more component stuff
This commit is contained in:
@@ -1,18 +1,39 @@
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#pragma once
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_rect.h>
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#include <memory>
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#include "GameState.h"
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#include "Graphics.h"
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#include "components/GraphicsComponent.h"
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#include "components/InputComponent.h"
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class GameObject : std::enable_shared_from_this<GameObject> {
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constexpr int HORIZONTAL_SPEED = 10;
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class GameObject {
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public:
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GameObject(std::unique_ptr<GraphicsComponent> graphics)
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: m_graphics(std::move(graphics)) {}
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GameObject(
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std::unique_ptr<GraphicsComponent> graphics,
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std::unique_ptr<InputComponent> input)
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: m_graphics(std::move(graphics))
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, m_input(std::move(input))
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{ /* Intentionally empty */ }
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void update(Graphics &graphics) {
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if (m_input->moveUp) {
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speed.x = HORIZONTAL_SPEED;
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}
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m_graphics->update(graphics);
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}
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GameState processInput(SDL_Event const* event) {
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return m_input->update(event);
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}
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private:
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std::unique_ptr<GraphicsComponent> m_graphics;
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std::unique_ptr<InputComponent> m_input;
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SDL_Point speed;
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};
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5
include/GameState.h
Normal file
5
include/GameState.h
Normal file
@@ -0,0 +1,5 @@
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#pragma once
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enum class GameState {
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STOPPING=0,
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RUNNING
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};
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@@ -1,8 +1,32 @@
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#pragma once
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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#include <format>
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#include <stdexcept>
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#include <string_view>
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class Graphics {
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public:
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Graphics(){}
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Graphics(std::string_view title){
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// TODO Don't hardcode resolution
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if (!SDL_CreateWindowAndRenderer(title.data(), 2560, 1440, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
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throw std::runtime_error(std::format("Couldn't create window and renderer: {}", SDL_GetError()));
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}
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}
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void drawRect(SDL_FRect const& rect, SDL_Color const& color) {
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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SDL_RenderFillRect(renderer, &rect);
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}
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void show() {
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SDL_RenderPresent(renderer);
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}
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private:
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SDL_Renderer *renderer = nullptr;
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SDL_Window *window = nullptr;
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};
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@@ -2,12 +2,13 @@
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#include "Graphics.h"
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class GameObject;
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class GraphicsComponent {
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public:
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virtual ~GraphicsComponent() {}
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virtual void update(Graphics &graphics) = 0;
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private:
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};
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17
include/components/InputComponent.h
Normal file
17
include/components/InputComponent.h
Normal file
@@ -0,0 +1,17 @@
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#pragma once
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#include <SDL3/SDL_events.h>
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#include "GameState.h"
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struct InputComponent {
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public:
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virtual ~InputComponent() {};
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virtual GameState update(SDL_Event const* event) = 0;
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bool moveUp;
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bool moveDown;
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bool moveLeft;
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bool moveRight;
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};
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@@ -1,11 +1,31 @@
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#pragma once
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#include "GameObject.h"
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#include "Graphics.h"
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#include "GraphicsComponent.h"
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#include <print>
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#include <SDL3/SDL_pixels.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_stdinc.h>
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class PlayerGraphics : public GraphicsComponent {
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void update(Graphics &graphics) {
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std::print("Updating player graphics");
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public:
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void setPos(int x, int y) {
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hitbox.x = x;
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hitbox.y = y;
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}
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void update(GameObject const& object, Graphics &graphics) {
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SDL_Color color = { .r = 0, .g = 255, .b = 0, .a = 255};
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graphics.drawRect(hitbox, color);
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}
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private:
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SDL_FRect hitbox = {
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.x = 40,
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.y = 40,
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.w = 300,
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.h = 300,
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};
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};
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30
include/components/PlayerInput.h
Normal file
30
include/components/PlayerInput.h
Normal file
@@ -0,0 +1,30 @@
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#include "components/InputComponent.h"
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#include "GameState.h"
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#include <SDL3/SDL_keycode.h>
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class PlayerInput : public InputComponent {
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GameState update(SDL_Event const* event) {
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if (SDL_EVENT_QUIT == event->type || SDLK_ESCAPE == event->key.key) {
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return GameState::STOPPING;
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}
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// currently dont care about anything other than down
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if (SDL_EVENT_KEY_DOWN != event->type) {
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return GameState::RUNNING;
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}
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if (SDLK_W == event->key.key) {
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moveUp = event->key.type == SDL_EVENT_KEY_DOWN;
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}
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if (SDLK_S == event->key.key) {
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moveDown = event->key.type == SDL_EVENT_KEY_DOWN;
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}
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if (SDLK_A == event->key.key) {
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moveLeft = event->key.type == SDL_EVENT_KEY_DOWN;
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}
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if (SDLK_D == event->key.key) {
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moveRight = event->key.type == SDL_EVENT_KEY_DOWN;
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}
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return GameState::RUNNING;
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}
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};
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58
src/main.cpp
58
src/main.cpp
@@ -9,6 +9,8 @@
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include "GameState.h"
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_render.h>
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#include <string>
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@@ -20,66 +22,54 @@
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#include <memory>
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#include "components/PlayerGraphics.h"
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#include "components/PlayerInput.h"
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#include "Graphics.h"
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#include "GameObject.h"
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static SDL_Window *window = nullptr;
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static SDL_Renderer *renderer = nullptr;
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GameObject player(std::make_unique<PlayerGraphics>());
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GameObject player(
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std::make_unique<PlayerGraphics>(),
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std::make_unique<PlayerInput>()
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);
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struct state {
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Graphics graphics;
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/* Physics physics */
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};
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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static struct state state {
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Graphics("My Game")
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};
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*appstate = &state;
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/* Create the window */
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if (!SDL_CreateWindowAndRenderer("Hello World", 800, 600, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
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SDL_Log("Couldn't create window and renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_KEY_DOWN ||
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event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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auto state = player.processInput(event);
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if (GameState::STOPPING == state) {
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return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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std::string message("Hello World!");
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int w = 0, h = 0;
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float x, y;
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const float scale = 4.0f;
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auto game = static_cast<state*>(appstate);
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/* Center the message and scale it up */
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SDL_GetRenderOutputSize(renderer, &w, &h);
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SDL_SetRenderScale(renderer, scale, scale);
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x = ((w / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * message.length()) / 2;
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y = ((h / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2;
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SDL_FRect rect {
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.x = 30,
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.y = 30,
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.w = 100,
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.h = 100
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};
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/* Draw the message */
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SDL_SetRenderDrawColor(renderer, 0, 0, 200, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderDebugText(renderer, x, y, message.c_str());
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SDL_RenderPresent(renderer);
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player.update(game->graphics);
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game->graphics.show();
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return SDL_APP_CONTINUE;
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}
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