initial commit

This commit is contained in:
Quinn
2024-06-10 14:07:54 +02:00
commit d4f51ee3d1
7 changed files with 208 additions and 0 deletions

2
.gitignore vendored Normal file
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.vscode
build

17
error_codes.h Normal file
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#pragma once
enum {
SUCCESS = 0,
FAILURE = -1,
FAILURE_STD = 1 << 0, // 1 : marks a generic C library error
FAILURE_MEMORY = FAILURE_STD | (1 << 1), // 3 : marks a memory related error
// SDL ERRORS
FAILURE_SDL = 1 << 1, // 2 : marks a generic SDL error
FAILURE_SDL_INIT = FAILURE_SDL | (1 << 2), // 6 : marks an error during SDL initialisation
FAILURE_SDL_WINDOW = FAILURE_SDL | (1 << 3), // 10 : marks an error with the window
FAILURE_SDL_RENDERER = FAILURE_SDL | (1 << 4), // 18 : marks an error with the renderer
// GAME ERRORS
FAILURE_GAME = 1 << 2, // 4 : marks a generic game error
};

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level.c Normal file
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#include <stdbool.h>
#include <SDL2/SDL.h>
#include "level.h"
//prepares the level to be in a playable state
void level_init(Level* level) {}
//updates the level
void level_update(Level* level, bool* keys) {}

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level.h Normal file
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#pragma once
#include <stdbool.h>
#include <SDL2/SDL.h>
typedef struct {
unsigned x;
unsigned y;
} Position;
typedef struct {
Position ball_pos;
Position bouncer_pos;
} Level;
void level_init(Level* level);
void level_update(Level* level, bool* keys);

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main.c Normal file
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#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdio.h>
#include <time.h>
#include "error_codes.h"
#include "renderer.h"
#include "level.h"
#define UPDATES_PER_SEC 50
#define CLOCKS_PER_UPDATE (CLOCKS_PER_SEC / UPDATES_PER_SEC)
#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
// initializes the game
static int init(SDL_Window* window, SDL_Renderer* renderer, Level* level) {
level_init(level);
return renderer_init(&window, &renderer);
}
// called on each game update
static bool update(Level* level, bool* keys, RenderData* render_data) {
clock_t clock_start = clock();
//update the event keys
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
return false;
break;
case SDL_KEYDOWN:
keys[e.key.keysym.sym] = true;
break;
case SDL_KEYUP:
keys[e.key.keysym.sym] = false;
break;
}
}
}
// preform updates
{
level_update(level, keys); //update the level
renderer_update(render_data); //update the render
}
clock_t clock_end = clock();
// provide a delay if needed, otherwise log a warning
clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
if (remaining_ms < 0) {
(void)printf("delay between updates was %dms too long.", -remaining_ms);
}
else {
SDL_Delay(remaining_ms); // wait the time in ms
}
return true;
}
// cleans up resources
static void close(SDL_Window* window, SDL_Renderer* renderer) {
renderer_destroy(window, renderer);
}
// entry-point of the application
int main(void) {
Level* level = NULL; //stores the game's state
SDL_Window* window = NULL; //the window that is given to the OS
SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
bool keys[322] = { 0 }; //stores the key states
// initialize
{
int code = init(window, renderer, level);
if (code != SUCCESS)
exit(code);
}
bool quit = false;
// TEMP: tell me that the program has been initialized
(void)printf("initialized!\n");
// game-loop
RenderData render_data = { window, renderer, level }; //contains the data which is used to render the game
while (update(level, keys, &render_data));
// frees media and shuts down SDL
close(window, renderer);
return 0;
}

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#include "renderer.h"
#include <SDL2/SDL.h>
#include <stdio.h>
#include "error_codes.h"
#include "level.h"
#define SCREEN_WIDTH 960
#define SCREEN_HEIGHT 640
// initializes the window and renderer
int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
(void)printf("SDL Failed to initialize! SDL_Error: %s\n", SDL_GetError());
return FAILURE_SDL_INIT;
}
// init the window
*window = SDL_CreateWindow("Title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (*window == NULL) {
(void)printf("Window failed to be created! SDL_Error: %s\n", SDL_GetError());
return FAILURE_SDL_WINDOW;
}
// create a renderer
*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_PRESENTVSYNC);
if (*renderer == NULL) {
(void)printf("Renderer failed to be created! SDL_Error: %s\n", SDL_GetError());
return FAILURE_SDL_RENDERER;
}
return SUCCESS;
}
// renders the screen
void renderer_update(RenderData* render_data) {
int success = 0x0;
success | SDL_SetRenderDrawColor(render_data->renderer, 0x00, 0x00, 0x00, 0xFF);
success | SDL_RenderClear(render_data->renderer);
SDL_RenderPresent(render_data->renderer);
if (success != 0) {
printf("something went wrong during the render update! -> %d", success);
}
}
void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
}

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renderer.h Normal file
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#pragma once
#include <SDL2/SDL.h>
#include "level.h"
typedef struct {
SDL_Window* window;
SDL_Renderer* renderer;
Level* level;
} RenderData;
int renderer_init(SDL_Window** window, SDL_Renderer** renderer);
void renderer_update(RenderData* render_data);
void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer);