/apps/demos/scenery: remove title scene
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parent
6b2901be28
commit
f57525cea6
@ -13,7 +13,6 @@ set(SOURCE_FILES
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state.h
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scenes/scene.c scenes/scene.h
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scenes/title.c scenes/title.h
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scenes/ingame.c scenes/ingame.h
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)
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@ -1,6 +1,5 @@
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#include "state.h"
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#include "scenes/scene.h"
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#include "scenes/title.h"
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#include "scenes/ingame.h"
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#include "twn_game_api.h"
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@ -18,7 +17,7 @@ void game_tick(void) {
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State *state = ctx.udata;
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state->ctx = &ctx;
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state->scene = title_scene(state);
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state->scene = ingame_scene(state);
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}
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}
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@ -1,5 +1,4 @@
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#include "ingame.h"
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#include "title.h"
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#include "scene.h"
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#include "twn_game_api.h"
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@ -1,61 +0,0 @@
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#include "title.h"
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#include "ingame.h"
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#include "twn_game_api.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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SceneTitle *scn = (SceneTitle *)state->scene;
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(void)scn;
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input_action("ui_accept", "RETURN");
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if (input_action_just_pressed("ui_accept")) {
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switch_to(state, ingame_scene);
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return;
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}
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m_sprite("/assets/title.png", ((Rect) {
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((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 }));
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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 = 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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const char *font = "/fonts/kenney-pixel.ttf";
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float text_h = 32;
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float text_w = draw_text_width(text_str, text_h, font);
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draw_rectangle(
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(Rect) {
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.x = 0,
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.y = 0,
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.w = (float)text_w,
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.h = (float)text_h,
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},
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(Color) { 0, 0, 0, 255 }
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);
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draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
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free(text_str);
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}
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static void title_end(State *state) {
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free(state->scene);
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}
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Scene *title_scene(State *state) {
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(void)state;
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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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return (Scene *)new_scene;
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}
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@ -1,16 +0,0 @@
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#ifndef TITLE_H
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#define TITLE_H
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#include "../state.h"
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#include "scene.h"
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typedef struct SceneTitle {
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Scene base;
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} SceneTitle;
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Scene *title_scene(State *state);
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#endif
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