Time stuff
This commit is contained in:
@@ -20,6 +20,7 @@ target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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game.c
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input.c
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time.c
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)
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# Subdirs
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@@ -14,12 +14,16 @@
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#include "event/event.h"
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#include "ui/uitextbox.h"
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#include "console/console.h"
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#include "util/memory.h"
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#include "time.h"
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game_t GAME;
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void gameInit(void) {
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memoryZero(&GAME, sizeof(game_t));
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GAME.running = true;
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timeInit();
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consoleInit();
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inputInit();
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eventInit();
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@@ -28,12 +32,15 @@ void gameInit(void) {
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}
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void gameUpdate(void) {
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timeUpdate();
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sceneUpdate();
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uiTextboxUpdate();
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eventUpdate();
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consoleUpdate();
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inputUpdate();
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if(inputPressed(INPUT_BIND_QUIT)) consoleExec("quit");
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}
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void gameDispose(void) {
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27
src/dusk/time.c
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27
src/dusk/time.c
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "time.h"
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#include "util/memory.h"
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#include "assert/assert.h"
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dusktime_t TIME;
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void timeInit(void) {
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memoryZero(&TIME, sizeof(TIME));
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}
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void timeUpdate(void) {
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#if DUSK_DYNAMIC_TIME
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TIME.delta = timeDeltaGet();
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#else
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TIME.delta = DUSK_TIME_STEP;
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#endif
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TIME.time += TIME.delta;
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assertTrue(TIME.delta >= 0.0f, "Time delta is negative");
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}
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47
src/dusk/time.h
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47
src/dusk/time.h
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@@ -0,0 +1,47 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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typedef struct {
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float_t delta;
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float_t time;
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} dusktime_t;
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extern dusktime_t TIME;
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#ifndef DUSK_DYNAMIC_TIME
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#define DUSK_DYNAMIC_TIME 1
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#endif
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#if DUSK_DYNAMIC_TIME == 0
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#ifndef DUSK_TIME_STEP
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#define DUSK_TIME_STEP (1.0f / 60.0f)
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#endif
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#endif
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/**
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* Initializes the time system.
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*/
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void timeInit(void);
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/**
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* Updates the time system
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*/
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void timeUpdate(void);
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#if DUSK_DYNAMIC_TIME == 1
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/**
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* Gets the time delta since the last frame, in seconds. Tied to the
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* platform.
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*
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* This will only get called once per gameUpdate.
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*/
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float_t timeDeltaGet(void);
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#endif
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@@ -7,16 +7,17 @@
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#pragma once
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#include "tile.h"
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#define CHUNK_MAP_WIDTH 4
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#define CHUNK_MAP_HEIGHT 3
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#define CHUNK_MAP_COUNT (CHUNK_MAP_WIDTH * CHUNK_MAP_HEIGHT)
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#include "display/render.h"
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#define CHUNK_WIDTH 8
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#define CHUNK_HEIGHT 8
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#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT)
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#define CHUNK_ENTITY_COUNT_MAX 8
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#define CHUNK_MAP_WIDTH (((RENDER_WIDTH / TILE_WIDTH_HEIGHT)/CHUNK_WIDTH)+2)
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#define CHUNK_MAP_HEIGHT (((RENDER_HEIGHT / TILE_WIDTH_HEIGHT)/CHUNK_HEIGHT)+2)
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#define CHUNK_MAP_COUNT (CHUNK_MAP_WIDTH * CHUNK_MAP_HEIGHT)
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typedef struct {
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uint16_t x, y;
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tile_t tilesBase[CHUNK_TILE_COUNT];
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@@ -20,6 +20,7 @@ target_compile_definitions(${DUSK_TARGET_NAME}
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RENDER_HEIGHT=272
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RENDER_WINDOW_WIDTH_DEFAULT=480
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RENDER_WINDOW_HEIGHT_DEFAULT=272
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DUSK_DYNAMIC_TIME=0
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)
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# Includes
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@@ -32,6 +32,7 @@ target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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dusksdl2input.c
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main.c
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time.c
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)
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# Subdirs
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@@ -8,8 +8,6 @@ target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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render.c
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renderbackbuffer.c
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rendertext.c
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renderconsole.c
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)
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# Subdirs
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@@ -19,4 +17,5 @@ add_subdirectory(mesh)
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add_subdirectory(overworld)
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add_subdirectory(texture)
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add_subdirectory(spritebatch)
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add_subdirectory(scene)
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add_subdirectory(scene)
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add_subdirectory(ui)
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@@ -41,7 +41,6 @@ void renderOverworldDraw(void) {
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for(uint8_t i = 0; i < CHUNK_MAP_COUNT; i++) {
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renderchunk_t *chunk = &RENDER_OVERWORLD.chunks[i];
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// meshDraw(&chunk->meshBase, 0, CHUNK_TILE_COUNT * QUAD_VERTEX_COUNT);
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meshDraw(&chunk->meshBase, -1, -1);
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}
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@@ -53,8 +52,8 @@ void renderOverworldDraw(void) {
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// Draw the entity
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spriteBatchPush(
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NULL,
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entity->x, entity->y,
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entity->x + TILE_WIDTH_HEIGHT, entity->y + TILE_WIDTH_HEIGHT,
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floorf(entity->x), floorf(entity->y),
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floorf(entity->x + TILE_WIDTH_HEIGHT), floorf(entity->y + TILE_WIDTH_HEIGHT),
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0xFF, 0x00, 0xFF, 0XFF,
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0.0f, 0.0f, 1.0f, 1.0f
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);
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@@ -5,11 +5,13 @@
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* https://opensource.org/licenses/MIT
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*/
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#include "dusksdl2input.h"
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#include "render.h"
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#include "assert/assert.h"
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#include "renderbackbuffer.h"
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#include "rendertext.h"
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#include "renderconsole.h"
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#include "display/ui/rendertext.h"
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#include "display/ui/renderconsole.h"
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#include "display/ui/renderfps.h"
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#include "console/console.h"
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#include "display/scene/renderscene.h"
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#include "display/spritebatch/spritebatch.h"
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@@ -23,6 +25,7 @@ errorret_t renderInit(void) {
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// Init SDL
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uint32_t flags = SDL_INIT_VIDEO;
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#if INPUT_SUPPORT_GAMEPAD
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printf("Gamepad support enabled.\n");
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flags |= SDL_INIT_GAMECONTROLLER;
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#endif
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@@ -100,6 +103,7 @@ errorret_t renderDraw(void) {
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// Draw UI
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cameraUIPush();
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renderConsoleDraw();
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renderFPSDraw();
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spriteBatchFlush();
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cameraUIPop();
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12
src/dusksdl2/display/ui/CMakeLists.txt
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12
src/dusksdl2/display/ui/CMakeLists.txt
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@@ -0,0 +1,12 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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renderconsole.c
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renderfps.c
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rendertext.c
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)
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@@ -7,7 +7,7 @@
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#include "renderconsole.h"
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#include "console/console.h"
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#include "rendertext.h"
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#include "display/ui/rendertext.h"
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void renderConsoleDraw(void) {
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if(!CONSOLE.visible) return;
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28
src/dusksdl2/display/ui/renderfps.c
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28
src/dusksdl2/display/ui/renderfps.c
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@@ -0,0 +1,28 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "renderfps.h"
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#include "display/ui/rendertext.h"
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#include "time.h"
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void renderFPSDraw(void) {
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float_t fps = 1.0f / TIME.delta;
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char_t buffer[32];
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snprintf(buffer, sizeof(buffer), "FPS: %.1f", fps);
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if(fps >= 50.0f) {
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// Green
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renderTextDraw(0, 0, buffer, 0x00, 0xFF, 0x00);
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} else if(fps >= 30.0f) {
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// Yellow
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renderTextDraw(0, 0, buffer, 0xFF, 0xFF, 0x00);
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} else {
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// Red
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renderTextDraw(0, 0, buffer, 0xFF, 0x00, 0x00);
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}
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}
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13
src/dusksdl2/display/ui/renderfps.h
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13
src/dusksdl2/display/ui/renderfps.h
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@@ -0,0 +1,13 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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/**
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* Draws the FPS overlay.
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*/
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void renderFPSDraw(void);
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@@ -6,7 +6,7 @@
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*/
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#include "rendertext.h"
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#include "render.h"
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#include "display/render.h"
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#include "assert/assert.h"
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#include "display/spritebatch/spritebatch.h"
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#include "util/memory.h"
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@@ -30,7 +30,7 @@
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{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, INPUT_BIND_RIGHT },
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{ SDL_CONTROLLER_BUTTON_A, INPUT_BIND_ACTION },
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{ SDL_CONTROLLER_BUTTON_B, INPUT_BIND_CANCEL },
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{ SDL_CONTROLLER_BUTTON_MISC1, INPUT_BIND_CONSOLE },
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{ SDL_CONTROLLER_BUTTON_BACK, INPUT_BIND_CONSOLE },
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{ 0, 0 }
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};
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#endif
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@@ -7,7 +7,6 @@
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#include "display/render.h"
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#include "game.h"
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#include "console/console.h"
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#include "input.h"
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#define mainError(ret) \
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@@ -26,7 +25,6 @@ int main(int argc, char *argv[]) {
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gameUpdate();
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mainError(renderDraw());
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if(inputPressed(INPUT_BIND_QUIT)) consoleExec("quit");
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if(!GAME.running) break;
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}
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21
src/dusksdl2/time.c
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21
src/dusksdl2/time.c
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@@ -0,0 +1,21 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "time.h"
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#include "dusksdl2.h"
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#if DUSK_DYNAMIC_TIME
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uint32_t TIME_LAST = 0;
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float_t timeDeltaGet(void) {
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// Get the current time in milliseconds
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uint32_t currentTime = SDL_GetTicks();
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float_t delta = (currentTime - TIME_LAST) / 1000.0f;
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TIME_LAST = currentTime;
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return delta;
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}
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#endif
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