Removing unuser SDL2_image lib and moved structs in headers cause wy not.

This commit is contained in:
Ulysse Cura 2026-07-22 02:55:47 +02:00
parent 47ab650590
commit 4e8c48c667
5 changed files with 19 additions and 17 deletions

View File

@ -4,15 +4,16 @@ stdenv.mkDerivation {
nativeBuildInputs = [
gnumake
gcc
gdb
pkg-config
valgrind
];
buildInputs = [
SDL2
SDL2_image
libpng
];
# shellHook = ''
# export LD_LIBRARY_PATH=${pkgs.SDL2}/lib:${pkgs.SDL2_image}/lib:$LD_LIBRARY_PATH
# export PKG_CONFIG_PATH=${pkgs.SDL2}/lib/pkgconfig:${pkgs.SDL2_image}/lib/pkgconfig:$PKG_CONFIG_PATH
# '';
shellHook = ''
export LD_LIBRARY_PATH=${pkgs.SDL2}/lib:${pkgs.sdl3}/lib:${pkgs.libpng}/lib:$LD_LIBRARY_PATH
export PKG_CONFIG_PATH=${pkgs.SDL2}/lib/pkgconfig:${pkgs.libpng}/lib/pkgconfig:$PKG_CONFIG_PATH
'';
}

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@ -7,18 +7,18 @@
typedef struct animation_system_data_t {
sprite_component_data_t *sprite_component_data;
bool play :1;
bool loop :1;
bool reverse :1;
float frame_delay_ms;
float frame_timer_ms;
elem_t *actual_frame;
size_t actual_frame_nb;
size_t nb_frames;
linked_list_t frames;
float frame_delay_ms;
float frame_timer_ms;
bool play :1;
bool loop :1;
bool reverse :1;
} animation_system_data_t;
void animation_system_init(component_t *component, va_list args);

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@ -23,8 +23,6 @@ typedef void (*component_draw_t)(component_t *component);
typedef void (*component_deleter_t)(component_t *component);
typedef struct component_t {
component_type_t component_type;
component_init_t component_init;
component_update_t component_update;
component_draw_t component_draw;
@ -34,6 +32,9 @@ typedef struct component_t {
component_deleter_t component_deleter;
struct entity_t *entity;
component_type_t component_type;
} component_t;
component_t *create_component(component_type_t component_type);

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@ -5,8 +5,8 @@
#include <vector2d.h>
typedef struct events_t {
bool keys[MAX_KEYCODES];
vector2d_t cursor_pos;
bool keys[MAX_KEYCODES];
} events_t;
#endif // EVENTS_H

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@ -18,12 +18,12 @@
* @param delta_time_ms Frame time
*/
typedef struct game_t {
events_t events;
asset_manager_t asset_manager;
entity_manager_t entity_manager;
events_t events;
bool is_running;
float delta_time_ms;
bool is_running;
} game_t;
// Global game instance