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#include "game.h"
#include <gfx/gfx_app.h>
#include <log/log.h>
#include <stdlib.h>
static bool init(const GfxAppDesc* desc, void** app_state) {
Game* game = calloc(1, sizeof(Game));
if (!game) {
LOGE("Failed to allocate game state");
return false;
}
if (!game_new(game, desc->argc, desc->argv)) {
LOGE("Failed to initialize game\n");
return false;
}
*app_state = game;
return true;
}
static void shutdown(void* app_state) {
assert(app_state);
Game* game = (Game*)(app_state);
game_end(game);
}
static void update(void* app_state, double t, double dt) {
assert(app_state);
Game* game = (Game*)(app_state);
game_update(game, t, dt);
}
static void render(void* app_state) {
assert(app_state);
Game* game = (Game*)(app_state);
game_render(game);
}
static void resize(void* app_state, int width, int height) {
assert(app_state);
Game* game = (Game*)(app_state);
game_set_viewport(game, width, height);
}
int main(int argc, const char** argv) {
const int initial_width = 1350;
const int initial_height = 900;
const int max_fps = 60;
gfx_app_run(&(GfxAppDesc){.argc = argc,
.argv = argv,
.width = initial_width,
.height = initial_height,
.max_fps = max_fps,
.update_delta_time =
max_fps > 0 ? 1.0 / (double)max_fps : 0.0},
&(GfxAppCallbacks){.init = init,
.update = update,
.render = render,
.resize = resize,
.shutdown = shutdown});
return 0;
}
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