rework timers, update overlap/intersect and other procedures, some other things i dont remember
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@ -216,7 +216,7 @@ void render_sprite_batch(const Primitive2D primitives[],
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#pragma GCC diagnostic pop
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const Vec2 c = frect_center(sprite.rect);
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const Vec2 c = center_rect(sprite.rect);
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const Vec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
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const Vec2 d = {
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.x = t.x * sprite.rect.w * (float)M_SQRT1_2,
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@ -231,7 +231,7 @@ void render_sprite_batch(const Primitive2D primitives[],
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} else {
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/* rotated non-square case*/
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const Vec2 c = frect_center(sprite.rect);
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const Vec2 c = center_rect(sprite.rect);
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const Vec2 t = fast_cossine(sprite.rotation);
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const Vec2 h = { sprite.rect.w / 2, sprite.rect.h / 2 };
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111
src/twn_util.c
111
src/twn_util.c
@ -197,49 +197,57 @@ bool strends(const char *str, const char *suffix) {
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}
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bool overlap_rect(const Recti *a, const Recti *b, Recti *result) {
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SDL_Rect a_sdl = { a->x, a->y, a->w, a->h };
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SDL_Rect b_sdl = { b->x, b->y, b->w, b->h };
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/* TODO: have our own */
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Recti overlap_recti(const Recti a, const Recti b) {
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SDL_Rect a_sdl = { a.x, a.y, a.w, a.h };
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SDL_Rect b_sdl = { b.x, b.y, b.w, b.h };
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SDL_Rect result_sdl = { 0 };
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bool intersection = SDL_IntersectRect(&a_sdl, &b_sdl, &result_sdl);
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(void)SDL_IntersectRect(&a_sdl, &b_sdl, &result_sdl);
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if (result != NULL)
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*result = (Recti){ result_sdl.x, result_sdl.y, result_sdl.w, result_sdl.h };
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return intersection;
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return (Recti){ result_sdl.x, result_sdl.y, result_sdl.w, result_sdl.h };
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}
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bool overlap_frect(const Rect *a, const Rect *b, Rect *result) {
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SDL_FRect a_sdl = { a->x, a->y, a->w, a->h };
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SDL_FRect b_sdl = { b->x, b->y, b->w, b->h };
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/* TODO: have our own */
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Rect overlap_rect(const Rect a, const Rect b) {
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SDL_FRect a_sdl = { a.x, a.y, a.w, a.h };
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SDL_FRect b_sdl = { b.x, b.y, b.w, b.h };
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SDL_FRect result_sdl = { 0 };
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bool intersection = SDL_IntersectFRect(&a_sdl, &b_sdl, &result_sdl);
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(void)SDL_IntersectFRect(&a_sdl, &b_sdl, &result_sdl);
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if (result != NULL)
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*result = (Rect){ result_sdl.x, result_sdl.y, result_sdl.w, result_sdl.h };
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return intersection;
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return (Rect){ result_sdl.x, result_sdl.y, result_sdl.w, result_sdl.h };
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}
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bool intersect_rect(const Recti *a, const Recti *b) {
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SDL_Rect a_sdl = { a->x, a->y, a->w, a->h };
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SDL_Rect b_sdl = { b->x, b->y, b->w, b->h };
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/* TODO: have our own */
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bool intersect_recti(const Recti a, const Recti b) {
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SDL_Rect a_sdl = { a.x, a.y, a.w, a.h };
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SDL_Rect b_sdl = { b.x, b.y, b.w, b.h };
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return SDL_HasIntersection(&a_sdl, &b_sdl);
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}
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bool intersect_frect(const Rect *a, const Rect *b) {
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SDL_FRect a_sdl = { a->x, a->y, a->w, a->h };
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SDL_FRect b_sdl = { b->x, b->y, b->w, b->h };
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/* TODO: have our own */
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bool intersect_rect(const Rect a, const Rect b) {
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SDL_FRect a_sdl = { a.x, a.y, a.w, a.h };
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SDL_FRect b_sdl = { b.x, b.y, b.w, b.h };
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return SDL_HasIntersectionF(&a_sdl, &b_sdl);
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}
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Rect to_frect(Recti rect) {
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Recti to_recti(Rect rect) {
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return (Recti) {
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.h = (int32_t)rect.h,
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.w = (int32_t)rect.w,
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.x = (int32_t)rect.x,
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.y = (int32_t)rect.y,
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};
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}
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Rect to_rect(Recti rect) {
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return (Rect) {
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.h = (float)rect.h,
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.w = (float)rect.w,
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@ -249,7 +257,15 @@ Rect to_frect(Recti rect) {
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}
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Vec2 frect_center(Rect rect) {
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Vec2i center_recti(Recti rect) {
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return (Vec2i){
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.x = rect.x + rect.w / 2,
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.y = rect.y + rect.h / 2,
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};
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}
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Vec2 center_rect(Rect rect) {
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return (Vec2){
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.x = rect.x + rect.w / 2,
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.y = rect.y + rect.h / 2,
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@ -257,25 +273,52 @@ Vec2 frect_center(Rect rect) {
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}
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void tick_timer(int *value) {
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*value = MAX(*value - 1, 0);
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int32_t timer_tick_frames(int32_t frames_left) {
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SDL_assert(frames_left >= 0);
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return MAX(frames_left - 1, 0);
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}
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void tick_ftimer(float *value) {
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*value = MAX(*value - ((float)ctx.delta_time / (float)ctx.clocks_per_second), 0.0f);
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float timer_tick_seconds(float seconds_left) {
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SDL_assert(seconds_left >= 0);
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return MAX(seconds_left - ((float)ctx.delta_time / (float)ctx.clocks_per_second), 0.0f);
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}
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bool repeat_ftimer(float *value, float at) {
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*value -= (float)ctx.delta_time / (float)ctx.clocks_per_second;
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if (*value < 0.0f) {
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*value += at;
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return true;
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struct timer_elapse_frames_result timer_elapse_frames(int32_t frames_left, int32_t interval) {
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SDL_assert(frames_left >= 0);
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SDL_assert(interval > 0);
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frames_left -= 1;
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bool elapsed = false;
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if (frames_left <= 0) {
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elapsed = true;
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frames_left += interval;
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}
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return false;
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return (struct timer_elapse_frames_result) {
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.elapsed = elapsed,
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.frames_left = frames_left
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};
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}
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struct timer_elapse_seconds_result timer_elapse_seconds(float seconds_left, float interval) {
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SDL_assert(seconds_left >= 0);
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SDL_assert(interval > 0);
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seconds_left -= (float)ctx.delta_time / (float)ctx.clocks_per_second;
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bool elapsed = false;
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if (seconds_left <= 0.0f) {
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elapsed = true;
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seconds_left += interval;
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}
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return (struct timer_elapse_seconds_result) {
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.elapsed = elapsed,
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.seconds_left = seconds_left
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};
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}
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/* TODO: handle utf8 */
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char *expand_asterisk(const char *mask, const char *to) {
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const char *offset = SDL_strchr(mask, '*');
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