Added background image, TTF loading, rgb color struct
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								assets/fonts/LICENSE
									
									
									
									
									
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								assets/fonts/LICENSE
									
									
									
									
									
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							@ -0,0 +1,93 @@
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Copyright 2022–2024 Helena Zhang (helenazhang.com).
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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https://openfontlicense.org
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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		||||
-----------------------------------------------------------
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		||||
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		||||
PREAMBLE
 | 
			
		||||
The goals of the Open Font License (OFL) are to stimulate worldwide
 | 
			
		||||
development of collaborative font projects, to support the font creation
 | 
			
		||||
efforts of academic and linguistic communities, and to provide a free and
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		||||
open framework in which fonts may be shared and improved in partnership
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		||||
with others.
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		||||
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		||||
The OFL allows the licensed fonts to be used, studied, modified and
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		||||
redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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		||||
redistributed and/or sold with any software provided that any reserved
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		||||
names are not used by derivative works. The fonts and derivatives,
 | 
			
		||||
however, cannot be released under any other type of license. The
 | 
			
		||||
requirement for fonts to remain under this license does not apply
 | 
			
		||||
to any document created using the fonts or their derivatives.
 | 
			
		||||
 | 
			
		||||
DEFINITIONS
 | 
			
		||||
"Font Software" refers to the set of files released by the Copyright
 | 
			
		||||
Holder(s) under this license and clearly marked as such. This may
 | 
			
		||||
include source files, build scripts and documentation.
 | 
			
		||||
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		||||
"Reserved Font Name" refers to any names specified as such after the
 | 
			
		||||
copyright statement(s).
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		||||
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		||||
"Original Version" refers to the collection of Font Software components as
 | 
			
		||||
distributed by the Copyright Holder(s).
 | 
			
		||||
 | 
			
		||||
"Modified Version" refers to any derivative made by adding to, deleting,
 | 
			
		||||
or substituting -- in part or in whole -- any of the components of the
 | 
			
		||||
Original Version, by changing formats or by porting the Font Software to a
 | 
			
		||||
new environment.
 | 
			
		||||
 | 
			
		||||
"Author" refers to any designer, engineer, programmer, technical
 | 
			
		||||
writer or other person who contributed to the Font Software.
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		||||
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		||||
PERMISSION & CONDITIONS
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		||||
Permission is hereby granted, free of charge, to any person obtaining
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		||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
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		||||
redistribute, and sell modified and unmodified copies of the Font
 | 
			
		||||
Software, subject to the following conditions:
 | 
			
		||||
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		||||
1) Neither the Font Software nor any of its individual components,
 | 
			
		||||
in Original or Modified Versions, may be sold by itself.
 | 
			
		||||
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		||||
2) Original or Modified Versions of the Font Software may be bundled,
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		||||
redistributed and/or sold with any software, provided that each copy
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		||||
contains the above copyright notice and this license. These can be
 | 
			
		||||
included either as stand-alone text files, human-readable headers or
 | 
			
		||||
in the appropriate machine-readable metadata fields within text or
 | 
			
		||||
binary files as long as those fields can be easily viewed by the user.
 | 
			
		||||
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		||||
3) No Modified Version of the Font Software may use the Reserved Font
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		||||
Name(s) unless explicit written permission is granted by the corresponding
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		||||
Copyright Holder. This restriction only applies to the primary font name as
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		||||
presented to the users.
 | 
			
		||||
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		||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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		||||
Software shall not be used to promote, endorse or advertise any
 | 
			
		||||
Modified Version, except to acknowledge the contribution(s) of the
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		||||
Copyright Holder(s) and the Author(s) or with their explicit written
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		||||
permission.
 | 
			
		||||
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		||||
5) The Font Software, modified or unmodified, in part or in whole,
 | 
			
		||||
must be distributed entirely under this license, and must not be
 | 
			
		||||
distributed under any other license. The requirement for fonts to
 | 
			
		||||
remain under this license does not apply to any document created
 | 
			
		||||
using the Font Software.
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		||||
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		||||
TERMINATION
 | 
			
		||||
This license becomes null and void if any of the above conditions are
 | 
			
		||||
not met.
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		||||
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		||||
DISCLAIMER
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		||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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		||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
 | 
			
		||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
 | 
			
		||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
 | 
			
		||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 | 
			
		||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
 | 
			
		||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 | 
			
		||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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		||||
OTHER DEALINGS IN THE FONT SOFTWARE.
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										48
									
								
								assets/fonts/README.md
									
									
									
