Prepping for overworld rendering.
This commit is contained in:
@ -9,7 +9,7 @@
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#include "assert/assert.h"
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entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
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{ NULL },
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{ NULL, NULL },
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{ playerInit, playerUpdate }
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};
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@ -26,6 +26,7 @@ void entityInit(
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memset(ent, 0, sizeof(entity_t));
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ent->type = type;
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// Call init
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assertNotNull(ENTITY_CALLBACKS[type].init, "Entity type init callback err.");
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ENTITY_CALLBACKS[type].init(ent);
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}
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@ -17,7 +17,28 @@ typedef struct {
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extern overworld_t overworld;
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/**
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* Initializes the overworld.
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*/
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void overworldInit();
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/**
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* Called by the scene system when the overworld scene is made to be the
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* active scene.
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*/
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void overworldSceneInit();
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/**
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* Called by the scene system when the overworld scene is made to be inactive.
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*/
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void overworldSceneDeinit();
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void overworldUpdate();
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/**
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* Called by the scene system when the overworld scene is to perform a tick.
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*/
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void overworldUpdate();
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/**
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* Platform level render method. Refer to sceneRender for information.
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*/
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void overworldRender();
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@ -10,8 +10,17 @@
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#include "overworld/overworld.h"
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scenetypecallback_t SCENE_CALLBACKS[] = {
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{ NULL, NULL, NULL, NULL },// SCENE_TYPE_INITIAL
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{ overworldInit, overworldSceneInit, overworldSceneDeinit, overworldUpdate },
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// SCENE_TYPE_INITIAL
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{ NULL, NULL, NULL, NULL, NULL },
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// SCENE_TYPE_OVERWORLD
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{
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overworldInit,
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overworldSceneInit,
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overworldSceneDeinit,
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overworldUpdate,
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overworldRender
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},
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};
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scene_t SCENE;
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@ -41,6 +50,14 @@ void sceneUpdate() {
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}
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}
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void sceneRender() {
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assertTrue(SCENE.current < SCENE_TYPE_COUNT, "Invalid Scene Type");
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if(SCENE_CALLBACKS[SCENE.current].onRender) {
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SCENE_CALLBACKS[SCENE.current].onRender();
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}
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}
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void sceneSet(const scenetype_t scene) {
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assertTrue(SCENE.next < SCENE_TYPE_COUNT, "Invalid Scene Type");
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SCENE.next = scene;
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@ -25,6 +25,7 @@ typedef struct {
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void (*onActive)();
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void (*onInactive)();
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void (*onUpdate)();
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void (*onRender)();
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} scenetypecallback_t;
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extern scene_t SCENE;
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@ -39,6 +40,16 @@ void sceneInit();
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*/
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void sceneUpdate();
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/**
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* Renders the scene system.
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*
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* Scene rendering is really just an abstraction meant to simplify things for
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* the render host. It is not REQUIRED to be called at all and is not actually
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* implemented in the dusk dir itself, it is overriden somewhere within the
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* render host.
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*/
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void sceneRender();
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/**
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* Sets the current scene. This will happen at the start of the next tick.
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*
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@ -26,4 +26,5 @@ target_sources(${DUSK_TARGET_NAME}
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# Subdirs
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add_subdirectory(assert)
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add_subdirectory(display)
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add_subdirectory(display)
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add_subdirectory(overworld)
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@ -7,6 +7,7 @@
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#include "assert/assertgl.h"
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#include "render.h"
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#include "render/scene.h"
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render_t RENDER;
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@ -15,10 +16,10 @@ void renderInit() {
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}
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void renderUpdate() {
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}
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void renderOverworld() {
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// Hand off to the scene to do its rendering.
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sceneRender();
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}
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void renderDispose() {
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}
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12
src/duskgl/overworld/CMakeLists.txt
Normal file
12
src/duskgl/overworld/CMakeLists.txt
Normal file
@ -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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overworld.c
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)
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# Subdirs
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12
src/duskgl/overworld/overworld.c
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12
src/duskgl/overworld/overworld.c
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@ -0,0 +1,12 @@
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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 "overworld/overworld.h"
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void overworldRender() {
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}
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