feat: factor out game code

This commit is contained in:
orangerot 2025-10-13 21:18:09 +02:00
parent 78b29d66eb
commit aa2be58cd3
4 changed files with 44 additions and 8 deletions

View file

@ -1,6 +1,6 @@
CFLAGS := -Wall -Wextra
LDFLAGS = -lglfw -lm -lGL -I./glad/include
domino-dungeon: main.c glad/src/glad.c
domino-dungeon: main.c game.c game.h glad/src/glad.c
$(CC) ${CFLAGS} ${LDFLAGS} -o $@ $^

25
game.c Normal file
View file

@ -0,0 +1,25 @@
#include <stdio.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include "game.h"
void character_callback(GLFWwindow* window, unsigned int codepoint) {
printf("%c\n", codepoint);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS) return;
switch (key) {
case GLFW_KEY_ENTER:
break;
case GLFW_KEY_BACKSPACE:
break;
}
}
void draw_image(decoded_image img) {
for (int i = 0; i < img.buf_size; i++) img.buf[i] = i;
}

10
game.h Normal file
View file

@ -0,0 +1,10 @@
#include <stddef.h>
#include <stdint.h>
typedef struct decoded_image {
size_t width;
size_t height;
uint32_t *buf;
size_t buf_size;
} decoded_image;

15
main.c
View file

@ -4,16 +4,16 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdlib.h>
#include "game.h"
unsigned int SCR_WIDTH = 800;
unsigned int SCR_HEIGHT = 600;
typedef struct decoded_image {
size_t width;
size_t height;
uint32_t *buf;
ssize_t buf_size;
} decoded_image;
extern void character_callback(GLFWwindow* window, unsigned int codepoint);
extern void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
extern void draw_image(decoded_image img);
struct decoded_image canvas = {
.width = 256,
@ -63,7 +63,6 @@ const uint32_t COLOR_RGBA = 0xFF21FF00;
int main(int argc, const char *argv[]) {
canvas.buf = malloc(canvas.buf_size * sizeof(int));
for (int i = 0; i < canvas.buf_size; i++) canvas.buf[i] = i;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -180,6 +179,8 @@ int main(int argc, const char *argv[]) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
draw_image(canvas);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE);
glBindTexture(GL_TEXTURE_2D, texture);