mirror of
https://github.com/thepigeongenerator/sdl_template.git
synced 2025-12-17 05:55:47 +01:00
added some files
This commit is contained in:
2
.gitignore
vendored
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2
.gitignore
vendored
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.vscode
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build
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1
assets/uwu
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1
assets/uwu
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uwu
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65
build.sh
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65
build.sh
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#!/bin/bash
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# define variables
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PROJECT_NAME=${PWD##*/}
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BUILD_DIR="./build"
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INCLUDE_IN_BUILD="./assets"
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# compilation targets
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args_linux86_64()
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{
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ARCHITECTURE="linux-86_64"
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COMPILER="/bin/gcc"
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ARGS="-lSDL2"
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FILE_EXSTENSION=""
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}
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args_win86-64()
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{
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ARCHITECTURE="win-86_64"
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COMPILER="/usr/bin/x86_64-w64-mingw32-gcc"
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ARGS="-lmingw32 -lSDL2main -lSDL2 -mwindows"
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INCLUDE_IN_BUILD="$INCLUDE_IN_BUILD /usr/x86_64-w64-mingw32/bin/SDL2.dll"
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FILE_EXSTENSION=".exe"
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}
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args_emscripten()
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{
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ARCHITECTURE="web"
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COMPILER="/home/user/.local/bin/emcc"
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ARGS="-s USE_SDL=2"
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FILE_EXSTENSION=".html"
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}
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# handle arguments
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if [ "$1" = "linux86_64" ]; then args_linux86_64
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elif [ "$1" = "win86_64" ]; then args_win86-64
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elif [ "$1" = "web" ]; then args_emscripten
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else echo -e "\033[91mdidn't include any arguments! D:\033[0m" && exit -1
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fi
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# check whether $BUILD_DIR or $ARCHITECTURE isn't set
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if [[ -z $BUILD_DIR ]] || [[ -z "$ARCHITECTURE" ]]; then
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echo -e "\033[91mBUILD_DIR or ARCHITECTURE not set D:\033[0m"
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exit -1
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fi
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# make (and clear) the build directory
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mkdir $BUILD_DIR $BUILD_DIR/$ARCHITECTURE
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rm -rf $BUILD_DIR/$ARCHITECTURE/*
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# copy included files or directories to the build directory
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if [[ ! -z $INCLUDE_IN_BUILD ]]; then
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cp -r $INCLUDE_IN_BUILD $BUILD_DIR/$ARCHITECTURE
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fi
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# get the executable path
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EXE_PATH=$BUILD_DIR/$ARCHITECTURE/$PROJECT_NAME$FILE_EXSTENSION
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echo "building at: $EXE_PATH"
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# compile the code
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COMMAND="$COMPILER `find ./src -name *.c` -o $EXE_PATH -Wall -g -lm $ARGS"
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echo "using command: $COMMAND"
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$COMMAND
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exit $?
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32
src/errors.c
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32
src/errors.c
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#include "errors.h"
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#include <SDL2/SDL.h>
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#include <stdarg.h>
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#include <stdio.h>
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#define MAX_STR_LEN 128
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void error(const ErrorCode error_code, const char* format, ...) {
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char buffer[MAX_STR_LEN] = {0}; // contains the buffer of the final string
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va_list args = {0};
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va_start(args, format);
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vsnprintf(buffer, MAX_STR_LEN, format, args);
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va_end(args);
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printf("\033[91mE\033[0m: %s\n", buffer);
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "something went wrong! :O", buffer, NULL);
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exit(error_code);
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}
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void warn(const char* format, ...) {
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char buffer[MAX_STR_LEN] = {0}; // contains the buffer of the final string
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va_list args = {0};
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va_start(args, format);
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vsnprintf(buffer, MAX_STR_LEN, format, args);
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va_end(args);
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printf("\033[93mW\033[0m: %s\n", buffer);
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}
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25
src/errors.h
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src/errors.h
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#pragma once
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typedef unsigned char ErrorCode;
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enum {
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ERROR_MISC = -1,
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SUCCESS = 0,
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ERROR_INIT = 1,
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// SDL errors
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ERROR_SDL = 2,
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ERROR_SDL_INIT = ERROR_SDL | ERROR_INIT,
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// renderer errors
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ERROR_SDL_RENDERER = ERROR_SDL | 4,
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ERROR_SDL_RENDERER_INIT = ERROR_SDL_RENDERER | ERROR_INIT,
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// audio errors
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ERROR_SDL_AUDIO = ERROR_SDL | 8,
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ERROR_SDL_AUDIO_INIT = ERROR_SDL_AUDIO | ERROR_INIT,
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};
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// call when a fatal error has occurred, the program will immediately terminate when called
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void error(const ErrorCode error_code, const char* format, ...);
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void warn(const char* format, ...);
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11
src/game/game.c
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11
src/game/game.c
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#include "game.h"
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#include "../main.h"
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// called every time the game's state is updated
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void game_update(GameData game_data, const Uint8* keys) {
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if (keys[SDL_SCANCODE_ESCAPE]) {
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stop();
