Leaky mess rn...
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				@ -2,30 +2,64 @@ const sdl = @import("./sdl.zig").c;
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const std = @import("std");
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const sf = @import("./slime_factory.zig");
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const atils = @import("./asset_utils.zig");
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const GameText = @import("./text.zig").GameText;
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const text = @import("./text.zig");
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const RGBAColor = @import("./utils/rgb_color.zig").RGBAColor;
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const Timer = @import("./utils/timer.zig").Timer;
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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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const SCREEN_FPS: f64 = 30.0;
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const SCREEN_TICKS_PER_FRAME: f64 = 1000 / SCREEN_FPS;
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const PHYS_UPS: f64 = 310.0;
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const PHYS_TICKS_PER_UPDATE: f64 = 1000 / PHYS_UPS;
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const PHYS_UPDATES_PER_RENDER: f64 = PHYS_UPS / SCREEN_FPS;
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const phys_updates_per_render: u32 = @intFromFloat(PHYS_UPDATES_PER_RENDER);
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pub const GameStateController = struct {
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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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    slime_factory_controller: sf.SlimeFactoryController = undefined,
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    game_text_factory_controller: text.GameTextFactoryController = undefined,
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    prev_game_state: *GameState = undefined,
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    current_game_state: *GameState = undefined,
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    renderer: *sdl.struct_SDL_Renderer = undefined,
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    rng: std.Random = undefined,
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    allocator: std.mem.Allocator = undefined,
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    fps_timer: Timer,
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    phys_timer: Timer,
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    frames: u32 = 0,
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    phys_updates_since_last_render: u16 = 0,
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    pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !GameState {
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        var slime_factory = try sf.SlimeFactory.init(allocator, renderer);
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    pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !GameStateController {
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        var slime_factory = try sf.SlimeFactoryController.init(allocator, renderer);
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        const text_factory = try text.GameTextFactoryController.init(allocator);
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        var xosh = std.rand.DefaultPrng.init(0);
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        try slime_factory.add(.{});
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        return .{ .slime_factory = slime_factory, .renderer = renderer };
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        var timer = Timer{};
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        timer.start();
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        var phys_timer = Timer{};
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        phys_timer.start();
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        return .{
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            .slime_factory_controller = slime_factory,
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            .game_text_factory_controller = text_factory,
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            .renderer = renderer,
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            .rng = xosh.random(),
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            .allocator = allocator,
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            .fps_timer = timer,
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            .phys_timer = phys_timer,
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        };
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    }
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    pub fn deinit(self: *GameState) void {
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        self.slime_factory.deinit();
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    pub fn deinit(self: *GameStateController) void {
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        self.slime_factory_controller.deinit();
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    }
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    // Physics main loop that processes variable time steps
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    pub fn update_tick(self: *GameState) !void {
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    pub fn update_tick(self: *GameStateController) !*const GameState {
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        // DEBUG random wait time
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        // std.debug.print("getting rng\n", .{});
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        // const wait_time_ms: u32 = 6; //self.rng.int(u32);
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        // sdl.SDL_Delay(wait_time_ms % 15);
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        // DEFINITELY REMOVE BEFORE PROD
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        const bg_texture = try atils.loadTexture(self.renderer, "assets/background.png");
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        defer sdl.SDL_DestroyTexture(bg_texture);
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@ -33,16 +67,16 @@ pub const GameState = struct {
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        _ = sdl.SDL_RenderClear(self.renderer);
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        _ = sdl.SDL_RenderCopy(self.renderer, bg_texture, null, null);
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        var text = try GameText.loadFromRenderedText("Press S to start / stop", RGBAColor.whiteSmoke().tosdl());
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        try text.render(
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            self,
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            .{ .x = @intCast(self.SCREEN_WIDTH - text.w), .y = 2 },
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        );
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        text = try GameText.loadFromRenderedText("Press P to pause / unpause", RGBAColor.whiteSmoke().tosdl());
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        try text.render(
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            self,
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            .{ .x = @intCast(self.SCREEN_WIDTH - text.w), .y = 24 },
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        );
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        // var text = try GameText.loadFromRenderedText("Press S to start / stop", RGBAColor.whiteSmoke().tosdl());
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        // try text.render(
