2024-07-08 00:44:20 +00:00
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#ifndef CONTEXT_H
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#define CONTEXT_H
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#include "private/rendering.h"
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#include "textures.h"
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#include "input.h"
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdint.h>
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typedef struct context {
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/* the program's actual argc and argv */
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int argc;
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char **argv;
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struct texture_cache texture_cache;
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struct input_state input;
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struct sprite_primitive *render_queue_sprites;
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struct rect_primitive *render_queue_rectangles;
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struct circle_primitive *render_queue_circles;
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2024-07-14 13:04:12 +00:00
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struct mesh_batch_item *uncolored_mesh_batches;
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2024-07-10 16:15:28 +00:00
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struct audio_channel_item *audio_channels;
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2024-07-08 06:46:12 +00:00
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SDL_AudioDeviceID audio_device;
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int audio_stream_frequency;
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SDL_AudioFormat audio_stream_format;
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uint8_t audio_stream_channel_count;
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2024-07-08 00:44:20 +00:00
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struct circle_radius_cache_item *circle_radius_hash;
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/* main loop machinery */
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int64_t clocks_per_second;
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int64_t prev_frame_time;
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int64_t desired_frametime; /* how long one tick should be */
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int64_t frame_accumulator;
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int64_t delta_averager_residual;
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int64_t time_averager[4];
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2024-07-08 20:47:22 +00:00
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int64_t delta_time; /* preserves real time frame delta with no manipilation */
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2024-07-08 00:44:20 +00:00
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uint64_t tick_count;
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/* set just once on startup */
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uint64_t random_seed;
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/* this should be a multiple of TICKS_PER_SECOND */
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/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
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/* it can be changed at runtime; any resulting logic anomalies are bugs */
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unsigned int update_multiplicity;
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2024-07-09 12:35:54 +00:00
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SDL_GLContext *gl_context;
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2024-07-08 00:44:20 +00:00
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SDL_Window *window;
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uint32_t window_id;
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int window_w;
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int window_h;
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bool was_successful;
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/* you may read from and write to these from game code */
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void *udata;
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bool debug;
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bool is_running;
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bool resync_flag;
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} t_ctx;
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extern t_ctx ctx;
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#endif
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