									
									
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								assets/fonts/README.md
									
									
									
									
									
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							@ -0,0 +1,48 @@
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# Nerd Fonts
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This is an archived font from the Nerd Fonts release v3.3.0.
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For more information see:
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* https://github.com/ryanoasis/nerd-fonts/
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* https://github.com/ryanoasis/nerd-fonts/releases/latest/
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# Departure Mono
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**Departure Mono** a monospaced pixel font with a lo-fi, techy vibe.
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For more information have a look at the upstream website: https://github.com/rektdeckard/departure-mono
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Version: v1.422
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## Which font?
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### TL;DR
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* Pick your font family:
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  * If you are limited to monospaced fonts (because of your terminal, etc) then pick a font with `Nerd Font Mono` (or `NFM`).
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  * If you want to have bigger icons (usually around 1.5 normal letters wide) pick a font without `Mono` i.e. `Nerd Font` (or `NF`). Most terminals support this, but ymmv.
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  * If you work in a proportional context (GUI elements or edit a presentation etc) pick a font with `Nerd Font Propo` (or `NFP`).
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### Ligatures
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Ligatures are generally preserved in the patched fonts.
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Nerd Fonts `v2.0.0` had no ligatures in the `Nerd Font Mono` fonts, this has been dropped with `v2.1.0`.
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If you have a ligature-aware terminal and don't want ligatures you can (usually) disable them in the terminal settings.
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### Explanation
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Once you narrow down your font choice of family (`Droid Sans`, `Inconsolata`, etc) and style (`bold`, `italic`, etc) you have 2 main choices:
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#### `Option 1: Download already patched font`
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 * For a stable version download a font package from the [release page](https://github.com/ryanoasis/nerd-fonts/releases)
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 * Direct links for [DepartureMono.zip](https://github.com/ryanoasis/nerd-fonts/releases/latest/download/DepartureMono.zip) or [DepartureMono.tar.xz](https://github.com/ryanoasis/nerd-fonts/releases/latest/download/DepartureMono.tar.xz)
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#### `Option 2: Patch your own font`
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 * Patch your own variations with the various options provided by the font patcher (i.e. not include all symbols for smaller font size)
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For more information see: [The FAQ](https://github.com/ryanoasis/nerd-fonts/wiki/FAQ-and-Troubleshooting#which-font)
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[SIL-RFN]:http://scripts.sil.org/cms/scripts/page.php?item_id=OFL_web_fonts_and_RFNs#14cbfd4a
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@ -6,6 +6,8 @@ pub const GameState = struct {
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    r: u8 = 0xff,
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    g: u8 = 0xff,
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    b: u8 = 0xff,
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    SCREEN_WIDTH: u32 = 640,
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    SCREEN_HEIGHT: u32 = 480,
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    slime_factory: sf.SlimeFactory = undefined,
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    renderer: *sdl.struct_SDL_Renderer = undefined,
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										26
									
								
								src/main.zig
									
									
									
									
									
								
							
							
						
						
									
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								src/main.zig
									
									
									
									
									