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        //     self,
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        //     .{ .x = @intCast(self.SCREEN_WIDTH - text.w), .y = 2 },
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        // );
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        // text = try GameText.loadFromRenderedText("Press P to pause / unpause", RGBAColor.whiteSmoke().tosdl());
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        // try text.render(
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        //     self,
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        //     .{ .x = @intCast(self.SCREEN_WIDTH - text.w), .y = 24 },
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        // );
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        // var buf: [16]u8 = undefined;
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        // const timer_ms = timer.getTicks();
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@ -79,11 +113,78 @@ pub const GameState = struct {
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        // _ = sdl.SDL_UpdateWindowSurface(window);
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        // sdl.SDL_Delay(100);
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        self.slime_factory.render(self);
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        var game_state = try self.allocator.create(GameState);
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        game_state.allocator = self.allocator;
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        game_state.slime_factory = try self.slime_factory_controller.spawnFactory(self.allocator);
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        game_state.fps_timer = &self.fps_timer;
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        game_state.phys_ticks = @floatFromInt(self.phys_timer.getTicks());
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        game_state.phys_updates_since_render = self.phys_updates_since_last_render;
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        // self.allocator.destroy(self.prev_game_state);
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        self.prev_game_state = self.current_game_state;
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        self.current_game_state = game_state;
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        self.phys_updates_since_last_render += 1;
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        return game_state;
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    }
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    // Renders the current frame to screen
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    pub fn render(self: *GameState) void {
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        _ = sdl.SDL_RenderPresent(self.renderer);
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    pub fn render(self: *GameStateController, game_state: *const GameState) !void {
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        try self.game_text_factory_controller.addText(.{ .text = "Test new text factory", .offset = .{ .x = 15, .y = 15 } });
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        var buf: [8]u8 = undefined;
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        const fps_text = try self.getFpsText(&buf);
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        try self.game_text_factory_controller.addText(.{ .text = fps_text, .offset = .{ .x = 400, .y = 15 } });
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        try self.game_text_factory_controller.render(self.renderer, game_state);
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        try self.slime_factory_controller.render(self.renderer);
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        sdl.SDL_RenderPresent(self.renderer);
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        self.frames += 1;
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        self.phys_updates_since_last_render = 0;
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        self.phys_timer.reset();
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    }
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    fn getFpsText(self: *GameStateController, buf: []u8) ![:0]const u8 {
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        const ticks_f: f64 = @floatFromInt(self.fps_timer.getTicks());
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        const frames_f: f64 = @floatFromInt(self.frames);
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        const avg_fps: f64 = @round(frames_f / (ticks_f / 1000.0));
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        return try std.fmt.bufPrintZ(buf, "{d} fps", .{avg_fps});
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    }
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};
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pub const GameState = struct {
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    allocator: std.mem.Allocator,
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    slime_factory: sf.SlimeFactory = undefined,
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    fps_timer: *Timer,
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    phys_ticks: f64,
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    phys_updates_since_render: u32,
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    // Checks all struct fields in GameState and calls deinit
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    pub fn deinit(self: *const GameState) void {
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        const game_state_info = @typeInfo(GameState);
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        switch (game_state_info) {
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            .Struct => {
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                inline for (game_state_info.Struct.fields) |field| {
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                    switch (@typeInfo(field.type)) {
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                        .Struct => {
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                            // const inner_struct_info = @typeInfo(field.type);
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                            // Check if struct has `deinit` method
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                            if (@hasDecl(field.type, "deinit")) {
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                                const field_ptr = @field(self, field.name);
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                                field_ptr.deinit();
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                                std.debug.print("Deinit called on {s}\n", .{field.name});
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                            }
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                        },
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                        else => {},
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                    }
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                }
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            },
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            else => {},
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        }
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        // Loop over fields of `GameState`
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        self.allocator.destroy(self);
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    }
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};
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		||||
							
