Fix main loop, add example and cleanup
This commit is contained in:
+40
-24
@@ -1,3 +1,6 @@
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#ifndef APP_H
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#define APP_H
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#include "binding/ruby.h"
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#include "localization/localization.h"
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#include "utils.h"
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@@ -25,11 +28,10 @@ struct Element {
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}
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};
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struct Image : Element {
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struct EImage : Element {
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Animation animation;
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float alpha = 1.0f;
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Image(Animation animation) : animation(std::move(animation)) {}
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EImage(Animation animation) : animation(std::move(animation)) {}
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Vec2<float> size(Window *window) override {
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if (animation.frames.empty())
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@@ -42,24 +44,24 @@ struct Image : Element {
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return;
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int frame_index = (int)((abs_time * animation.frame_rate) / 1000) % animation.frames.size();
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window.draw(animation.frames[frame_index], position, z, rotation, scale, alpha);
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window.draw(animation.frames[frame_index], position, z, rotation, scale);
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}
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};
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struct Text : Element {
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struct EText : Element {
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Localization::Key key;
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int font_id;
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int font_size = 16;
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Color color = {255, 255, 255, 255};
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Text(Localization::Key key, int font_id, int font_size, Color color)
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EText(Localization::Key key, int font_id, int font_size, Color color)
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: key(key), font_id(font_id), font_size(font_size), color(color) {}
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Vec2<float> size(Window *window) override {
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return window->get_text_size(text_id);
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};
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void render(Window &window, uint64_t abs_time) override {
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void render(Window &window, uint64_t) override {
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if (last_language != Localization::current_language || last_key != key || text_id == -1) {
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std::string localized_str = Localization::get(key);
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if (text_id != -1)
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@@ -86,12 +88,12 @@ struct ERect : Element {
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ERect(Vec2<float> shape, Color color) : shape(shape), color(color) {}
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void render(Window &window, uint64_t abs_time) override {
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void render(Window &window, uint64_t) override {
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window.draw_rect(Rect::from_size(position, shape), color, z, rotation);
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}
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};
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extern Pool<std::unique_ptr<Element>> element_pool;
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inline Pool<Element *> element_pool;
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struct Scene {
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std::vector<int> element_ids;
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@@ -120,7 +122,7 @@ struct Scene {
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void click(Window *window, Vec2<float> position) {
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for (auto it = element_ids.rbegin(); it != element_ids.rend(); ++it) {
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Element *e = element_pool[*it].get();
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Element *e = element_pool[*it];
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Vec2<float> size = e->size(window);
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Rect rect = Rect::from_size(e->position, size * e->scale);
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if (rect.contains(position)) {
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@@ -139,31 +141,39 @@ struct Scene {
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}
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};
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extern Pool<std::unique_ptr<Scene>> scene_pool;
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inline Pool<Scene *> scene_pool;
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struct App {
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Window window;
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int current_scene_id = 0;
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bool running = true;
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App(Vec2<float> size, const char *title, Animation loading_animation)
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: window(size, title) {
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std::unique_ptr<Scene> loading_scene = std::make_unique<Scene>();
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App(Vec2<float> size, const char *title, Animation loading_animation) {
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window.update(size, title);
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#warning "Should try to center the loading image or scale it to fit the screen"
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std::unique_ptr<Image> image = std::make_unique<Image>(loading_animation);
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int image_id = element_pool.acquire(std::move(image));
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Scene *loading_scene = new Scene{};
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EImage *image = new EImage(loading_animation);
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int image_id = element_pool.acquire(image);
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loading_scene->add_element(image_id);
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scene_pool.acquire(std::move(loading_scene));
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scene_pool.acquire(loading_scene);
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}
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void loop() {
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const uint64_t target_ms = 1000 / 60;
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uint64_t time_a = window.get_time();
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uint64_t time_b = window.get_time();
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while (running) {
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time_a = window.get_time();
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uint64_t frame_time = time_a - time_b;
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if (frame_time <= target_ms)