								
							@ -6,6 +6,8 @@ const assert = std.debug.assert;
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const SCREEN_WIDTH = 640;
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const SCREEN_HEIGHT = 480;
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const log = sdl.SDL_Log;
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const GameText = @import("./text.zig").GameText;
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const RGBAColor = @import("./utils/rgb_color.zig").RGBAColor;
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var window: *sdl.struct_SDL_Window = undefined;
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// var screen_surface: *sdl.struct_SDL_Surface = undefined;
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@ -24,8 +26,11 @@ pub fn main() !void {
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    var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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    const allocator = gpa.allocator();
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    const texture = try atils.loadTexture(renderer, "assets/png_test.png");
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    defer sdl.SDL_DestroyTexture(texture);
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    const bg_texture = try atils.loadTexture(renderer, "assets/background.png");
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    defer sdl.SDL_DestroyTexture(bg_texture);
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    try GameText.initFont();
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    defer GameText.deinitFont();
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    // var slime_factory = try sf.SlimeFactory.init(allocator, renderer);
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    // defer slime_factory.deinit();
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@ -86,13 +91,10 @@ pub fn main() !void {
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        }
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        _ = sdl.SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
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        _ = sdl.SDL_RenderClear(renderer);
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        std.debug.print("r:{x} g:{x} b:{x}\n", .{
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            game_state.r,
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            game_state.g,
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            game_state.b,
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        });
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        _ = sdl.SDL_RenderCopy(renderer, bg_texture, null, null);
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        game_state.update_tick();
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        var text = try GameText.loadFromRenderedText("Test 123", RGBAColor.whiteSmoke().tosdl());
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        try text.render(&game_state);
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        // Render red rect
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        // const fill_rect: sdl.struct_SDL_Rect = sdl.SDL_Rect{ .x = SCREEN_WIDTH / 4, .y = SCREEN_HEIGHT / 4, .w = SCREEN_WIDTH / 2 + img_pos.x, .h = SCREEN_HEIGHT / 2 + img_pos.y };
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@ -105,7 +107,7 @@ pub fn main() !void {
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        // _ = sdl.SDL_BlitScaled(zig_image, &src_rect, screen_surface, &dest_rect);
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        // _ = sdl.SDL_UpdateWindowSurface(window);
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        sdl.SDL_Delay(117);
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        sdl.SDL_Delay(100);
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    }
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    return;
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}
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@ -138,11 +140,17 @@ fn init() !void {
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        log("Unable to initialize SDL Image: %s\n", sdl.IMG_GetError());
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        return error.SDLInitializationFailed;
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    }
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    if (sdl.TTF_Init() < 0) {
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        log("Unable to initialize SDL TTF: %s\n", sdl.TTF_GetError());
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        return error.SDLInitializationFailed;
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    }
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}
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fn close() void {
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    sdl.SDL_DestroyRenderer(renderer);
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    sdl.SDL_DestroyWindow(window);
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    sdl.IMG_Quit();
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    sdl.TTF_Quit();
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    sdl.SDL_Quit();
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}
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@ -1,4 +1,5 @@
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pub const c = @cImport({
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    @cInclude("SDL2/SDL.h");
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    @cInclude("SDL2/SDL_image.h");
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    @cInclude("SDL2/SDL_ttf.h");
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});
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@ -3,12 +3,19 @@ const sdl = @import("sdl.zig").c;
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const atils = @import("./asset_utils.zig");
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const GameState = @import("./game_state.zig").GameState;
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const slime_sprite_sheet_texture_path = "assets/slime_still.png";
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const rgba = @import("./utils/rgb_color.zig").RGBAColor;
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pub const Slime = struct {
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    total_frames: u8 = 6,
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    x: i32 = 64,
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    y: i32 = 64,
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    y: i32 = 300,
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    f: u16 = 0,
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    color: rgba = .{
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        .r = 0xd5,
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        .g = 0x0f,
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        .b = 0x65,
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        .a = 110,
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    },
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};
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pub const SlimeFactory = struct {
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@ -17,6 +24,11 @@ pub const SlimeFactory = struct {
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    pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !SlimeFactory {
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        const texture = try atils.loadTexture(renderer, slime_sprite_sheet_texture_path);
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        const val = sdl.SDL_SetTextureBlendMode(texture, sdl.SDL_BLENDMODE_BLEND);
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        if (val != 0) {
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            sdl.SDL_Log("Failed to set blend mode: %s", sdl.SDL_GetError());
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            return error.FailedToSetBlendMode;
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        }
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        return .{
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            .slimes = std.ArrayList(Slime).init(allocator),
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            .slime_sprite_sheet_texture = texture,
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@ -33,12 +45,21 @@ pub const SlimeFactory = struct {
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    }
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    pub fn render(sf: *SlimeFactory, game_state: *GameState) void {
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        _ = sdl.SDL_SetTextureColorMod(sf.slime_sprite_sheet_texture, game_state.r, game_state.g, game_state.b);
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        if (sf.slimes.items.len == 0) return;
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        const slime_color = sf.slimes.items[0].color;
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        _ = sdl.SDL_SetTextureColorMod(
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            sf.slime_sprite_sheet_texture,
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            slime_color.r,
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            slime_color.g,
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            slime_color.b,
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        );
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        _ = sdl.SDL_SetTextureAlphaMod(sf.slime_sprite_sheet_texture, slime_color.a);
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        for (sf.slimes.items, 0..) |slime, s_idx| {
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            std.debug.print("Slime {d}:\t{}\n", .{ s_idx + 1, slime });
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            const sprite_frame_x_dim: u16 = slime.f * 64;
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            const sprite_frame_rect: sdl.struct_SDL_Rect = .{ .x = sprite_frame_x_dim, .y = 0, .w = 64, .h = 64 };
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            const dest_rect: sdl.struct_SDL_Rect = .{ .x = slime.x, .y = slime.y, .w = 128, .h = 128 };
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            const dest_rect: sdl.struct_SDL_Rect = .{ .x = slime.x, .y = slime.y, .w = 64, .h = 64 };
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            _ = sdl.SDL_RenderCopy(game_state.renderer, sf.slime_sprite_sheet_texture, &sprite_frame_rect, &dest_rect);
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		||||
            sf.slimes.items[s_idx].f = (sf.slimes.items[s_idx].f + 1) % sf.slimes.items[s_idx].total_frames;
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		||||
        }
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		||||
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		||||
							
