initial commit
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57
src/engine/engine.cpp
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57
src/engine/engine.cpp
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//
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// Created by m on 12/3/21.
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//
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#include "engine.hpp"
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#include <cstdio>
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#include <memory>
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#include <chrono>
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#include <thread>
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#include <SDL.h>
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using namespace std::chrono_literals;
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void Engine::start_loop() {
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const auto one_second_milli = std::chrono::milliseconds(1s);
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if(game == nullptr) {
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printf("game is null\n");
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return;
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}
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if(renderer == nullptr) {
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printf("renderer is null\n");
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return;
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}
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RendererParams renderParams = game->get_renderer_params();
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renderer->initialize(renderParams);
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renderer->flush();
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auto duration_per_frame = one_second_milli / game->get_framerate();
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auto last_frame = std::chrono::high_resolution_clock::now();
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while(true) {
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auto starttime = std::chrono::high_resolution_clock::now();
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bool end = game->update();
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if(end) {
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break;
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}
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game->render(renderer.get());
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renderer->flush();
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auto endtime = std::chrono::high_resolution_clock::now();
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last_frame = render_fps(endtime, last_frame);
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std::this_thread::sleep_for(duration_per_frame);
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}
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}
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Engine::Engine(std::unique_ptr<Game> game, std::unique_ptr<Renderer> renderer) {
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this->renderer = std::move(renderer);
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this->game = std::move(game);
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}
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std::chrono::time_point<std::chrono::system_clock>
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Engine::render_fps(std::chrono::time_point<std::chrono::system_clock> end,
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std::chrono::time_point<std::chrono::system_clock> lastframe) {
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double frames = 1;
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std::chrono::duration<double> dur = end - lastframe;
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if(SHOW_FPS) {
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printf("fps: %f\n", frames/dur.count());
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}
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return end;
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}
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23
src/engine/engine.hpp
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23
src/engine/engine.hpp
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//
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// Created by m on 12/3/21.
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//
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#ifndef RLA_IIPP_ENGINE_HPP
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#define RLA_IIPP_ENGINE_HPP
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#include <memory>
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#include <chrono>
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#include "game/game.hpp"
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#include "rendering/renderer.hpp"
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static const bool SHOW_FPS = true;
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class Engine {
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public:
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Engine(std::unique_ptr<Game> game, std::unique_ptr<Renderer> renderer);
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void start_loop();
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std::chrono::time_point<std::chrono::system_clock> render_fps(std::chrono::time_point<std::chrono::system_clock> end, std::chrono::time_point<std::chrono::system_clock> lastframe);
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private:
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std::unique_ptr<Game> game;
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std::unique_ptr<Renderer> renderer;
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};
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#endif //RLA_IIPP_ENGINE_HPP
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16
src/engine/game/game.hpp
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16
src/engine/game/game.hpp
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//
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// Created by m on 12/3/21.
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//
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#ifndef RLA_IIPP_GAME_HPP
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#define RLA_IIPP_GAME_HPP
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#include "../rendering/renderer.hpp"
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class Game {
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public:
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virtual bool update() = 0;
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virtual void render(Renderer* renderer) = 0;
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virtual RendererParams get_renderer_params() = 0;
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virtual unsigned int get_framerate() = 0;
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};
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#endif //RLA_IIPP_GAME_HPP
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31
src/engine/rendering/renderer.hpp
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31
src/engine/rendering/renderer.hpp
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//
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// Created by m on 12/3/21.
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//
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#ifndef RLA_IIPP_RENDERER_HPP
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#define RLA_IIPP_RENDERER_HPP
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struct Color {
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public:
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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Color(unsigned char r, unsigned char g, unsigned char b, unsigned char a) : r(r), g(g), b(b), a(a) {}
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};
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struct RendererParams {
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char* title;
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unsigned int width;
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unsigned int height;
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};
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class Renderer {
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public:
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virtual void initialize(RendererParams params)=0;
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virtual void flush() = 0;
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virtual void draw_point(int x, int y, Color color) = 0;
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};
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#endif //RLA_IIPP_RENDERER_HPP
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32
src/engine/rendering/sdl/sdlrenderer.cpp
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32
src/engine/rendering/sdl/sdlrenderer.cpp
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//
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// Created by m on 12/3/21.