								
								
									
										94
									
								
								src/main.zig
									
									
									
									
									
								
							
							
						
						
									
										94
									
								
								src/main.zig
									
									
									
									
									
								
							@ -4,8 +4,13 @@ const gs = @import("./game_state.zig");
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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 SCREEN_FPS: f64 = 60.0;
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const SCREEN_FPS: f64 = 30.0;
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const SCREEN_TICKS_PER_FRAME: f64 = 1000 / SCREEN_FPS;
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const PHYS_UPS: f64 = 310.0;
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const PHYS_TICKS_PER_UPDATE: f64 = 1000 / PHYS_UPS;
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const PHYS_UPDATES_PER_RENDER: f64 = PHYS_UPS / SCREEN_FPS;
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const phys_updates_per_render: u32 = @intFromFloat(PHYS_UPDATES_PER_RENDER);
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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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@ -28,36 +33,20 @@ 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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    try GameText.initFont();
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    defer GameText.deinitFont();
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    var game_state = try gs.GameState.init(allocator, renderer);
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    defer game_state.deinit();
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    var game_state_controller = try gs.GameStateController.init(allocator, renderer);
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    defer game_state_controller.deinit();
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    var quit = false;
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    var fps_timer = Timer{};
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    fps_timer.start();
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    var frame_time = Timer{};
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    frame_time.start();
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    var prev_frame_ms: f64 = 16.0;
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    var accumulator: f64 = 0.0;
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    var prev_game_state: ?*const gs.GameState = null;
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    var current_game_state: ?*const gs.GameState = undefined;
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    while (!quit) {
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        frame_time.reset();
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        var event: sdl.SDL_Event = undefined;
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        while (sdl.SDL_PollEvent(&event) != 0) {
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            switch (event.type) {
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                sdl.SDL_QUIT => {
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                    quit = true;
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                },
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                sdl.SDL_KEYDOWN => {
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                    switch (event.key.keysym.sym) {
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                        else => {},
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                    }
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                    log("Got key event: %i\n", event.key.keysym.sym);
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                },
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                else => {},
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            }
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        }
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        // double newTime = time();
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        // double frameTime = newTime - currentTime;
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@ -80,17 +69,60 @@ pub fn main() !void {
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        // State state = currentState * alpha +
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        //     previousState * ( 1.0 - alpha );
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        // render( state );
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        accumulator = accumulator + prev_frame_ms;
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        while (accumulator >= SCREEN_TICKS_PER_FRAME) {
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            try game_state.update_tick();
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            accumulator = accumulator - SCREEN_TICKS_PER_FRAME;
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            std.debug.print("Tick update done. Acc: {d}\n", .{accumulator});
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        // Wait for time to render screen, keep running physics
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        accumulator = accumulator + SCREEN_TICKS_PER_FRAME;
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        const total_phys_ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE * PHYS_UPDATES_PER_RENDER);
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        const phys_done_at_ticks: u32 = sdl.SDL_GetTicks() + total_phys_ticks;
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        var phys_ticks_used: f64 = 0;
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        std.debug.print("phys ticks/upd: {d}, Acc: {d}\nTotal phys ticks {d}ms\nPhys done at {d}ms\n", .{ PHYS_TICKS_PER_UPDATE, accumulator, total_phys_ticks, phys_done_at_ticks });
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        // Run a physics update
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        while (accumulator >= PHYS_TICKS_PER_UPDATE) {
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            // Control loop here
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            var event: sdl.SDL_Event = undefined;
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            while (sdl.SDL_PollEvent(&event) != 0) {
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                switch (event.type) {
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                    sdl.SDL_QUIT => {
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                        quit = true;
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                    },
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                    sdl.SDL_KEYDOWN => {
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                        switch (event.key.keysym.sym) {
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                            else => {},
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                        }
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                        log("Got key event: %i\n", event.key.keysym.sym);
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                    },
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                    else => {},
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                }
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            }
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            prev_game_state = current_game_state;
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            current_game_state = try game_state_controller.update_tick();
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            const phys_ticks_this_update: f64 = current_game_state.?.phys_ticks - phys_ticks_used;
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            std.debug.print(" PU in {d}ms ", .{phys_ticks_this_update});
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            std.debug.print(" Acc:{d} - ", .{accumulator});
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            // TODO dont turn it into an int, take the extra phys_frames and do a partial render
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            if (phys_ticks_this_update < PHYS_TICKS_PER_UPDATE) {
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                const ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE - phys_ticks_this_update);
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                sdl.SDL_Delay(ticks);
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                accumulator -= PHYS_TICKS_PER_UPDATE;
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            } else {
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                std.debug.print("\nPHYSICS JANK\nPhysics Update took {d}ms, target: {d}ms\n", .{ phys_ticks_this_update, PHYS_TICKS_PER_UPDATE });
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                accumulator -= phys_ticks_this_update;
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            }
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            phys_ticks_used = current_game_state.?.phys_ticks;
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            std.debug.print(" PhyTicks this render: {d} ", .{current_game_state.?.phys_ticks});
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        }
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        game_state.render();
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        // TODO lerp together prev and current states
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        // Otherwise will have physics jank
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        // Update screen frame
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        std.debug.print("Took {d} phys frames\n", .{current_game_state.?.phys_updates_since_render});
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        try game_state_controller.render(current_game_state.?);
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        prev_frame_ms = @floatFromInt(frame_time.getTicks());
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        std.debug.print("Rendered to screen in {d}ms\n***\n***\n", .{prev_frame_ms});
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        frame_time.reset();
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        // const frame_time_ticks = frame_time.getTicks();
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        // if (frame_time_ticks < SCREEN_TICKS_PER_FRAME) {
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        //     sdl.SDL_Delay(SCREEN_TICKS_PER_FRAME - frame_time_ticks);
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@ -18,11 +18,11 @@ pub const Slime = struct {
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    },
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};
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pub const SlimeFactory = struct {
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pub const SlimeFactoryController = struct {
 | 
			