								
								
									
										84
									
								
								src/text.zig
									
									
									
									
									
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										84
									
								
								src/text.zig
									
									
									
									
									
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							@ -0,0 +1,84 @@
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const sdl = @import("./sdl.zig").c;
 | 
			
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const std = @import("std");
 | 
			
		||||
const GameState = @import("./game_state.zig").GameState;
 | 
			
		||||
 | 
			
		||||
var font: ?*sdl.TTF_Font = null;
 | 
			
		||||
var text_texture: ?*sdl.SDL_Texture = null;
 | 
			
		||||
var text_init = false;
 | 
			
		||||
 | 
			
		||||
pub const GameText = struct {
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		||||
    text: []const u8,
 | 
			
		||||
    color: sdl.SDL_Color,
 | 
			
		||||
    surface: *sdl.SDL_Surface,
 | 
			
		||||
    w: u32,
 | 
			
		||||
    h: u32,
 | 
			
		||||
 | 
			
		||||
    pub fn loadFromRenderedText(text: []const u8, color: sdl.SDL_Color) !GameText {
 | 
			
		||||
        const c_text: [*c]const u8 = @ptrCast(text);
 | 
			
		||||
        const text_surface: [*c]sdl.SDL_Surface = sdl.TTF_RenderText_Solid(font.?, c_text, color) orelse {
 | 
			
		||||
            sdl.SDL_Log("Error loading text surface: %s\n", sdl.SDL_GetError());
 | 
			
		||||
            return error.FailedToRenderSurface;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        return .{
 | 
			
		||||
            .surface = text_surface,
 | 
			
		||||
            .text = text,
 | 
			
		||||
            .color = color,
 | 
			
		||||
            .w = @intCast(text_surface.*.w),
 | 
			
		||||
            .h = @intCast(text_surface.*.h),
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn deinit(self: *GameText) void {
 | 
			
		||||
        sdl.SDL_FreeSurface(self.text_surface);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn setBlendMode(self: *GameText, blend: sdl.SDL_BlendMode) !void {
 | 
			
		||||
        _ = self;
 | 
			
		||||
        _ = blend;
 | 
			
		||||
        return error.Unimplemented;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn setAlpha(self: *GameText, alpha: u8) !void {
 | 
			
		||||
        _ = self;
 | 
			
		||||
        _ = alpha;
 | 
			
		||||
        return error.Unimplemented;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn render(self: *GameText, game_state: *GameState) !void {
 | 
			
