271 lines
10 KiB
C
271 lines
10 KiB
C
#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#define CLAY_IMPLEMENTATION
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#include <clay/clay.h>
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#include <clay/clay_renderer_SDL3.h>
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#include "ui/clay_video_demo.c"
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#include <flecs.h>
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#include <stdio.h>
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static const Uint32 FONT_ID = 0;
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typedef struct app_state {
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SDL_Window *window;
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SDL_Gamepad *gamepad;
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Clay_SDL3RendererData rendererData;
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ClayVideoDemo_Data demoData;
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ecs_world_t *world;
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} AppState;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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(void) argc;
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(void) argv;
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "0");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD | SDL_INIT_JOYSTICK | SDL_INIT_SENSOR | SDL_INIT_HAPTIC)) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!TTF_Init()) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to initialize SDL TTF: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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AppState *state = SDL_calloc(1, sizeof(AppState));
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if (!state) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to allocate memory for application state: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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*appstate = state;
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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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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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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to create text engine from renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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state->rendererData.fonts = SDL_calloc(1, sizeof(TTF_Font *));
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if (!state->rendererData.fonts) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to allocate memory for the font array: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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TTF_Font *font = TTF_OpenFont("resources/Roboto-Regular.ttf", 24);
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if (!font) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to load font: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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state->rendererData.fonts[FONT_ID] = font;
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uint64_t totalMemorySize = Clay_MinMemorySize();
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Clay_Arena clayMemory = (Clay_Arena) {
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.memory = SDL_malloc(totalMemorySize),
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.capacity = totalMemorySize
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};
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int width, height;
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SDL_GetWindowSize(state->window, &width, &height);
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Clay_Initialize(clayMemory, (Clay_Dimensions) { (float) width, (float) height }, (Clay_ErrorHandler) { SDL_Clay_HandleErrors });
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Clay_SetMeasureTextFunction(SDL_Clay_MeasureText, state->rendererData.fonts);
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state->demoData = ClayVideoDemo_Initialize();
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ecs_world_t *world = ecs_init();
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ECS_IMPORT(world, FlecsStats);
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ECS_IMPORT(world, FlecsScript);
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ecs_singleton_set(world, EcsRest, {0}); // Creates REST server on default port (27750)
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state->world = world;
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*appstate = state;
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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AppState *state = appstate;
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SDL_AppResult ret_val = SDL_APP_CONTINUE;
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SDL_UpdateGamepads();
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switch (event->type) {
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case SDL_EVENT_QUIT: {
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ret_val = SDL_APP_SUCCESS;
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} break;
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case SDL_EVENT_WINDOW_RESIZED: {
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Clay_SetLayoutDimensions((Clay_Dimensions) { (float) event->window.data1, (float) event->window.data2 });
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} break;
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case SDL_EVENT_MOUSE_MOTION: {
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Clay_SetPointerState((Clay_Vector2) { event->motion.x, event->motion.y }, event->motion.state & SDL_BUTTON_LMASK);
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} break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN: {
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Clay_SetPointerState((Clay_Vector2) { event->button.x, event->button.y }, event->button.button == SDL_BUTTON_LEFT);
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} break;
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case SDL_EVENT_MOUSE_WHEEL: {
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Clay_UpdateScrollContainers(true, (Clay_Vector2) { event->wheel.x, event->wheel.y }, 0.01f);
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} break;
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case SDL_EVENT_KEY_DOWN: {
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SDL_KeyboardEvent kb_event = event->key;
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SDL_Keycode keycode = kb_event.key;
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SDL_Scancode scancode = kb_event.scancode;
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bool repeat = kb_event.repeat;
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if (repeat) {
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break;
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}
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SDL_Log("Pressed key: %s\n", SDL_GetKeyName(keycode));
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switch (scancode) {
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case SDL_SCANCODE_LCTRL: {
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ecs_world_t *world = state->world;
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ecs_entity_t e = ecs_entity(world, { .name = "Lily" });
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SDL_Log("Spawned entity [%s]", ecs_get_name(world, e));
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} break;
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case SDL_SCANCODE_X: {
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ecs_world_t *world = state->world;
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ecs_entity_t e = ecs_new(world);
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SDL_Log("Spawned unnamed entity");
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} break;
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case SDL_SCANCODE_F3: {
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Clay_SetDebugModeEnabled(!Clay_IsDebugModeEnabled()); // toggle debug mode
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SDL_Log("Toggled debug mode");