		||||
    slimes: std.ArrayList(Slime) = undefined,
 | 
			
		||||
    slime_sprite_sheet_texture: *sdl.struct_SDL_Texture = undefined,
 | 
			
		||||
 | 
			
		||||
    pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !SlimeFactory {
 | 
			
		||||
    pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !SlimeFactoryController {
 | 
			
		||||
        const texture = try atils.loadTexture(renderer, slime_sprite_sheet_texture_path);
 | 
			
		||||
        const val = sdl.SDL_SetTextureBlendMode(texture, sdl.SDL_BLENDMODE_BLEND);
 | 
			
		||||
        if (val != 0) {
 | 
			
		||||
@ -35,33 +35,61 @@ pub const SlimeFactory = struct {
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn deinit(sf: *SlimeFactory) void {
 | 
			
		||||
    pub fn deinit(sf: *SlimeFactoryController) void {
 | 
			
		||||
        sdl.SDL_DestroyTexture(sf.slime_sprite_sheet_texture);
 | 
			
		||||
        sf.slimes.deinit();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn add(sf: *SlimeFactory, slime: Slime) !void {
 | 
			
		||||
    pub fn add(sf: *SlimeFactoryController, slime: Slime) !void {
 | 
			
		||||
        try sf.slimes.append(slime);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn render(sf: *SlimeFactory, game_state: *GameState) void {
 | 
			
		||||
    pub fn render(sf: *SlimeFactoryController, renderer: *sdl.SDL_Renderer) !void {
 | 
			
		||||
        if (sf.slimes.items.len == 0) return;
 | 
			
		||||
 | 
			
		||||
        const slime_color = sf.slimes.items[0].color;
 | 
			
		||||
 | 
			
		||||
        _ = sdl.SDL_SetTextureColorMod(
 | 
			
		||||
        var res = sdl.SDL_SetTextureColorMod(
 | 
			
		||||
            sf.slime_sprite_sheet_texture,
 | 
			
		||||
            slime_color.r,
 | 
			
		||||
            slime_color.g,
 | 
			
		||||
            slime_color.b,
 | 
			
		||||
        );
 | 
			
		||||
        _ = sdl.SDL_SetTextureAlphaMod(sf.slime_sprite_sheet_texture, slime_color.a);
 | 
			
		||||
        if (res > 0) {
 | 
			
		||||
            sdl.SDL_Log("Error setting slime texture color: %s\n", sdl.SDL_GetError());
 | 
			
		||||
            return error.FailedToRenderSlimes;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        res = sdl.SDL_SetTextureAlphaMod(sf.slime_sprite_sheet_texture, slime_color.a);
 | 
			
		||||
        if (res > 0) {
 | 
			
		||||
            sdl.SDL_Log("Error setting slime texture alpha: %s\n", sdl.SDL_GetError());
 | 
			
		||||
            return error.FailedToRenderSlimes;
 | 
			
		||||
        }
 | 
			
		||||
        for (sf.slimes.items, 0..) |slime, s_idx| {
 | 
			
		||||
            const sprite_frame_x_dim: u16 = slime.f * 64;
 | 
			
		||||
            const sprite_frame_rect: sdl.struct_SDL_Rect = .{ .x = sprite_frame_x_dim, .y = 0, .w = 64, .h = 64 };
 | 
			
		||||
            const dest_rect: sdl.struct_SDL_Rect = .{ .x = slime.x, .y = slime.y, .w = 64, .h = 64 };
 | 
			
		||||
            _ = sdl.SDL_RenderCopy(game_state.renderer, sf.slime_sprite_sheet_texture, &sprite_frame_rect, &dest_rect);
 | 
			
		||||
            if (sdl.SDL_RenderCopy(renderer, sf.slime_sprite_sheet_texture, &sprite_frame_rect, &dest_rect) > 0) {
 | 
			