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}
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}
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9
src/game/game.h
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src/game/game.h
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#pragma once
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#include <SDL2/SDL.h>
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// stores the data used in the game
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typedef struct {
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} GameData;
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// updates the game's state
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void game_update(GameData game_data, const Uint8* keys);
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78
src/main.c
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78
src/main.c
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#include "main.h"
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <string.h>
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#include "errors.h"
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#include "game/game.h"
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#include "window/audio.h"
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#include "window/renderer.h"
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#ifdef __EMSCRIPTEN__ // for web builds
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#include <emscripten.h>
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#endif
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bool playing = true;
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SDL_Window* window = NULL;
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SDL_Renderer* renderer = NULL;
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// handles game application initialisation
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static void init(void) {
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// initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
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error(ERROR_SDL_INIT, "SDL could not initialize! SDL Error: %s", SDL_GetError());
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return;
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}
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// initialize the renderer
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if (renderer_init(&window, &renderer) < 0) {
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error(ERROR_SDL_RENDERER_INIT, SDL_GetError());
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return;
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}
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// initialize audio
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AudioDevice* audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
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//AudioData audio1 = audio_load_wav(audio_device, "FILE MANE");
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}
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// handles game application updating
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static void update(void) {
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// update the input
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{
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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switch (e.type) {
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case SDL_QUIT:
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exit(SUCCESS);
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break;
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}
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}
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}
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// preform updates
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game_update((GameData){}, SDL_GetKeyboardState(NULL));
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renderer_update(&(RenderData){
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window, renderer});
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}
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// handles game application quitting
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void stop(void) {
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playing = false;
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}
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// entry point of the application
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int main(int argc, char** argv) {
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init();
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while (playing)
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update();
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// cleanup of resources
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SDL_Quit();
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return 0;
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}
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4
src/main.h
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4
src/main.h
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#pragma once
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// stops execution of the game
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void stop(void);
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112
src/window/audio.c
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112
src/window/audio.c
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#include "audio.h"
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#include <SDL2/SDL.h>
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#include "../errors.h"
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// the maximum amount of sounds that can play at once
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#define MAX_SOUNDS 64
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typedef struct {
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AudioData* playing_audio;
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AudioDevice audio_device;
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} AudioCallbackData;
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// audio callback from SDL_AudioSpec; called when the audio device needs more data
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static void audio_mixer(void* userdata, Uint8* stream, int len) {
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memset(stream, 0, len); // clear the playing audio
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AudioDevice* device = userdata; // get the callback data
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AudioData* audio = device->playing_audio;
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for (int i = 0; i < MAX_SOUNDS; i++) {
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// skip if the audio doesn't conain any further data
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if (audio[i].length <= 0) {
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continue;
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}
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// get the length of which we shall be mixing
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Uint32 mix_length = SDL_min(audio[i].length, len);
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// mix the audio with the stream
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SDL_MixAudioFormat(stream, audio[i].buffer, device->format, mix_length, SDL_MIX_MAXVOLUME);
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audio[i].buffer += mix_length; // move the pointer up a a bit
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audio[i].length -= mix_length; // move up the mixed amount
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}
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}
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// converts the audio to the format of the audio device
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static void convert_audio(const AudioDevice* audio_device, const SDL_AudioSpec wav_spec, Uint8** wav_buffer, Uint32* wav_length) {
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// build the audio converter with the audio given
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SDL_AudioCVT cvt = {0};
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SDL_BuildAudioCVT(&cvt, wav_spec.format, wav_spec.channels, wav_spec.freq, audio_device->format, audio_device->channels, audio_device->freq);
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cvt.len = (*wav_length) * wav_spec.channels; // the buffer length
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cvt.buf = (Uint8*)SDL_malloc(cvt.len * cvt.len_mult); // allocate size for the new buffer
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memcpy(cvt.buf, *wav_buffer, *wav_length); // copy wav data to cvt buffer;
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// convert
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SDL_ConvertAudio(&cvt);
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// output
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*wav_length = cvt.len_cvt; // set the length to the new length
