feat: factor out game code
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78b29d66eb
commit
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2
Makefile
2
Makefile
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@ -1,6 +1,6 @@
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CFLAGS := -Wall -Wextra
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LDFLAGS = -lglfw -lm -lGL -I./glad/include
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domino-dungeon: main.c glad/src/glad.c
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domino-dungeon: main.c game.c game.h glad/src/glad.c
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$(CC) ${CFLAGS} ${LDFLAGS} -o $@ $^
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25
game.c
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25
game.c
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@ -0,0 +1,25 @@
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#include <stdio.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <math.h>
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#include "game.h"
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void character_callback(GLFWwindow* window, unsigned int codepoint) {
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printf("%c\n", codepoint);
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action != GLFW_PRESS) return;
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switch (key) {
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case GLFW_KEY_ENTER:
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break;
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case GLFW_KEY_BACKSPACE:
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break;
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}
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}
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void draw_image(decoded_image img) {
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for (int i = 0; i < img.buf_size; i++) img.buf[i] = i;
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}
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10
game.h
Normal file
10
game.h
Normal file
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@ -0,0 +1,10 @@
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#include <stddef.h>
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#include <stdint.h>
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typedef struct decoded_image {
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size_t width;
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size_t height;
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uint32_t *buf;
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size_t buf_size;
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} decoded_image;
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15
main.c
15
main.c
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@ -4,16 +4,16 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <math.h>
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#include <stdlib.h>
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#include "game.h"
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unsigned int SCR_WIDTH = 800;
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unsigned int SCR_HEIGHT = 600;
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typedef struct decoded_image {
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size_t width;
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size_t height;
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uint32_t *buf;
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ssize_t buf_size;
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} decoded_image;
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extern void character_callback(GLFWwindow* window, unsigned int codepoint);
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extern void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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extern void draw_image(decoded_image img);
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struct decoded_image canvas = {
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.width = 256,
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@ -63,7 +63,6 @@ const uint32_t COLOR_RGBA = 0xFF21FF00;
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int main(int argc, const char *argv[]) {
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canvas.buf = malloc(canvas.buf_size * sizeof(int));
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for (int i = 0; i < canvas.buf_size; i++) canvas.buf[i] = i;
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -180,6 +179,8 @@ int main(int argc, const char *argv[]) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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draw_image(canvas);
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// bind textures on corresponding texture units
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glActiveTexture(GL_TEXTURE);
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glBindTexture(GL_TEXTURE_2D, texture);
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