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f6f303969d
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f6f303969d | |
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e8bad2bdf4 | |
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8d7813bb53 |
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@ -29,7 +29,9 @@
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"libimg.h": "c",
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"libimg.h": "c",
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"stdint.h": "c",
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"stdint.h": "c",
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"transform_component.h": "c",
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"transform_component.h": "c",
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"sprite_component.h": "c"
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"sprite_component.h": "c",
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"texture_manager.h": "c",
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"image.h": "c"
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},
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},
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"C_Cpp.default.compilerPath": "/home/ulysse-cura/.local/bin/sh-elf-gcc"
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"C_Cpp.default.compilerPath": "/home/ulysse-cura/.local/bin/sh-elf-gcc"
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}
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}
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@ -7,9 +7,9 @@
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typedef struct animation_system_data_t {
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typedef struct animation_system_data_t {
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sprite_component_data_t *sprite_component_data;
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sprite_component_data_t *sprite_component_data;
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bool play :1;
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bool play :1;
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bool loop :1;
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bool loop :1;
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bool reverse :1;
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bool reverse :1;
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float frame_delay_ms;
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float frame_delay_ms;
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float frame_timer_ms;
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float frame_timer_ms;
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@ -4,9 +4,11 @@
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#include <gint/keycodes.h>
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#include <gint/keycodes.h>
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#include <stdbool.h>
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#include <stdbool.h>
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/* event_t: Events struct
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/**
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Store events for inputs
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* @brief Store events for inputs
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@keys Addressable array containing boolean state of each key */
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*
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* @param keys Addressable array containing boolean state of each key
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*/
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typedef struct event_t {
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typedef struct event_t {
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bool keys[0xa6];
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bool keys[0xa6];
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} event_t;
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} event_t;
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25
src/game.c
25
src/game.c
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@ -10,10 +10,6 @@ void game_init(void)
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entity_manager_init(&game.entity_manager);
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entity_manager_init(&game.entity_manager);
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game.last_clock_state = clock();
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game.is_running = true;
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entity_t *player = entity_manager_add_entity(&game.entity_manager, "player");
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entity_t *player = entity_manager_add_entity(&game.entity_manager, "player");
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rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
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rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
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@ -23,14 +19,7 @@ void game_init(void)
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add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
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add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
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add_component(player, create_component(PLAYER_SYSTEM));
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add_component(player, create_component(PLAYER_SYSTEM));
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//entity_t *enemy = entity_manager_add_entity(&game.entity_manager, "enemy0");
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game.is_running = true;
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//rect_t enemy_bounds = {50.0f, 50.0f, 32.0f, 32.0f};
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//add_component(enemy, create_component(TRANSFORM_COMPONENT), enemy_bounds, ENEMY_DEFAULT_SPEED);
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//add_component(enemy, create_component(SPRITE_COMPONENT), "enemy_idle_sheet");
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//add_component(enemy, create_component(ANIMATION_SYSTEM), 4, 0, ENEMY_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
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//add_component(enemy, create_component(ENEMY_SYSTEM));
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}
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}
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void game_handle_event(void)
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void game_handle_event(void)
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@ -52,11 +41,17 @@ void game_handle_event(void)
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while(key_event.type != KEYEV_NONE);
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while(key_event.type != KEYEV_NONE);
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}
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}
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static inline void update_time(void)
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{
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clock_t last_clock_state = clock();
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clock_t start_clock = clock();
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game.delta_time_ms = (double)(start_clock - last_clock_state) * 1000.0f / CLOCKS_PER_SEC;
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last_clock_state = start_clock;
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}
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void game_update(void)
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void game_update(void)
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{
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{
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clock_t start_clock = clock();
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update_time();
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game.delta_time_ms = (double)(start_clock - game.last_clock_state) * 1000.0f / CLOCKS_PER_SEC;
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game.last_clock_state = start_clock;
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entity_manager_update(&game.entity_manager);
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entity_manager_update(&game.entity_manager);
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}
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}
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29
src/game.h
29
src/game.h
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@ -6,26 +6,53 @@
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#include "texture_manager.h"
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#include "texture_manager.h"
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#include "ecs/ecs.h"
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#include "ecs/ecs.h"
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/**
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* @brief Game data.
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* There should be only one instance of this struct.