		||||
        if (!text_init) {
 | 
			
		||||
            return error.TextNotInitialized;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (text_texture != null) {
 | 
			
		||||
            sdl.SDL_DestroyTexture(text_texture);
 | 
			
		||||
            text_texture = null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // TODO dont create new texture if unchanged
 | 
			
		||||
        text_texture = sdl.SDL_CreateTextureFromSurface(game_state.renderer, self.surface) orelse {
 | 
			
		||||
            sdl.SDL_Log("Error loading text texture: %s\n", sdl.SDL_GetError());
 | 
			
		||||
            return error.FailedToRenderTexture;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        const srcr = sdl.SDL_Rect{ .x = 0, .y = 0, .w = @intCast(self.w), .h = @intCast(self.h) };
 | 
			
		||||
        const destr = sdl.SDL_Rect{ .x = @intCast(game_state.SCREEN_WIDTH - self.w), .y = 10, .w = @intCast(self.w), .h = @intCast(self.h) };
 | 
			
		||||
        _ = sdl.SDL_RenderCopy(game_state.renderer, text_texture, &srcr, &destr);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn initFont() !void {
 | 
			
		||||
        const loaded_font = sdl.TTF_OpenFont("./assets/fonts/DepartureMonoNF-Regular.ttf", 24) orelse {
 | 
			
		||||
            sdl.SDL_Log("Error loading ttf font: %s\n", sdl.TTF_GetError());
 | 
			
		||||
            return error.FailedToLoadFont;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        font = loaded_font;
 | 
			
		||||
        text_init = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn deinitFont() void {
 | 
			
		||||
        sdl.SDL_DestroyTexture(text_texture);
 | 
			
		||||
        sdl.TTF_CloseFont(font);
 | 
			
		||||
        text_init = false;
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
							
								
								
									
										116
									
								
								src/utils/rgb_color.zig
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										116
									
								
								src/utils/rgb_color.zig
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,116 @@
 | 
			
		||||
const sdl = @import("../sdl.zig").c;
 | 
			
		||||
 | 
			
		||||
pub const RGBAColor = struct {
 | 
			
		||||
    r: u8,
 | 
			
		||||
    g: u8,
 | 
			
		||||
    b: u8,
 | 
			
		||||
    a: u8,
 | 
			
		||||
 | 
			
		||||
    pub fn white() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xff,
 | 
			
		||||
            .g = 0xff,
 | 
			
		||||
            .b = 0xff,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn black() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0x00,
 | 
			
		||||
            .g = 0x00,
 | 
			
		||||
            .b = 0x00,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn red() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xff,
 | 
			
		||||
            .g = 0x00,
 | 
			
		||||
            .b = 0x00,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn green() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0x00,
 | 
			
		||||
            .g = 0xff,
 | 
			
		||||
            .b = 0x00,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn blue() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0x00,
 | 
			
		||||
            .g = 0x00,
 | 
			
		||||
            .b = 0xff,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn yellow() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xff,
 | 
			
		||||
            .g = 0xff,
 | 
			
		||||
            .b = 0x00,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn cyan() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0x00,
 | 
			
		||||
            .g = 0xff,
 | 
			
		||||
            .b = 0xff,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn magenta() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xff,
 | 
			
		||||
            .g = 0x00,
 | 
			
		||||
            .b = 0xff,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn whiteSmoke() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xf5,
 | 
			
		||||
            .g = 0xf5,
 | 
			
		||||
            .b = 0xf5,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn orange() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xff,
 | 
			
		||||
            .g = 0xa5,
 | 
			
		||||
            .b = 0x00,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn pink() RGBAColor {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = 0xff,
 | 
			
		||||
            .g = 0xc0,
 | 
			
		||||
            .b = 0xcb,
 | 
			
		||||
            .a = 0xff,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn tosdl(self: *const RGBAColor) sdl.SDL_Color {
 | 
			
		||||
        return .{
 | 
			
		||||
            .r = self.r,
 | 
			
		||||
            .g = self.g,
 | 
			
		||||
            .b = self.b,
 | 
			
		||||
            .a = self.a,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
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	Block a user