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86d775cb5b
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775688cdfe
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775688cdfe | |||
d16b256cac |
2 changed files with 12 additions and 4 deletions
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@ -20,7 +20,7 @@ set(BUILD_SHARED_LIBS OFF CACHE INTERNAL "Do not build shared libraries")
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FetchContent_Declare(
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SDL
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.2.4
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GIT_TAG release-3.2.6
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GIT_SHALLOW TRUE
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GIT_PROGRESS TRUE
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)
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14
main.c
14
main.c
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@ -55,11 +55,19 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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}
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*appstate = state;
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if (!SDL_CreateWindowAndRenderer("Game Dev", 1280, 960, 0, &state->window, &state->rendererData.renderer)) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to create window and renderer: %s", SDL_GetError());
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state->window = SDL_CreateWindow("Game Dev", 1280, 960, SDL_WINDOW_RESIZABLE);
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if (!state->window) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to create window: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetWindowResizable(state->window, true);
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state->rendererData.renderer = SDL_CreateRenderer(state->window, NULL);
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if (!state->rendererData.renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to create renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetRenderDrawBlendMode(state->rendererData.renderer, SDL_BLENDMODE_BLEND);
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state->rendererData.textEngine = TTF_CreateRendererTextEngine(state->rendererData.renderer);
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if (!state->rendererData.textEngine) {
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