image_pool[instruction.draw_image.image_id];
float w, h; float w, h;
SDL_GetTextureSize(texture, &w, &h); SDL_GetTextureSize(texture, &w, &h);