Initial commit
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#ifndef _CAPP_H
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#define _CAPP_H
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#include <SDL.h>
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#endif
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#ifndef _VSCREEN_H
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#define _VSCREEN_H
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#include <SDL2/SDL.h>
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#define VSCREEN_WIDTH 640
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#define VSCREEN_HEIGHT 480
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#define VSCREEN_COLUMN_COUNT 20
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void renderClientScreen(SDL_Renderer *);
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#endif
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+151
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#include "SDL2/SDL.h"
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_hints.h>
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#include <SDL2/SDL_rect.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_timer.h>
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#include <SDL2/SDL_video.h>
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#include <SDL2/SDL_image.h>
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#include <stdio.h>
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#include <string.h>
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#include "../include/vscreen.h"
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const int SCREEN_WIDTH = 1280;
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const int SCREEN_HEIGHT = 720;
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typedef struct {
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SDL_Window *window;
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SDL_Renderer *renderer;
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int up;
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int down;
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int left;
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int right;
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} App;
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typedef struct {
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int x;
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int y;
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SDL_Texture *texture;
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} Entity;
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App app;
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Entity player;
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void handleInput(void);
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void cleanup(void);
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void prepareScene(void);
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void presentScene(void);
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SDL_Texture *loadTexture(char *);
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void blit(SDL_Texture *, int, int);
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int getIndex(int, int, int);
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int main(int argc, char* args[]) {
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memset(&app, 0, sizeof(app));
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memset(&player, 0, sizeof(player));
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player.x = 100;
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player.y = 100;
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player.texture = loadTexture("text.jpg");
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IMG_Init(IMG_INIT_JPG);
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atexit(cleanup);
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if (SDL_Init(SDL_INIT_VIDEO) < 0){
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printf("SDL failed: %s\n", SDL_GetError());
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return -1;
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}
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app.window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (app.window == NULL){
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printf("Window creation failed: %s\n", SDL_GetError());
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return -1;
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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app.renderer = SDL_CreateRenderer(app.window, -1, SDL_RENDERER_ACCELERATED);
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if (app.renderer == NULL) {
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printf("Renderer failed: %s\n", SDL_GetError());
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return -1;
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}
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while(1) {
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prepareScene();
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handleInput();
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//blit(player.texture, player.x, player.y);
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presentScene();
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SDL_Delay(16);
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}
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}
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void blit(SDL_Texture *texture, int x, int y)
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{
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SDL_Rect dest;
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dest.x = x;
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dest.y = y;
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SDL_QueryTexture(texture, NULL, NULL, &dest.w, &dest.h);
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SDL_RenderCopy(app.renderer, texture, NULL, &dest);
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}
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SDL_Texture* loadTexture(char *filePath) {
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SDL_Texture *texture;
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texture = IMG_LoadTexture(app.renderer, filePath);
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return texture;
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}
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void cleanup(void) {
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SDL_DestroyWindow(app.window);
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SDL_DestroyRenderer(app.renderer);
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SDL_Quit();
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}
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void handleInput(void) {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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exit(0);
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break;
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case SDL_KEYDOWN:
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player.x += 1;
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player.y += 1;
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break;
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default:
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break;
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}
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}
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}
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void prepareScene(void)
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{
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SDL_SetRenderDrawColor(app.renderer, 96, 128, 255, 255);
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SDL_RenderClear(app.renderer);
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SDL_Rect rect = {0, 0, VSCREEN_WIDTH, VSCREEN_HEIGHT};
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SDL_RenderSetViewport(app.renderer, &rect);
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renderClientScreen(app.renderer);
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}
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void presentScene(void)
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{
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SDL_RenderPresent(app.renderer);
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}
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int getIndex(int x, int y, int columns) {
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return x + y * columns;
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}
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@@ -0,0 +1,14 @@
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#include "../include/vscreen.h"
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_surface.h>
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void renderClientScreen(SDL_Renderer* renderer) {
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SDL_Rect dest;
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SDL_RenderGetViewport(renderer, &dest);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer, &dest);
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}
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