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memcpy(*wav_buffer, cvt.buf, cvt.len_cvt); // copy converted cvt buffer back to wav buffer
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free(cvt.buf); // free the memory allocated to the cvt buffer
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}
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// loads a WAV file and returns the relevant information
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AudioData audio_load_wav(const AudioDevice* audio_device, const char* file_path) {
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SDL_AudioSpec wav_spec = {0};
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AudioData audio = {0};
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SDL_LoadWAV(file_path, &wav_spec, &audio.buffer, &audio.length);
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convert_audio(audio_device, wav_spec, &audio.buffer, &audio.length);
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audio.mixed_amount = audio.length;
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return audio;
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}
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// initializes the audio device
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AudioDevice* audio_device_init(const int freq, const SDL_AudioFormat format, const Uint8 channels, const Uint16 samples) {
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// allocate memory for the audio device
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AudioDevice* audio_device = malloc(sizeof(AudioDevice));
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// define the audio specification
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SDL_AudioSpec spec = {freq, format, channels, samples};
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spec.callback = audio_mixer;
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spec.userdata = audio_device;
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// create the audio device
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*audio_device = (AudioDevice){
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SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0),
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freq,
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format,
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channels,
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calloc(MAX_SOUNDS, sizeof(AudioData)), // allocate memory on the heap for the playing audio array
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};
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// if the audio device isn't set, cause an error
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if (audio_device->id < 1) {
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error(ERROR_SDL_AUDIO_INIT, "AudioDivice failed to open! SDL Error: %s", SDL_GetError());
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return NULL;
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}
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// default state of the device is paused, so we unpause it here
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SDL_PauseAudioDevice(audio_device->id, 0);
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return audio_device;
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}
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// plays the audio
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void audio_play(const AudioDevice* audio_device, const AudioData audio) {
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AudioData* playing_audio = audio_device->playing_audio;
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for (int i = 0; i < MAX_SOUNDS; i++) {
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// overrite audio that has been deallocated
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if (playing_audio[i].length <= 0) {
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// override the audio
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playing_audio[i] = audio;
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break; // don't continue. :3
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}
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}
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}
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21
src/window/audio.h
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21
src/window/audio.h
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#pragma once
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#include <SDL2/SDL.h>
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typedef struct {
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Uint32 length;
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Uint32 mixed_amount;
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Uint8* buffer;
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} AudioData;
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typedef struct {
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SDL_AudioDeviceID id;
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int freq;
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SDL_AudioFormat format;
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Uint8 channels;
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AudioData* playing_audio;
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} AudioDevice;
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AudioData audio_load_wav(const AudioDevice* audio_device, const char* file_path);
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AudioDevice* audio_device_init(const int freq, const SDL_AudioFormat format, const Uint8 channels, const Uint16 samples);
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void audio_play(const AudioDevice* audio_device, const AudioData audio);
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44
src/window/renderer.c
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44
src/window/renderer.c
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// initializes the window and renderer
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#include "renderer.h"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include "../errors.h"
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#include "../main.h"
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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// create a new window
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*window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 100, 100, SDL_WINDOW_SHOWN);
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if (*window == NULL) {
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error(ERROR_SDL_RENDERER_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
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return -1;
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}
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// create a renderer
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*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_PRESENTVSYNC);
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if (*renderer == NULL) {
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error(ERROR_SDL_RENDERER_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
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return -1;
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}
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return 0;
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}
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void renderer_update(const RenderData* render_data) {
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SDL_Renderer* renderer = render_data->renderer;
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int success = 0; // if an error occurs, this value is <0
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// clear render
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x50);
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success |= SDL_RenderClear(renderer);
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if (success < 0) {
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warn("\033[93mW\033[0m: something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
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return;
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}
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SDL_RenderPresent(renderer);
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}
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10
src/window/renderer.h
Normal file
10
src/window/renderer.h
Normal file
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#pragma once
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#include <SDL2/SDL.h>
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typedef struct {
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SDL_Window* window;
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SDL_Renderer* renderer;
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} RenderData;
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer);
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void renderer_update(const RenderData* render_data);
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Block a user