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usleep((target_ms - frame_time) * 1000);
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time_b = window.get_time();
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uint64_t dt = window.delta_time();
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uint64_t abs_time = window.get_time();
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Scene *scene = scene_pool[current_scene_id].get();
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scene->update_scene(dt);
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Scene *scene = scene_pool[current_scene_id];
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Event e;
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while (window.poll(e)) {
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@@ -173,6 +183,7 @@ struct App {
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break;
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case Event::MOUSE_BUTTON_DOWN:
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scene->click(&window, e.mouse_button.position);
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printf("DT: %lu ms\n", dt);
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break;
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default:
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break;
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@@ -180,10 +191,15 @@ struct App {
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window.consume(e);
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}
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scene->render(window, abs_time);
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scene->update_scene(dt);
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scene->render(window, window.get_time());
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window.render();
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window.clear();
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}
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}
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};
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} // namespace app
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} // namespace app
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#endif
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@@ -2,7 +2,7 @@
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#include "utils.h"
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namespace Ruby {
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extern mrb_state *mrb;
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inline mrb_state *mrb = mrb_open();
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struct Block {
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mrb_value proc;
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+2
-7
@@ -158,11 +158,6 @@ struct Rect {
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template <typename T>
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struct Pool {
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Pool() {
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items.reserve(20);
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free_indices.reserve(20);
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}
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T &operator[](int index) {
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return items[index];
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}
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@@ -175,10 +170,10 @@ struct Pool {
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if (!free_indices.empty()) {
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int index = free_indices.back();
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free_indices.pop_back();
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items[index] = item;
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items[index] = std::move(item);
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return index;
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} else {
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items.push_back(item);
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items.push_back(std::move(item));
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return items.size() - 1;
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}
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}
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+13
-6
@@ -4,6 +4,11 @@
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#include "pch.h"
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#include "utils.h"
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struct Image {
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SDL_Texture *texture;
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Vec2<float> size;
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};
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struct Font {
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TTF_Font *font;
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bool pixel_art;
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@@ -59,11 +64,12 @@ 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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Window(Vec2<float> size, const char *title);
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void update(Vec2<float> new_size, const char *new_title);
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~Window();
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// Rendering functions
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int load_image(const char *path, bool pixel_art = false);
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int load_image(const char *path, float alpha = 1.0f, 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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@@ -77,7 +83,7 @@ public:
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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(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(int image_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f});
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bool draw_rect(Rect rect, Color color, float z, float angle = 0.0f);
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@@ -123,10 +129,10 @@ private:
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SDL_Texture *white_tex;
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// Image pool
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Pool<SDL_Texture *> image_pool;
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Pool<Image> image_pool;
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// Font pool
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Pool<struct Font> font_pool;
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Pool<Font> font_pool;
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// Text pool
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Pool<SDL_Texture *> text_pool;
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@@ -146,7 +152,6 @@ private:
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struct {
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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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@@ -172,4 +177,6 @@ private:
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void draw_letterbox();
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};
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inline Window window({720, 480}, "Mysth Engine");
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#endif
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+6
-2
@@ -1,4 +1,4 @@
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app = App.new 400, 400, title: "Button Test"
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App.run 400, 400, title: "Button Test"
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main_scene = Scene.new
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@@ -15,7 +15,11 @@ rect.on_click do
