scerne stuff
This commit is contained in:
6
assets/minesweeper/sweep/CMakeLists.txt
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6
assets/minesweeper/sweep/CMakeLists.txt
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@@ -0,0 +1,6 @@
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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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add_asset(PALETTE palette0.png)
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assets/minesweeper/sweep/backgrounds.png
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assets/minesweeper/sweep/backgrounds.png
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assets/minesweeper/sweep/borders.png
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assets/minesweeper/sweep/borders.png
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assets/minesweeper/sweep/cells.png
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assets/minesweeper/sweep/cells.png
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assets/minesweeper/sweep/grids.png
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assets/minesweeper/sweep/grids.png
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assets/minesweeper/sweep/ui.png
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assets/minesweeper/sweep/ui.png
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@@ -38,6 +38,7 @@ add_subdirectory(input)
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# add_subdirectory(locale)
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add_subdirectory(physics)
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# add_subdirectory(rpg)
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add_subdirectory(scene)
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add_subdirectory(thread)
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add_subdirectory(time)
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add_subdirectory(ui)
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@@ -16,7 +16,6 @@ add_subdirectory(framebuffer)
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add_subdirectory(mesh)
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add_subdirectory(palette)
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add_subdirectory(texture)
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add_subdirectory(scene)
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add_subdirectory(spritebatch)
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if(DUSK_TARGET_SYSTEM STREQUAL "linux")
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@@ -8,7 +8,7 @@
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#include "display/display.h"
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#include "console/console.h"
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#include "display/framebuffer/framebuffer.h"
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#include "display/scene/scenemanager.h"
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#include "scene/scenemanager.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/mesh/quad.h"
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#include "game/game.h"
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@@ -71,7 +71,6 @@ errorret_t displayInit(void) {
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quadInit();
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frameBufferInitBackbuffer();
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spriteBatchInit();
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errorChain(sceneManagerInit());
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errorOk();
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}
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@@ -115,7 +114,7 @@ errorret_t displayUpdate(void) {
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COLOR_CORNFLOWER_BLUE
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);
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gameRender();
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sceneManagerRender();
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spriteBatchFlush();
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#if DISPLAY_SDL2
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@@ -132,7 +131,6 @@ errorret_t displayUpdate(void) {
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}
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errorret_t displayDispose(void) {
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sceneManagerDispose();
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spriteBatchDispose();
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#if DISPLAY_SDL2
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@@ -1,58 +0,0 @@
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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 "scenemanager.h"
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scenemanager_t SCENE_MANAGER;
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// scene_t SCENE_MANAGER_SCENES[SCENE_TYPE_COUNT] = {
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// [SCENE_TYPE_LOGO] = { 0 },
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// [SCENE_TYPE_TEST] = {
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// .init = sceneTestInit,
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// .update = sceneTestUpdate,
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// .render = sceneTestRender,
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// .dispose = sceneTestDispose
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// },
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// [SCENE_TYPE_OVERWORLD] = {
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// .init = sceneOverworldInit,
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// .update = sceneOverworldUpdate,
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// .render = sceneOverworldRender,
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// .dispose = sceneOverworldDispose
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// }
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// };
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errorret_t sceneManagerInit(void) {
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// scene_t *initial = &SCENE_MANAGER_SCENES[SCENE_TYPE_INITIAL];
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// if(initial->init != NULL) errorChain(initial->init());
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errorOk();
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}
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void sceneManagerUpdate(void) {
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// For each scene.
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// for(uint8_t i = 0; i < SCENE_TYPE_COUNT; i++) {
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// scene_t *scene = &SCENE_MANAGER_SCENES[i];
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// if((scene->flags & SCENE_FLAG_ACTIVE) == 0) continue;
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// if(scene->update != NULL) scene->update();
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// }
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}
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void sceneManagerRender(void) {
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// for(uint8_t i = 0; i < SCENE_TYPE_COUNT; i++) {
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// scene_t *scene = &SCENE_MANAGER_SCENES[i];
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// if((scene->flags & SCENE_FLAG_VISIBLE) == 0) continue;
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// if(scene->render != NULL) scene->render();
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// }
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}
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void sceneManagerDispose(void) {
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// for(uint8_t i = 0; i < SCENE_TYPE_COUNT; i++) {
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// scene_t *scene = &SCENE_MANAGER_SCENES[i];
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// if(scene->dispose != NULL) scene->dispose();
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// }
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}
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@@ -11,6 +11,7 @@
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#include "input/input.h"
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#include "console/console.h"
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#include "display/display.h"
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#include "scene/scenemanager.h"
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#include "asset/assetmanager.h"
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#include "game/game.h"
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@@ -29,6 +30,7 @@ errorret_t engineInit(void) {
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inputInit();
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errorChain(assetManagerInit());
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errorChain(displayInit());
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errorChain(sceneManagerInit());
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errorChain(gameInit());
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// Init scripts
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@@ -48,6 +50,7 @@ errorret_t engineUpdate(void) {
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assetManagerUpdate();
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gameUpdate();
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sceneManagerUpdate();
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errorChain(displayUpdate());
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errorOk();
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@@ -15,11 +15,6 @@
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*/
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errorret_t gameInit(void);
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/**
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* Render the game.
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*/
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void gameRender(void);
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/**
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* Update the game state.
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*/
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@@ -18,10 +18,6 @@ void gameUpdate(void) {
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}
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void gameRender(void) {
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uiRender();
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}
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void gameDispose(void) {
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uiDispose();
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}
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38
src/game/minesweeper/scene/scenesweep.c
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38
src/game/minesweeper/scene/scenesweep.c
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@@ -0,0 +1,38 @@
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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 "scenesweep.h"
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scene_t SCENE_SWEEP = {
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.init = sceneSweepInit,
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.update = sceneSweepUpdate,
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.render = sceneSweepRender,
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.dispose = sceneSweepDispose,
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.active = NULL,
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.sleep = NULL,
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.flags = 0
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};
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scenesweep_t SCENE_SWEEP_DATA;
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errorret_t sceneSweepInit(void) {
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// Initialize scene data here
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errorOk();
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}
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void sceneSweepUpdate(void) {
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// Update scene logic here
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}
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void sceneSweepRender(void) {
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// Render scene here
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}
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void sceneSweepDispose(void) {
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// Clean up scene resources here
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}
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36
src/game/minesweeper/scene/scenesweep.h
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36
src/game/minesweeper/scene/scenesweep.h
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@@ -0,0 +1,36 @@
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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 "scene/scene.h"
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typedef struct {
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} scenesweep_t;
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extern scene_t SCENE_SWEEP;
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extern scenesweep_t SCENE_SWEEP_DATA;
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/**
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* Initializes the scene.
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*/
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errorret_t sceneSweepInit(void);
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/**
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* Updates the state of the scene.
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*/
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void sceneSweepUpdate(void);
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/**
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* Renders the current state of the scene.
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*/
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void sceneSweepRender(void);
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/**
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* Cleans up resources used by the scene.
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*/
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void sceneSweepDispose(void);
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@@ -9,14 +9,14 @@
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#include "dusk.h"
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#include "error/error.h"
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#define SCENE_FLAG_VISIBLE (1 << 0)
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#define SCENE_FLAG_ACTIVE (1 << 1)
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#define SCENE_FLAG_ACTIVE (1 << 0)
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typedef struct {
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errorret_t (*init)(void);
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void (*update)(void);
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void (*render)(void);
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void (*dispose)(void);
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void (*active)(void);
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void (*sleep)(void);
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54
src/scene/scenemanager.c
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54
src/scene/scenemanager.c
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@@ -0,0 +1,54 @@
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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 "scenemanager.h"
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#include "util/memory.h"
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#include "assert/assert.h"
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scenemanager_t SCENE_MANAGER;
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errorret_t sceneManagerInit(void) {
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memoryZero(&SCENE_MANAGER, sizeof(scenemanager_t));
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errorOk();
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}
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void sceneManagerSetScene(scene_t *scene) {
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if(SCENE_MANAGER.current) {
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SCENE_MANAGER.current->sleep();
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SCENE_MANAGER.current->flags &= ~SCENE_FLAG_ACTIVE;
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}
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SCENE_MANAGER.current = scene;
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if(SCENE_MANAGER.current) {
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SCENE_MANAGER.current->active();
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SCENE_MANAGER.current->flags |= SCENE_FLAG_ACTIVE;
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}
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}
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void sceneManagerUpdate(void) {
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if(!SCENE_MANAGER.current) return;
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assertTrue(
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SCENE_MANAGER.current->flags & SCENE_FLAG_ACTIVE,
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"Current scene not active"
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);
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SCENE_MANAGER.current->update();
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}
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void sceneManagerRender(void) {
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if(!SCENE_MANAGER.current) return;
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assertTrue(
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SCENE_MANAGER.current->flags & SCENE_FLAG_ACTIVE,
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"Current scene not active"
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);
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SCENE_MANAGER.current->render();
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}
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void sceneManagerDispose(void) {
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assertNull(SCENE_MANAGER.current, "Current scene not null");
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}
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@@ -9,17 +9,23 @@
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#include "scene.h"
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typedef struct {
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int nothing;
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scene_t *current;
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} scenemanager_t;
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extern scenemanager_t SCENE_MANAGER;
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// extern scene_t SCENE_MANAGER_SCENES[SCENE_TYPE_COUNT];
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/**
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* Initializes the scene manager and the initial scene.
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*/
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errorret_t sceneManagerInit(void);
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/**
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* Sets the current active scene.
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*
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* @param scene The scene to set as current.
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*/
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void sceneManagerSetScene(scene_t *scene);
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/**
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* Updates all active scenes.
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*/
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