Add game
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8
.idea/.gitignore
vendored
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8
.idea/.gitignore
vendored
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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2
.idea/CrocParty.iml
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2
.idea/CrocParty.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module classpath="CMake" type="CPP_MODULE" version="4" />
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.idea/misc.xml
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10
.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
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<component name="CidrRootsConfiguration">
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<libraryRoots>
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<file path="$PROJECT_DIR$/vendored" />
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<file path="$PROJECT_DIR$/vendored/sdl" />
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</libraryRoots>
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</component>
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</project>
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8
.idea/modules.xml
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8
.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/CrocParty.iml" filepath="$PROJECT_DIR$/.idea/CrocParty.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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15
CMakeLists.txt
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15
CMakeLists.txt
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cmake_minimum_required(VERSION 3.27)
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project(CrocParty C)
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set(CMAKE_C_STANDARD 11)
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add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
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add_executable(CrocParty main.c
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sdl_host.c
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sdl_host.h
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game.c
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game.h
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device.c
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device.h
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)
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target_link_libraries(CrocParty PRIVATE SDL2::SDL2-static)
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3
device.c
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3
device.c
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#include "device.h"
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uint32_t device_pixels[DEVICE_H][DEVICE_W];
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12
device.h
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device.h
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#ifndef CROCPARTY_DEVICE_H
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#define CROCPARTY_DEVICE_H
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#include <stdint.h>
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// 240 x 135 is also cool
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#define DEVICE_W 128
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#define DEVICE_H 128
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extern uint32_t device_pixels[DEVICE_H][DEVICE_W];
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#endif //CROCPARTY_DEVICE_H
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29
game.c
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game.c
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#include "device.h"
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#include "game.h"
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uint32_t game_frame;
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void game_init() {
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game_frame = 0;
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}
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void game_update() {
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game_frame += 1;
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}
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void game_draw() {
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for (int x = 0; x < DEVICE_W; x++) {
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for (int y = 0; y < DEVICE_H; y++) {
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uint32_t r = (x * 255)/DEVICE_W;
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uint32_t g = (y * 255)/DEVICE_H;
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uint32_t b = game_frame & 0xff;
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if (x % 4 == 2 && y % 4 == 2) {
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r = 255 - r;
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g = 255 - g;
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b = 255 - b;
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}
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uint32_t color = r << 24 | g << 16 | b << 8;
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device_pixels[y][x] = color;
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}
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}
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}
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8
game.h
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8
game.h
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#ifndef CROCPARTY_GAME_H
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#define CROCPARTY_GAME_H
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void game_init();
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void game_update();
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void game_draw();
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#endif //CROCPARTY_GAME_H
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9
main.c
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9
main.c
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#include "sdl_host.h"
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int main() {
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// PYREX NOTE: You could, if you wanted, define another host with the same interface as sdl_host
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// That would be pretty cool, right?
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//
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// (Such a host might be smaller and more platform-specific.)
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return sdl_host_main();
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}
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147
sdl_host.c
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147
sdl_host.c
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#include <stdio.h>
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#include <stdbool.h>
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#include "sdl_host.h"
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#include "vendored/sdl/include/SDL.h"
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#include "game.h"
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#include "device.h"
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void sdl_host_suggest_dimensions(uint32_t* window_w, uint32_t* window_h);
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void sdl_host_loop();
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SDL_Window* sdl_host_window;
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SDL_Renderer* sdl_host_renderer;
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SDL_Texture* sdl_host_target;
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int sdl_host_main(void) {
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int result = 0;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
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printf("could not initialize SDL! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto sdl_done;
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}
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uint32_t window_w, window_h;
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sdl_host_suggest_dimensions(&window_w, &window_h);
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// create window
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sdl_host_window = SDL_CreateWindow(
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"Croc Party!",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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(int) window_w, (int) window_h,
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SDL_WINDOW_SHOWN
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);
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if (sdl_host_window == NULL) {
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printf("could not load window! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto window_done;
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}
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// create renderer
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sdl_host_renderer = SDL_CreateRenderer(sdl_host_window, -1, 0);
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if (sdl_host_renderer == NULL) {
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result = 1;
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goto renderer_done;
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}
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// create target
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sdl_host_target = SDL_CreateTexture(
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sdl_host_renderer,
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SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_STREAMING,
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DEVICE_W, DEVICE_H
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);
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if (sdl_host_target == NULL) {
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printf("could not create target texture! sdl error: %s\n", SDL_GetError());
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result = 1;
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goto target_done;
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}
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sdl_host_loop();
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// renderer_cleanup:
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SDL_DestroyRenderer(sdl_host_renderer);
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sdl_host_renderer = NULL;
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renderer_done: ;
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// target_cleanup:
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SDL_DestroyTexture(sdl_host_target);
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sdl_host_target = NULL;
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target_done: ;
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// window_cleanup:
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SDL_DestroyWindow(sdl_host_window);
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sdl_host_window = NULL;
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window_done: ;
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// sdl_cleanup:
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SDL_Quit();
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sdl_done: ;
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return result;
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}
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void sdl_host_suggest_dimensions(uint32_t* window_w, uint32_t* window_h) {
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SDL_DisplayMode dm;
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if (SDL_GetCurrentDisplayMode(0, &dm) != 0) {
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printf("could not get current display mode: %s\n", SDL_GetError());
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dm.w = 0;
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dm.h = 0;
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}
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for (int scalar = 5; scalar >= 1; scalar--) {
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uint32_t w = DEVICE_W * scalar;
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uint32_t h = DEVICE_H * scalar;
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if (w <= dm.w && h <= dm.h) {
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*window_w = w;
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*window_h = h;
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return;
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}
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}
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for (int scalar = 1; scalar <= 5; scalar++) {
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uint32_t w = DEVICE_W / scalar;
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uint32_t h = DEVICE_H / scalar;
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if (w <= dm.w && h <= dm.h) {
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*window_w = w;
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*window_h = h;
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return;
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}
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}
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*window_w = DEVICE_W;
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*window_h = DEVICE_H;
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}
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void sdl_host_loop() {
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uint32_t ticks_per_frame = 1000/60;
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game_init();
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while (true) {
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uint32_t frame_start = SDL_GetTicks();
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uint32_t next_frame_start = frame_start + ticks_per_frame;
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) { goto quit; }
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}
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// trigger game logic
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game_update();
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game_draw();
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SDL_UpdateTexture(sdl_host_target, NULL, &device_pixels, sizeof(device_pixels[0]));
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SDL_RenderClear(sdl_host_renderer);
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SDL_RenderCopy(sdl_host_renderer, sdl_host_target, NULL, NULL);
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SDL_RenderPresent(sdl_host_renderer);
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// hold off until next frame
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while (SDL_GetTicks() < next_frame_start) {
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SDL_Delay(1);
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}
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}
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quit: ;
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}
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6
sdl_host.h
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6
sdl_host.h
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#ifndef CROCPARTY_SDL_HOST_H
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#define CROCPARTY_SDL_HOST_H
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int sdl_host_main(void);
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#endif //CROCPARTY_SDL_HOST_H
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