Wip: Add basic vector math
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@@ -0,0 +1,82 @@
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#pragma once
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#include <math.h>
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#include <utility>
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class Vector3 {
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private:
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float x;
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float y;
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float z;
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public:
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float X() const { return x; }
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float Y() const { return y; }
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float Z() const { return z; }
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Vector3() {
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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}
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Vector3(float xDat, float yDat, float zDat) {
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x = xDat;
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y = yDat;
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z = zDat;
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}
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Vector3 Zero() { return Vector3(); }
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Vector3 operator+(const Vector3 &rhs) { return Vector3(x + rhs.x, y + rhs.y, z + rhs.z); }
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Vector3 &operator=(Vector3 &rhs) {
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swap(*this, rhs);
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return *this;
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}
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inline friend void swap(Vector3 &lhs, Vector3 &rhs) noexcept {
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using std::swap;
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swap(lhs.x, rhs.x);
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swap(lhs.y, rhs.y);
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swap(lhs.z, rhs.z);
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}
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};
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class Vector3I {
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private:
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int x;
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int y;
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int z;
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public:
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int X() const { return x; }
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int Y() const { return y; }
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int Z() const { return z; }
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Vector3I() {
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x = 0;
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y = 0;
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z = 0;
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}
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Vector3I(int xDat, int yDat, int zDat) {
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x = xDat;
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y = yDat;
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z = zDat;
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}
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Vector3I Zero() { return Vector3I(); }
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Vector3I operator+(const Vector3I &rhs) { return Vector3I(x + rhs.x, y + rhs.y, z + rhs.z); }
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Vector3I &operator=(Vector3I &rhs) {
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swap(*this, rhs);
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return *this;
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}
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inline friend void swap(Vector3I &lhs, Vector3I &rhs) noexcept {
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using std::swap;
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swap(lhs.x, rhs.x);
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swap(lhs.y, rhs.y);
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swap(lhs.z, rhs.z);
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}
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};
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+8
@@ -0,0 +1,8 @@
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[versions]
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agp = "9.2.0"
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kotlin = "2.3.21"
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[plugins]
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android-application = { id = "com.android.application", version.ref = "agp" }
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kotlin-android = { id = "org.jetbrains.kotlin.android", version.ref = "kotlin" }
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@@ -1,3 +1,4 @@
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#include <SDL3/SDL_rect.h>
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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@@ -10,11 +11,13 @@
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include "MathCommon.h"
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#include "Text.h"
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#include "fileCommon.h"
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#include "game.h"
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#include "window.h"
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Game game;
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Window window;
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@@ -65,6 +68,8 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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SDL_Log("SDL could not initialize! SDL error: %s\n", SDL_GetError());
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}
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Vector3 vector = Vector3(0, 255, 0);
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SDL_AppResult result = window.CreateWindow(600, 800);
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if (result != SDL_APP_CONTINUE) {
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@@ -87,7 +92,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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return SDL_APP_FAILURE;
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}
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text.SetText("Hello There", &window);
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text.SetText("Hello There", &window, {100, 100, 100, 500});
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return SDL_APP_CONTINUE;
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}
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+6
-8
@@ -3,31 +3,29 @@
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#include <cstdio>
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SDL_AppResult Text::OpenFont(fs::path fontPath) {
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SDL_AppResult Text::OpenFont(const fs::path &font) {
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if (!TTF_Init()) {
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SDL_Log("Couldn't initialize SDL_ttf: %s\n", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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loadedFont = TTF_OpenFont(fs::absolute(fontPath).c_str(), 12.0f);
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loadedFont = TTF_OpenFont(fs::absolute(font).c_str(), 12.0f);
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if (!loadedFont) {
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printf("Font not found! \n");
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return SDL_APP_FAILURE;
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}
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color = WHITE;
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return SDL_APP_CONTINUE;
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}
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bool Text::SetText(std::string text, Window *window) {
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bool Text::SetText(const std::string &text, const Window *win, SDL_FRect rect) {
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buffer += text;
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SDL_DestroySurface(textRenderingSurface);
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textRenderingSurface = TTF_RenderText_Blended(loadedFont, buffer.c_str(), 0, color);
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if (textRenderingSurface) {
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font_texture = SDL_CreateTextureFromSurface(window->GetRenderer(), textRenderingSurface);
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font_texture = SDL_CreateTextureFromSurface(win->GetRenderer(), textRenderingSurface);
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SDL_DestroySurface(textRenderingSurface);
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}
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if (!font_texture) {
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@@ -38,7 +36,7 @@ bool Text::SetText(std::string text, Window *window) {
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return true;
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}
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void Text::Render() {
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void Text::Render() const {
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int w = 0, h = 0;
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SDL_FRect dst;
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const float scale = 4.0f;
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@@ -49,5 +47,5 @@ void Text::Render() {
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SDL_GetTextureSize(font_texture, &dst.w, &dst.h);
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dst.x = ((w / scale) - dst.w) / 2;
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dst.y = ((h / scale) - dst.h) / 2;
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SDL_RenderTexture(window.GetRenderer(), font_texture, NULL, &dst);
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SDL_RenderTexture(window.GetRenderer(), font_texture, nullptr, &dst);
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}
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@@ -19,7 +19,7 @@ private:
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TTF_Font *loadedFont = nullptr;
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SDL_Surface *textRenderingSurface = nullptr;
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SDL_Color color;
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SDL_Color color = {};
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SDL_Texture *font_texture = nullptr;
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@@ -28,8 +28,8 @@ private:
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public:
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SDL_AppResult OpenFont(fs::path fontPath);
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bool SetText(std::string text, Window *window);
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void Render();
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void CloseFont() { TTF_CloseFont(loadedFont); }
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SDL_AppResult OpenFont(const fs::path &font);
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bool SetText(const std::string &text, const Window *win, SDL_FRect rect);
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void Render() const;
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void CloseFont() const { TTF_CloseFont(loadedFont); }
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};
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