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0xFF0000
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end
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main_scene.update do |dt|
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puts "Delta time: #{dt}ms"
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end
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main_scene << text
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main_scene << rect
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app.start main_scene
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App.start main_scene
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+9
-9
@@ -5,15 +5,15 @@ width, height = 720, 480
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image = Tiles.from("assets/loading.png").first
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app = App.new width, height, title: "My Game", loading_bg: image # can be image or animation
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App.run width, height, title: "My Game", loading_bg: image # can be image or animation
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app.map_key ?w, :forward
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app.map_key ?s, :backward
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app.map_key ?a, :left
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app.map_key ?d, :right
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App.map_key ?w, :forward
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App.map_key ?s, :backward
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App.map_key ?a, :left
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App.map_key ?d, :right
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app.map_key ?h, :heal
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app.map_key ?t, :place
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App.map_key ?h, :heal
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App.map_key ?t, :place
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menu_scene = Scene.new
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@@ -24,7 +24,7 @@ start_button = ElementText.new "Start Game", font: default_font, position: {x: 1
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game_scene = Scene.new
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start_button.on_click do
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app.start game_scene
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App.start game_scene
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end
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menu_scene << start_button
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@@ -184,4 +184,4 @@ world.shader :fog do |shader|
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z = 100 # shaders always appear above normal sprites but z is used to sort them relative to each other, so a shader with z 100 will appear above a shader with z 50, but both will appear above normal sprites
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end
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app.start menu_scene # first scene to show when the game starts, stops the loading bg
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App.start menu_scene # first scene to show when the game starts, stops the loading bg
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+11
-59
@@ -1,67 +1,19 @@
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#include "window/window.h"
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#include "app/app.h"
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using namespace app;
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int main() {
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printf("Starting engine...\n");
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int loading_image = window.load_image("assets/images/menu_bg.png", 1.0f, true);
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Window w({800, 600}, "Render Test");
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Animation loading_animation = {
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.frames = {loading_image},
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.frame_rate = 1.0f, // Not animated, so frame rate doesn't matter
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.loop = false
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};
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int img = w.load_image("./assets/images/arrow.png", true);
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int font = w.load_font(
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"./assets/fonts/charybdis.ttf",
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24,
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false,
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false,
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false,
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true
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);
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App app({720, 480}, "Mysth Engine", loading_animation);
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int text = w.create_text(font, "Hello Engine", 12, {255, 255, 255, 255});
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float t = 0.0f;
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bool running = true;
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printf("Entering main loop...\n");
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while (running) {
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Event e;
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while (w.poll(e)) {
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switch (e.type) {
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case Event::QUIT:
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printf("Exiting\n");
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running = false;
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break;
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case Event::KEY_DOWN:
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printf("Key down: %d\n", e.key.key);
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if (e.key.key == 41) {
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printf("Exiting\n");
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running = false;
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}
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break;
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default:
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break;
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}
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w.consume(e);
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}
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w.clear();
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// animated position
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t += 0.016f;
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float x = 200 + std::sin(t) * 100;
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float y = 150 + std::cos(t) * 100;
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// background rect (low z)
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w.draw_rect({{0, 0}, {800, 600}}, {20, 20, 30, 255}, 0, 20.0f);
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// image (mid z)
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w.draw(img, {x, y}, 1.0f, t * 50.0f, {2.0f, 2.0f}, 1.0f);
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// text (top z)
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w.write(text, {0, 0}, 2.0f, 0.0f, {1.0f, 1.0f});
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w.render();
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}
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app.loop();
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return 0;
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}
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+45
-20
@@ -29,10 +29,20 @@ Window::Window(Vec2<float> size, const char *title) {