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//
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#include <cstdio>
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#include "sdlrenderer.hpp"
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void SdlRenderer::initialize(RendererParams params) {
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if(SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("SDL vide oinit failed: %s\n", SDL_GetError());
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}
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SDL_Window* sdl_window = SDL_CreateWindow(params.title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, params.width, params.height, SDL_WINDOW_SHOWN);
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if(sdl_window == nullptr) {
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printf("error making window: %s\n", SDL_GetError());
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}
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else {
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this->window = sdl_window;
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SDL_Renderer* sdl_renderer = SDL_CreateRenderer(this->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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this->renderer = sdl_renderer;
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SDL_RenderClear(this->renderer);
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}
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}
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void SdlRenderer::flush() {
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SDL_RenderPresent(this->renderer);
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SDL_SetRenderDrawColor(this->renderer, 0, 0, 0, 255);
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SDL_RenderClear(this->renderer);
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}
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void SdlRenderer::draw_point(int x, int y, Color color) {
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SDL_SetRenderDrawColor(this->renderer, color.r, color.g, color.b, color.a);
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SDL_RenderDrawPoint(this->renderer, x, y);
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}
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22
src/engine/rendering/sdl/sdlrenderer.hpp
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22
src/engine/rendering/sdl/sdlrenderer.hpp
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//
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// Created by m on 12/3/21.
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//
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#ifndef RLA_IIPP_SDLRENDERER_HPP
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#define RLA_IIPP_SDLRENDERER_HPP
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#include "../renderer.hpp"
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#include <SDL.h>
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class SdlRenderer : public Renderer {
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void initialize(RendererParams params) override;
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void flush() override;
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void draw_point(int x, int y, Color color) override;
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private:
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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};
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#endif //RLA_IIPP_SDLRENDERER_HPP
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32
src/game/visualizer.cpp
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32
src/game/visualizer.cpp
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//
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// Created by m on 12/3/21.
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//
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#include "visualizer.hpp"
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#define TITLE "test"
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#define WIN_WIDTH 800
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#define WIN_HEIGHT 600
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#define TARGET_FPS 60
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bool Visualizer::update() {
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this->x += 1;
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if(this->x > WIN_WIDTH) {
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this->x = 0;
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return true;
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}
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return false;
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}
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RendererParams Visualizer::get_renderer_params() {
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return {.title = TITLE, .width = WIN_WIDTH, .height = WIN_HEIGHT};
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}
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unsigned int Visualizer::get_framerate() {
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return TARGET_FPS;
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}
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void Visualizer::render(Renderer *renderer) {
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Color color = Color(255, 255, 255, 255);
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for(int y=0;y<WIN_HEIGHT;y++) {
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renderer->draw_point(this->x, y, color);
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}
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}
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24
src/game/visualizer.hpp
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24
src/game/visualizer.hpp
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//
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// Created by m on 12/3/21.
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//
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#include "../engine/game/game.hpp"
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#ifndef RLA_IIPP_VISUALIZER_HPP
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#define RLA_IIPP_VISUALIZER_HPP
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class Visualizer : public Game {
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public:
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bool update() override;
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void render(Renderer* renderer) override;
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RendererParams get_renderer_params() override;
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unsigned int get_framerate() override;
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private:
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int x = 0;
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};
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#endif //RLA_IIPP_VISUALIZER_HPP
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17
src/main.cpp
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17
src/main.cpp
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#include <cstdio>
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#include <memory>
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#include "engine/rendering/renderer.hpp"
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#include "engine/rendering/sdl/sdlrenderer.hpp"
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#include "engine/engine.hpp"
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#include "game/visualizer.hpp"
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int main() {
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const char* TITLE = "Test";
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std::unique_ptr<Renderer> renderer = std::make_unique<SdlRenderer>();
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std::unique_ptr<Game> game = std::make_unique<Visualizer>();
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Engine* engine = new Engine(std::move(game), std::move(renderer));
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engine->start_loop();
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return 0;
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}
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