Add changes to control the bmp image with key events, added chatgpt to links ;)
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							@ -0,0 +1,4 @@
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https://lazyfoo.net/tutorials/SDL/index.php
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https://ziglang.org/documentation/0.13.0/std/
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https://ziglang.org/documentation/0.13.0/
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https://chatgpt.com/
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								src/main.zig
									
									
									
									
									
								
							
							
						
						
									
										116
									
								
								src/main.zig
									
									
									
									
									
								
							@ -4,45 +4,25 @@ const c = @cImport({
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const std = @import("std");
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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 log = c.SDL_Log;
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var window: *c.struct_SDL_Window = undefined;
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var screen_surface: *c.struct_SDL_Surface = undefined;
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var zig_image: *c.struct_SDL_Surface = undefined;
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const Offset = struct {
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    x: i32,
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    y: i32,
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};
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var img_pos: Offset = .{ .x = 0, .y = 0 };
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pub fn main() !void {
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    if (c.SDL_Init(c.SDL_INIT_VIDEO) != 0) {
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        c.SDL_Log("Unable to initialize SDL: %s", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    }
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    defer c.SDL_Quit();
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    try init();
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    defer close();
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    const screen = c.SDL_CreateWindow("My Game Window", c.SDL_WINDOWPOS_UNDEFINED, c.SDL_WINDOWPOS_UNDEFINED, 400, 140, c.SDL_WINDOW_OPENGL) orelse
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        {
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        c.SDL_Log("Unable to create window: %s", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    };
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    defer c.SDL_DestroyWindow(screen);
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    const renderer = c.SDL_CreateRenderer(screen, -1, 0) orelse {
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        c.SDL_Log("Unable to create renderer: %s", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    };
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    defer c.SDL_DestroyRenderer(renderer);
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    const zig_bmp = @embedFile("zig.bmp");
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    const rw = c.SDL_RWFromConstMem(zig_bmp, zig_bmp.len) orelse {
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        c.SDL_Log("Unable to get RWFromConstMem: %s", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    };
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    defer assert(c.SDL_RWclose(rw) == 0);
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    const zig_surface = c.SDL_LoadBMP_RW(rw, 0) orelse {
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        c.SDL_Log("Unable to load bmp: %s", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    };
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    defer c.SDL_FreeSurface(zig_surface);
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    const zig_texture = c.SDL_CreateTextureFromSurface(renderer, zig_surface) orelse {
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        c.SDL_Log("Unable to create texture from surface: %s", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    };
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    defer c.SDL_DestroyTexture(zig_texture);
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    try loadMedia();
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    var src_rect: c.struct_SDL_Rect = c.SDL_Rect{ .x = 10, .y = 10, .w = 400, .h = 140 };
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    var quit = false;
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    while (!quit) {
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@ -52,21 +32,67 @@ pub fn main() !void {
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                c.SDL_QUIT => {
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                    quit = true;
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                },
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                c.SDL_KEYDOWN => {
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                    switch (event.key.keysym.sym) {
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                        c.SDLK_UP => {
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                            img_pos.y = img_pos.y - 5;
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                        },
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                        c.SDLK_DOWN => {
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                            img_pos.y = img_pos.y + 5;
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                        },
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                        c.SDLK_LEFT => {
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                            img_pos.x = img_pos.x + 5;
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                        },
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                        c.SDLK_RIGHT => {
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                            img_pos.x = img_pos.x - 5;
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                        },
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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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        _ = c.SDL_FillRect(screen_surface, null, c.SDL_MapRGB(screen_surface.format, 0xff, 0xff, 0xff));
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        var dest_rect = c.SDL_Rect{ .x = src_rect.x + img_pos.x, .y = src_rect.y + img_pos.y, .w = src_rect.w, .h = src_rect.h };
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        _ = c.SDL_BlitSurface(zig_image, &src_rect, screen_surface, &dest_rect);
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        _ = c.SDL_RenderClear(renderer);
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        _ = c.SDL_RenderCopy(renderer, zig_texture, null, null);
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        c.SDL_RenderPresent(renderer);
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        _ = c.SDL_UpdateWindowSurface(window);
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        c.SDL_Delay(17);
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    }
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    return;
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}
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fn init() !void {
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    // Init SDL with video subsystem flag
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    if (c.SDL_Init(c.SDL_INIT_VIDEO) < 0) {
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        log("Unable to initialize SDL: %s\n", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    }
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    const opt_window = c.SDL_CreateWindow("Game Window", c.SDL_WINDOWPOS_UNDEFINED, c.SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, c.SDL_WINDOW_SHOWN);
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    if (opt_window == null) {
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        log("Unable to initialize SDL window: %s\n", c.SDL_GetError());
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        return error.SDLInitializationFailed;
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    }
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    window = opt_window.?;
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    // get surface and fill with white
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    screen_surface = c.SDL_GetWindowSurface(window);
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}
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fn loadMedia() !void {
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    const image: [*c]c.struct_SDL_Surface = c.SDL_LoadBMP("src/zig.bmp");
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    if (image == null) {
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        log("Unable to load media: %s\n", c.SDL_GetError());
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        return error.SDLLoadError;
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    } else {
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        zig_image = image;
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    }
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}
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test "simple test" {
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    var list = std.ArrayList(i32).init(std.testing.allocator);
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    defer list.deinit(); // try commenting this out and see if zig detects the memory leak!
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    try list.append(42);
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    try std.testing.expectEqual(@as(i32, 42), list.pop());
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fn close() void {
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    c.SDL_FreeSurface(zig_image);
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    c.SDL_DestroyWindow(window);
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    c.SDL_Quit();
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}
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