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SDL_UpdateTexture(white_tex, nullptr, &pixel, sizeof(pixel));
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};
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void Window::update(Vec2<float> new_size, const char *new_title) {
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if (new_size.x > 0 && new_size.y > 0) {
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virtual_size = new_size;
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compute_transform();
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}
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if (new_title)
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SDL_SetWindowTitle(window, new_title);
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}
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Window::~Window() {
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for (auto tex : image_pool.all())
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if (tex)
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SDL_DestroyTexture(tex);
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for (auto &tex : image_pool.all())
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if (tex.texture)
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SDL_DestroyTexture(tex.texture);
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for (auto tex : text_pool.all())
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if (tex)
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@@ -48,7 +58,7 @@ Window::~Window() {
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SDL_Quit();
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}
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int Window::load_image(const char *path, bool pixel_art) {
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int Window::load_image(const char *path, float alpha, bool pixel_art) {
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SDL_Texture *texture = IMG_LoadTexture(renderer, path);
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if (pixel_art) {
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@@ -60,7 +70,20 @@ int Window::load_image(const char *path, bool pixel_art) {
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return UINT32_MAX;
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}
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return image_pool.acquire(texture);
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SDL_SetTextureAlphaMod(texture, (uint8_t)(alpha * 255));
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float w, h;
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SDL_GetTextureSize(texture, &w, &h);
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return image_pool.acquire({texture, {w, h}});
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}
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Vec2<float> Window::get_image_size(int image_id) {
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if (!image_pool.is_valid(image_id)) {
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fprintf(stderr, "Invalid image ID: %d\n", image_id);
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return {0, 0};
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}
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return {image_pool[image_id].size.x, image_pool[image_id].size.y};
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}
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void Window::unload_image(int image_id) {
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@@ -69,7 +92,7 @@ void Window::unload_image(int image_id) {
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return;
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}
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SDL_DestroyTexture(image_pool[image_id]);
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SDL_DestroyTexture(image_pool[image_id].texture);
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image_pool.release(image_id);
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}
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@@ -132,6 +155,16 @@ int Window::create_text(int font_id, const char *text, uint32_t length, Color co
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return text_pool.acquire(texture);
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}
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Vec2<float> Window::get_text_size(int text_id) {
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if (!text_pool.is_valid(text_id)) {
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fprintf(stderr, "Invalid text ID: %d\n", text_id);
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return {0, 0};
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}
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float w, h;
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SDL_GetTextureSize(text_pool[text_id], &w, &h);
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return {w, h};
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}
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void Window::unload_text(int text_id) {
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if (!text_pool.is_valid(text_id)) {
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fprintf(stderr, "Invalid text ID: %d\n", text_id);
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@@ -162,7 +195,7 @@ bool Window::write(int text_id, Vec2<float> position, float z, float angle, Vec2
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return true;
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};
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bool Window::draw(int image_id, Vec2<float> position, float z, float angle, Vec2<float> scale, float alpha) {
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bool Window::draw(int image_id, Vec2<float> position, float z, float angle, Vec2<float> scale) {
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if (!image_pool.is_valid(image_id)) {
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fprintf(stderr, "Invalid image ID: %d\n", image_id);
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return false;
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@@ -176,7 +209,6 @@ bool Window::draw(int image_id, Vec2<float> position, float z, float angle, Vec2
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.draw_image = {
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.image_id = image_id,
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.position = position,
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.alpha = alpha,
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}}
|
||||
);
|
||||
|
||||
@@ -236,9 +268,7 @@ void Window::render() {
|
||||
std::stable_sort(
|
||||
render_instructions.begin(),
|
||||
render_instructions.end(),
|
||||
[](const RenderInstruction &a, const RenderInstruction &b) {
|
||||
return a.z < b.z;
|
||||
}
|
||||
[](const RenderInstruction &a, const RenderInstruction &b) { return a.z < b.z; }
|
||||
);
|
||||
|
||||
for (const RenderInstruction &instruction : render_instructions) {
|
||||
@@ -277,10 +307,7 @@ void Window::render() {
|
||||
} break;
|
||||
|
||||
case RenderInstruction::DRAW_IMAGE: {
|
||||
SDL_Texture *texture = image_pool[instruction.draw_image.image_id];
|
||||
|
||||
float w, h;
|
||||
SDL_GetTextureSize(texture, &w, &h);
|
||||
Image image = image_pool[instruction.draw_image.image_id];
|
||||
|
||||
SDL_FlipMode flip = SDL_FLIP_NONE;
|
||||
|
||||
@@ -295,14 +322,12 @@ void Window::render() {
|
||||
SDL_FRect dst_rect;
|
||||
dst_rect.x = instruction.draw_image.position.x * scale + offset.x;
|
||||
dst_rect.y = instruction.draw_image.position.y * scale + offset.y;
|
||||
dst_rect.w = scale_x * w;
|
||||
dst_rect.h = scale_y * h;
|
||||
|
||||
SDL_SetTextureAlphaMod(texture, static_cast<Uint8>(instruction.draw_image.alpha * 255));
|
||||
dst_rect.w = scale_x * image.size.x;
|
||||
dst_rect.h = scale_y * image.size.y;
|
||||
|
||||
SDL_RenderTextureRotated(
|
||||
renderer,
|
||||
texture,
|
||||
image.texture,
|
||||
nullptr,
|
||||
&dst_rect,
|
||||
instruction.angle,
|
||||
|
||||
Reference in New Issue
Block a user