Added sdl version to exmplify extension of the main engine
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@@ -270,7 +270,6 @@ int gamestate_tick(struct gfx_state *s, struct gamestate *g, int d, void (*callb
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{
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/* Reset move. Altered by gravitate and merge if we do move */
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g->moved = 0;
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printf("%d\n", d);
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gravitate(s, g, d, callback);
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merge(s, g, d, callback);
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gravitate(s, g, d, callback);
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181
src/gfx_sdl.c
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181
src/gfx_sdl.c
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@@ -0,0 +1,181 @@
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#include <stdlib.h>
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include "gfx.h"
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/* Side length of a 'pixel' in pixels */
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#define TTF_FONT_PATH "res/Anonymous Pro.ttf"
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#define TTF_FONT_PT 32
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#define iterate(n, expression)\
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do {\
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int i;\
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for (i = 0; i < n; ++i) { expression; }\
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} while (0)
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struct gfx_state {
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SDL_Window *window;
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SDL_Surface *surface;
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TTF_Font *font;
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int side_length;
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int window_height;
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int window_width;
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};
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struct gfx_state* gfx_init(struct gamestate *g)
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{
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struct gfx_state *s = malloc(sizeof(struct gfx_state));
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SDL_Init(SDL_INIT_VIDEO);
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TTF_Init();
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s->font = TTF_OpenFont(TTF_FONT_PATH, TTF_FONT_PT);
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s->side_length = TTF_FontLineSkip(s->font);
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s->window_height = g->opts->grid_height * (g->print_width + 2) + 3;
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s->window_width = g->opts->grid_width * (g->print_width + 2) + 1;
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s->window = SDL_CreateWindow(
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"2048",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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/* Spacing is inconsistent right now. Need to find width and
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* height spacing to accurately resize window */
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s->window_width * TTF_FONT_PT * 0.7,
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s->window_height * s->side_length * 0.35,
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SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI
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);
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s->surface = SDL_GetWindowSurface(s->window);
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return s;
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}
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#define rect_set(r, xv, yv, wv, hv)\
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do {\
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r.x = xv; r.y = yv; r.w = wv; r.h = hv;\
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} while (0)
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void gfx_draw(struct gfx_state *s, struct gamestate *g)
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{
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/* This shouldn't ever overflow. Max width effectively is determined by the size
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* of two integers' text representation */
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const int buffer_length = 64;
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char string_buffer[buffer_length];
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/* Set up text object so we can write to sdl window */
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SDL_Surface *text;
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SDL_Color text_color = {255, 255, 255, 0};
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SDL_Rect rect;
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/* Clear screen */
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SDL_FillRect(s->surface, NULL, SDL_MapRGB(s->surface->format, 0, 0, 0));
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if (g->score_last)
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snprintf(string_buffer, buffer_length, "Score: %ld (+%ld)", g->score, g->score_last);
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else
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snprintf(string_buffer, buffer_length, "Score: %ld", g->score);
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rect_set(rect, 0, 0, 0, 0);
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text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
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SDL_BlitSurface(text, NULL, s->surface, &rect);
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snprintf(string_buffer, buffer_length, " Hi: %ld", g->score_high);
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rect_set(rect, 0, s->side_length * 1, 0, 0);
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text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
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SDL_BlitSurface(text, NULL, s->surface, &rect);
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int i;
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for (i = 0; i < g->opts->grid_width * (g->print_width + 2) + 1; ++i)
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string_buffer[i] = '-';
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string_buffer[i] = '\0';
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rect_set(rect, 0, s->side_length * 2, 0, 0);
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text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
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SDL_BlitSurface(text, NULL, s->surface, &rect);
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int x, y;
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char line_buffer[buffer_length];
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for (y = 0; y < g->opts->grid_height; ++y) {
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int line_index = 0;
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line_buffer[line_index++] = '|';
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for (x = 0; x < g->opts->grid_width; ++x) {
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if (g->grid[x][y]) {
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snprintf(string_buffer, buffer_length, "%*ld |", g->print_width, g->grid[x][y]);
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strncpy(line_buffer + line_index, string_buffer, buffer_length - line_index);
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line_index += strlen(string_buffer);
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}
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else {
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snprintf(string_buffer, buffer_length, "%*s |", g->print_width, "");
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strncpy(line_buffer + line_index, string_buffer, buffer_length - line_index);
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line_index += strlen(string_buffer);
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}
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}
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line_buffer[line_index] = 0;
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rect_set(rect, 0, s->side_length * (y + 3), 0, 0);
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text = TTF_RenderText_Solid(s->font, line_buffer, text_color);
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SDL_BlitSurface(text, NULL, s->surface, &rect);
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}
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for (i = 0; i < g->opts->grid_height * (g->print_width + 2) + 1; ++i)
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string_buffer[i] = '-';
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string_buffer[i] = '\0';
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rect_set(rect, 0, s->side_length * (y + 3), 0, 0);
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text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
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SDL_BlitSurface(text, NULL, s->surface, &rect);
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SDL_UpdateWindowSurface(s->window);
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}
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/* This getch we parse here, and we just return when we get an appropriate
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* event */
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int gfx_getch(struct gfx_state *s)
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{
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(void)s; /* Supress unused warning */
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SDL_Event event;
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while (1) {
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while (SDL_WaitEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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return 'q';
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_q:
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return 'q';
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case SDLK_UP:
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case SDLK_w:
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return 'w';
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case SDLK_DOWN:
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case SDLK_s:
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return 's';
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case SDLK_LEFT:
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case SDLK_a:
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return 'a';
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case SDLK_RIGHT:
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case SDLK_d:
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return 'd';
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default:
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break;
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}
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break;
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default:
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break;
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}
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}
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}
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}
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void gfx_sleep(int ms)
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{
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SDL_Delay(ms);
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}
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void gfx_destroy(struct gfx_state *s)
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{
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SDL_DestroyWindow(s->window);
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TTF_Quit();
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SDL_Quit();
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}
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