fix mixing up of SDL and libc allocators, proper flushing of quad build buffers
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@ -34,7 +34,7 @@ static void ingame_end(State *state) {
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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SceneIngame *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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@ -5,9 +5,8 @@
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#include "twn_game_api.h"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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static void title_tick(State *state) {
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@ -26,8 +25,9 @@ static void title_tick(State *state) {
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%llu", (unsigned long long)state->ctx->frame_number) + 1;
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char *text_str = cmalloc(text_str_len);
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char *text_str = malloc(text_str_len);
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snprintf(text_str, text_str_len, "%llu", (unsigned long long)state->ctx->frame_number);
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free(text_str);
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const char *font = "fonts/kenney-pixel.ttf";
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float text_h = 32;
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@ -64,7 +64,7 @@ static void title_end(State *state) {
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Scene *title_scene(State *state) {
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(void)state;
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SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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SceneTitle *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
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new_scene->base.end = title_end;
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