		||||
                sdl.SDL_Log("Error copying slime texture to renderer: %s\n", sdl.SDL_GetError());
 | 
			
		||||
                return error.FailedToRenderSlimes;
 | 
			
		||||
            }
 | 
			
		||||
            sf.slimes.items[s_idx].f = (sf.slimes.items[s_idx].f + 1) % sf.slimes.items[s_idx].total_frames;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn spawnFactory(sfc: *SlimeFactoryController, allocator: std.mem.Allocator) !SlimeFactory {
 | 
			
		||||
        const slimes = sfc.slimes.items;
 | 
			
		||||
        const slimes_copy = try allocator.alloc(Slime, slimes.len);
 | 
			
		||||
        errdefer allocator.free(slimes_copy);
 | 
			
		||||
 | 
			
		||||
        std.mem.copyForwards(Slime, slimes_copy, slimes);
 | 
			
		||||
 | 
			
		||||
        return .{
 | 
			
		||||
            .slimes = &slimes_copy,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
pub const SlimeFactory = struct {
 | 
			
		||||
    slimes: *const []Slime,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										160
									
								
								src/text.zig
									
									
									
									
									
								
							
							
						
						
									
										160
									
								
								src/text.zig
									
									
									
									
									
								
							@ -2,38 +2,109 @@ const sdl = @import("./sdl.zig").c;
 | 
			
		||||
const std = @import("std");
 | 
			
		||||
const GameState = @import("./game_state.zig").GameState;
 | 
			
		||||
const Offset = @import("./utils/offset.zig").Offset;
 | 
			
		||||
const RGBAColor = @import("./utils/rgb_color.zig").RGBAColor;
 | 
			
		||||
const FONT_SIZE = 24;
 | 
			
		||||
 | 
			
		||||
var font: ?*sdl.TTF_Font = null;
 | 
			
		||||
var text_texture: ?*sdl.SDL_Texture = null;
 | 
			
		||||
var text_init = false;
 | 
			
		||||
 | 
			
		||||
pub const GameTextFactoryController = struct {
 | 
			
		||||
    texts: std.ArrayList(GameText),
 | 
			
		||||
 | 
			
		||||
    pub fn init(allocator: std.mem.Allocator) !GameTextFactoryController {
 | 
			
		||||
        try initFont();
 | 
			
		||||
        return .{
 | 
			
		||||
            .texts = std.ArrayList(GameText).init(allocator),
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn initFont() !void {
 | 
			
		||||
        const loaded_font = sdl.TTF_OpenFont("./assets/fonts/DepartureMonoNF-Regular.ttf", FONT_SIZE) orelse {
 | 
			
		||||
            sdl.SDL_Log("Error loading ttf font: %s\n", sdl.TTF_GetError());
 | 
			
		||||
            return error.FailedToLoadFont;
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        font = loaded_font;
 | 
			
		||||
        text_init = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn deinit(self: *GameTextFactoryController) void {
 | 
			
		||||
        self.texts.deinit();
 | 
			
		||||
        deinitFont();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn deinitFont() void {
 | 
			
		||||
        sdl.TTF_CloseFont(font);
 | 
			
		||||
        text_init = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn addText(self: *GameTextFactoryController, text_ctx: GameTextContext) !void {
 | 
			
		||||
        try self.texts.append(GameText.initFromContext(text_ctx));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn render(self: *GameTextFactoryController, renderer: *sdl.SDL_Renderer, game_state: *const GameState) !void {
 | 
			
		||||
        _ = game_state;
 | 
			
		||||
        for (self.texts.items) |text| {
 | 
			
		||||
            const c_text: [*c]const u8 = @ptrCast(text.text);
 | 
			
		||||
            // TODO dont create new surface if unchanged
 | 
			
		||||
            const text_surface: [*c]sdl.SDL_Surface = sdl.TTF_RenderText_Solid(font.?, c_text, text.color) orelse {
 | 
			
		||||
                sdl.SDL_Log("Error loading text surface: %s\n", sdl.SDL_GetError());
 | 
			
		||||
                return error.FailedToRenderSurface;
 | 
			
		||||
            };
 | 
			
		||||
            defer sdl.SDL_FreeSurface(text_surface);
 | 
			
		||||
 | 
			
		||||
            if (!text_init) {
 | 
			
		||||
                return error.TextNotInitialized;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // TODO dont create new texture if unchanged
 | 
			
		||||
            const text_texture = sdl.SDL_CreateTextureFromSurface(renderer, text_surface) orelse {
 | 
			