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} break;
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}
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} break;
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case SDL_EVENT_KEY_UP: {
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SDL_KeyboardEvent kb_event = event->key;
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SDL_Keycode keycode = kb_event.key;
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SDL_Scancode scancode = kb_event.scancode;
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SDL_Log("Released key: %s\n", SDL_GetKeyName(keycode));
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switch (scancode) {
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case SDL_SCANCODE_LCTRL: {
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ecs_world_t *world = state->world;
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ecs_entity_t e = ecs_lookup(world, "Lily");
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SDL_Log("Entity [%s] is %s", ecs_get_name(world, e), ecs_is_alive(world, e) ? "alive" : "dead");
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ecs_delete(world, e);
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SDL_Log("Entity is %s", ecs_is_alive(world, e) ? "alive" : "dead");
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} break;
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}
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} break;
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case SDL_EVENT_GAMEPAD_ADDED: {
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SDL_GamepadDeviceEvent device_event = event->gdevice;
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SDL_JoystickID joystick_id = device_event.which;
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SDL_Log("Gamepad ID %d added", joystick_id);
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// TODO: handle multiple gamepads in state
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if (state->gamepad) {
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SDL_Log("Closing gamepad");
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SDL_CloseGamepad(state->gamepad);
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state->gamepad = NULL;
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}
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SDL_Log("Opening gamepad");
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state->gamepad = SDL_OpenGamepad(joystick_id);
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if (!state->gamepad) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to open gamepad: %s", SDL_GetError());
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}
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} break;
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case SDL_EVENT_GAMEPAD_REMOVED: {
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SDL_GamepadDeviceEvent device_event = event->gdevice;
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SDL_JoystickID joystick_id = device_event.which;
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SDL_Log("Gamepad ID %d removed", joystick_id);
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if (state->gamepad && SDL_GetGamepadID(state->gamepad) == joystick_id) {
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SDL_Log("Closing gamepad");
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SDL_CloseGamepad(state->gamepad);
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state->gamepad = NULL;
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}
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} break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
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SDL_GamepadButtonEvent button_event = event->gbutton;
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SDL_GamepadButton button = button_event.button;
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SDL_Log("Gamepad button down: %s", SDL_GetGamepadStringForButton(button));
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if (state->gamepad) {
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if (!SDL_RumbleGamepad(state->gamepad, 0xFFFF, 0xFFFF, 1000)) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to rumble gamepad: %s", SDL_GetError());
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}
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}
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} break;
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case SDL_EVENT_GAMEPAD_BUTTON_UP: {
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SDL_GamepadButtonEvent button_event = event->gbutton;
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SDL_GamepadButton button = button_event.button;
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SDL_Log("Gamepad button up: %s", SDL_GetGamepadStringForButton(button));
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} break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
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SDL_GamepadAxisEvent axis_event = event->gaxis;
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SDL_GamepadAxis axis = axis_event.axis;
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Sint16 val = axis_event.value;
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SDL_Log("Gamepad axis motion: %s - %d", SDL_GetGamepadStringForAxis(axis), val);
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} break;
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}
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return ret_val;
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}
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SDL_AppResult SDL_AppIterate(void *appstate) {
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AppState *state = appstate;
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ecs_progress(state->world, 0);
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Clay_RenderCommandArray render_commands = ClayVideoDemo_CreateLayout(&state->demoData);
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SDL_SetRenderDrawColor(state->rendererData.renderer, 0, 0, 0, 255);
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SDL_RenderClear(state->rendererData.renderer);
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SDL_Clay_RenderClayCommands(&state->rendererData, &render_commands);
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SDL_RenderPresent(state->rendererData.renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result) {
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(void) result;
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if (result != SDL_APP_SUCCESS) {
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Application failed to run");
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}
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AppState *state = appstate;
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if (state) {
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if (state->rendererData.renderer)
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SDL_DestroyRenderer(state->rendererData.renderer);
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if (state->window)
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SDL_DestroyWindow(state->window);
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if (state->rendererData.fonts) {
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for(size_t i = 0; i < sizeof(state->rendererData.fonts) / sizeof(*state->rendererData.fonts); i++) {
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TTF_CloseFont(state->rendererData.fonts[i]);
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}
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SDL_free(state->rendererData.fonts);
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}
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if (state->rendererData.textEngine)
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TTF_DestroyRendererTextEngine(state->rendererData.textEngine);
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ecs_fini(state->world);
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SDL_free(state);
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}
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TTF_Quit();
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}
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