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*
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* @param event Events data
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* @param texture_manager Texture manager instance
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* @param entity_manager Entity manager instance
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* @param is_running Game running state
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* @param delta_time_ms Frame time
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*/
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typedef struct game_t {
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typedef struct game_t {
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event_t event;
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event_t event;
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texture_manager_t texture_manager;
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texture_manager_t texture_manager;
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entity_manager_t entity_manager;
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entity_manager_t entity_manager;
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bool is_running;
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bool is_running;
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clock_t last_clock_state;
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double delta_time_ms;
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double delta_time_ms;
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} game_t;
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} game_t;
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/**
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* @brief Global game instance
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*/
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extern game_t game;
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extern game_t game;
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/**
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* @brief Initialise game
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*/
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void game_init(void);
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void game_init(void);
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/**
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* @brief Handle event like inputs
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*/
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void game_handle_event(void);
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void game_handle_event(void);
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/**
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* @brief Update game
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*/
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void game_update(void);
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void game_update(void);
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/**
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* @brief Render game
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*/
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void game_render(void);
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void game_render(void);
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/**
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* @brief Free game instance
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*/
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void game_exit(void);
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void game_exit(void);
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#endif // GAME_H
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#endif // GAME_H
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@ -10,22 +10,24 @@
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#include <gint/defs/types.h>
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#include <gint/defs/types.h>
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/* vector2d_t: A point in space
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/**
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This struct is the base for storing 2D positions.
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* @brief Point struct.
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*
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@x X pos of the vector
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* @param x X pos
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@y Y pos of the vector */
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* @param y Y pos
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*/
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typedef struct vector2d_t {
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typedef struct vector2d_t {
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float x, y;
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float x, y;
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} vector2d_t;
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} vector2d_t;
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/* vector2d_t: A point in space
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/**
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This struct is the base for storing 2D positions.
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* @brief Rectangle struct.
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*
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@x X pos of the rectangle
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* @param x X pos
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@y Y pos of the rectangle
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* @param y Y pos
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@w Width of the rectangle
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* @param w Width
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@h Height of the rectangle */
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* @param h Height
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*/
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typedef struct rect_t {
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typedef struct rect_t {
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float x, y;
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float x, y;
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float w, h;
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float w, h;
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@ -39,38 +41,45 @@ __attribute__((const)) float fabsf(float x);
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#define is_not_zero(X) (fabsf(X) > EPSILON)
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#define is_not_zero(X) (fabsf(X) > EPSILON)
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/* point_in_rect(): Verify if a point is in a rectangle
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/**
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This function is useful for verify if a point is in a rectangle.
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* @brief Verify if a point is in a rectangle
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*
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@P A Vector2d
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* @param P Vector2d
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@R A rectangle
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* @param R Rectangle
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Return true if the condition is validated else false. */
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*
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* @return True if the point is in the rectangle, else false.
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*/
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#define point_in_rect(P, R) (((P)->x >= (R)->x) && ((P)->x < ((R)->x + (R)->w)) && \
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#define point_in_rect(P, R) (((P)->x >= (R)->x) && ((P)->x < ((R)->x + (R)->w)) && \
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((P)->y >= (R)->y) && ((P)->y < ((R)->y + (R)->h)))
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((P)->y >= (R)->y) && ((P)->y < ((R)->y + (R)->h)))
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/* rect_empty(): Verify if a rectangle is empty
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/**
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This function is useful for verify if a rectangle exists.
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* @brief Verify if a rectangle is empty
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*
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@R A rectangle
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* @param R Rectangle
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Return true if the condition is validated else false. */
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*
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* @return True if the rectangle is empty, else false.
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*/
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#define rect_empty(R) ((!(R)) || (is_equal_to_zero((R)->w)) || (is_equal_to_zero((R)->h)))
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#define rect_empty(R) ((!(R)) || (is_equal_to_zero((R)->w)) || (is_equal_to_zero((R)->h)))
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/* has_intersection(): Verify if there is a intersction between two rectangles
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/**
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This function is useful for verify intersection between two rectangles.
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* @brief Verify if there is a intersction between two rectangles
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*
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* @param A Rectangle A
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* @param B Rectangle B
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*
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* @return True if there is an intersection, else false.
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*/
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bool has_intersection(const rect_t *A, const rect_t *B);
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@A A rectangle
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/**
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@B Another rectangle
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* @brief Verify if there is an intersection between two rectangles and get the intersection rectangle.
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Return true if the condition is validated else false. */
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*
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bool has_intersection(const rect_t *, const rect_t *);
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* @param A Rectangle A
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* @param B Rectangle B
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/* intersect_rect(): Like has_intersection but has a result rectangle
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* @param result The intersection rectangle
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This function is useful for verify intersection between two rectangles
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*
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and get the intersection rectangle.
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* @return True if there is an intersection, else false.
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*/
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@A A rectangle
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bool intersect_rect(const rect_t *A, const rect_t *B, rect_t *result);
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@B Another rectangle
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@result The intersection rectangle
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Return true if the condition is validated else false. */
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bool intersect_rect(const rect_t *, const rect_t *, rect_t *);
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#endif // VECTOR2D_H
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#endif // VECTOR2D_H
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