		||||
                sdl.SDL_Log("Error loading text texture: %s\n", sdl.SDL_GetError());
 | 
			
		||||
                return error.FailedToRenderTexture;
 | 
			
		||||
            };
 | 
			
		||||
            defer sdl.SDL_DestroyTexture(text_texture);
 | 
			
		||||
 | 
			
		||||
            const w: c_int = @intCast(text_surface.*.w);
 | 
			
		||||
            const h: c_int = @intCast(text_surface.*.h);
 | 
			
		||||
            const srcr = sdl.SDL_Rect{ .x = 0, .y = 0, .w = w, .h = h };
 | 
			
		||||
            const destr = sdl.SDL_Rect{ .x = @intCast(text.offset.x), .y = @intCast(text.offset.y), .w = w, .h = h };
 | 
			
		||||
            _ = sdl.SDL_RenderCopy(renderer, text_texture, &srcr, &destr);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn spawnFactory(self: *GameTextFactoryController, allocator: std.mem.Allocator) void {
 | 
			
		||||
        const texts = self.texts.items;
 | 
			
		||||
        var texts_copy = try allocator.alloc(GameText, texts.len);
 | 
			
		||||
        errdefer allocator.free(texts_copy);
 | 
			
		||||
 | 
			
		||||
        std.mem.copyForwards(GameText, texts_copy, texts);
 | 
			
		||||
 | 
			
		||||
        return .{
 | 
			
		||||
            .texts = &texts_copy,
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
pub const GameTextFactory = struct {
 | 
			
		||||
    texts: []GameText,
 | 
			
		||||
    text_surfaces: [*c]sdl.SDL_Surface,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
pub const GameTextContext = struct {
 | 
			
		||||
    text: [*:0]const u8,
 | 
			
		||||
    color: sdl.SDL_Color = RGBAColor.whiteSmoke().tosdl(),
 | 
			
		||||
    // TODO Constraints??
 | 
			
		||||
    offset: Offset = .{ .x = 0, .y = 0 },
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
pub const GameText = struct {
 | 
			
		||||
    text: [*:0]const u8,
 | 
			
		||||
    color: sdl.SDL_Color,
 | 
			
		||||
    surface: *sdl.SDL_Surface,
 | 
			
		||||
    w: u32,
 | 
			
		||||
    h: u32,
 | 
			
		||||
    offset: Offset,
 | 
			
		||||
 | 
			
		||||
    pub fn loadFromRenderedText(text: [*:0]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 deinit(self: *GameText) void {
 | 
			
		||||
    //     sdl.SDL_FreeSurface(self.text_surface);
 | 
			
		||||
    // }
 | 
			
		||||
 | 
			
		||||
    pub fn setBlendMode(self: *GameText, blend: sdl.SDL_BlendMode) !void {
 | 
			
		||||
        _ = self;
 | 
			
		||||
@ -47,44 +118,11 @@ pub const GameText = struct {
 | 
			
		||||
        return error.Unimplemented;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn render(
 | 
			
		||||
        self: *GameText,
 | 
			
		||||
        game_state: *GameState,
 | 
			
		||||
        offset: Offset,
 | 
			
		||||
    ) !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;
 | 
			
		||||
    pub fn initFromContext(ctx: GameTextContext) GameText {
 | 
			
		||||
        return .{
 | 
			
		||||
            .text = ctx.text,
 | 
			
		||||
            .color = ctx.color,
 | 
			
		||||
            .offset = ctx.offset,
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        const srcr = sdl.SDL_Rect{ .x = 0, .y = 0, .w = @intCast(self.w), .h = @intCast(self.h) };
 | 
			
		||||
        const destr = sdl.SDL_Rect{ .x = @intCast(offset.x), .y = @intCast(offset.y), .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", FONT_SIZE) 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;
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
@ -1,4 +1,4 @@
 | 
			
		||||
pub const Offset = struct {
 | 
			
		||||
    x: i32,
 | 
			
		||||
    y: i32,
 | 
			
		||||
    x: i32 = 0,
 | 
			
		||||
    y: i32 = 0,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
@ -41,6 +41,7 @@ pub const Timer = struct {
 | 
			
		||||
        self.pause_ticks_ms = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Gets the current tick/ms of the timer
 | 
			
		||||
    pub fn getTicks(self: *Timer) u32 {
 | 
			
		||||
        switch (self.status) {
 | 
			
		||||
            .stopped => {
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user