Replace method to get Scene specific data
Changelog: - Use CONTAINER_OF macros to get scene specific data - Remove unnecessary scene_data from Scene_t - Still use pointer to scene specific data as these data could be quite heavy on memoryscene_man
parent
49b5a19cad
commit
64c3532305
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@ -34,14 +34,14 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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static void level_scene_render_func(Scene_t* scene)
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static void level_scene_render_func(Scene_t* scene)
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{
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{
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LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = lvl_scene->data.tilemap;
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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Entity_t* p_ent;
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BeginTextureMode(lvl_scene->data.game_viewport);
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BeginTextureMode(data->game_viewport);
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode2D(lvl_scene->data.cam);
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BeginMode2D(data->cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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{
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char buffer[6] = {0};
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char buffer[6] = {0};
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@ -152,20 +152,20 @@ static void level_scene_render_func(Scene_t* scene)
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EndMode2D();
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EndMode2D();
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EndTextureMode();
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EndTextureMode();
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Rectangle draw_rec = lvl_scene->data.game_rec;
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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draw_rec.height *= -1;
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BeginDrawing();
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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DrawTextureRec(
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lvl_scene->data.game_viewport.texture,
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data->game_viewport.texture,
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draw_rec,
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draw_rec,
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(Vector2){lvl_scene->data.game_rec.x, lvl_scene->data.game_rec.y},
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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WHITE
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);
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);
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// For DEBUG
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// For DEBUG
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const int gui_x = lvl_scene->data.game_rec.x + lvl_scene->data.game_rec.width + 10;
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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@ -202,7 +202,7 @@ static void level_scene_render_func(Scene_t* scene)
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static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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{
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{
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LevelSceneData_t data = CONTAINER_OF(scene, LevelScene_t, scene)->data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Entity_t* p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
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Entity_t* p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
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CBBox_t* p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
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CBBox_t* p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
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@ -211,8 +211,8 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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p_bbox->fragile = !metal;
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p_bbox->fragile = !metal;
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CTransform_t* p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
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CTransform_t* p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
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p_ctransform->position.x = (tile_idx % data.tilemap.width) * TILE_SIZE;
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p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
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p_ctransform->position.y = (tile_idx / data.tilemap.width) * TILE_SIZE;
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p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
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add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T);
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add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T);
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add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T);
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add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T);
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CHurtbox_t* p_hurtbox = add_component(&scene->ent_manager, p_crate, CHURTBOX_T);
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CHurtbox_t* p_hurtbox = add_component(&scene->ent_manager, p_crate, CHURTBOX_T);
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@ -260,18 +260,18 @@ static void toggle_block_system(Scene_t* scene)
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{
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{
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// TODO: This system is not good as the interface between raw input and actions is broken
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// TODO: This system is not good as the interface between raw input and actions is broken
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static unsigned int last_tile_idx = MAX_N_TILES;
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static unsigned int last_tile_idx = MAX_N_TILES;
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LevelSceneData_t data = CONTAINER_OF(scene, LevelScene_t, scene)->data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data.tilemap;
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TileGrid_t tilemap = data->tilemap;
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Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
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Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
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raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data.game_rec.x, data.game_rec.y});
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raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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{
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if (
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if (
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raw_mouse_pos.x > data.game_rec.width
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raw_mouse_pos.x > data->game_rec.width
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|| raw_mouse_pos.y > data.game_rec.height
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|| raw_mouse_pos.y > data->game_rec.height
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) return;
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) return;
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data.cam);
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx >= MAX_N_TILES) return;
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@ -343,10 +343,10 @@ static void toggle_block_system(Scene_t* scene)
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else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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{
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if (
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if (
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raw_mouse_pos.x > data.game_rec.width
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raw_mouse_pos.x > data->game_rec.width
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|| raw_mouse_pos.y > data.game_rec.height
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|| raw_mouse_pos.y > data->game_rec.height
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) return;
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) return;
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data.cam);
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx >= MAX_N_TILES) return;
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@ -423,7 +423,6 @@ void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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void init_level_scene(LevelScene_t* scene)
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void init_level_scene(LevelScene_t* scene)
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{
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{
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
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scene->scene.scene_data = &scene->data;
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init_level_scene_data(&scene->data);
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init_level_scene_data(&scene->data);
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// insert level scene systems
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// insert level scene systems
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@ -38,7 +38,6 @@ struct Scene {
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EntityManager_t ent_manager;
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EntityManager_t ent_manager;
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SceneType_t scene_type;
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SceneType_t scene_type;
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SceneState_t state;
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SceneState_t state;
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void * scene_data;
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GameEngine_t *engine;
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GameEngine_t *engine;
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};
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};
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@ -299,7 +299,7 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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void player_movement_input_system(Scene_t* scene)
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void player_movement_input_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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// Deal with player acceleration/velocity via inputs first
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// Deal with player acceleration/velocity via inputs first
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@ -472,7 +472,7 @@ void player_movement_input_system(Scene_t* scene)
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void player_bbox_update_system(Scene_t* scene)
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void player_bbox_update_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_player;
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Entity_t* p_player;
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@ -538,7 +538,7 @@ void tile_collision_system(Scene_t* scene)
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{
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{
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static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
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static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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@ -728,7 +728,7 @@ void friction_coefficient_update_system(Scene_t* scene)
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void global_external_forces_system(Scene_t* scene)
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void global_external_forces_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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CMovementState_t* p_mstate;
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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@ -867,7 +867,7 @@ void player_ground_air_transition_system(Scene_t* scene)
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void state_transition_update_system(Scene_t* scene)
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void state_transition_update_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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//Entity_t* p_ent;
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//Entity_t* p_ent;
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CMovementState_t* p_mstate;
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CMovementState_t* p_mstate;
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@ -920,7 +920,7 @@ void state_transition_update_system(Scene_t* scene)
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void update_tilemap_system(Scene_t* scene)
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void update_tilemap_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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CTileCoord_t* p_tilecoord;
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CTileCoord_t* p_tilecoord;
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@ -966,7 +966,7 @@ void hitbox_update_system(Scene_t* scene)
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{
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{
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static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
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static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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unsigned int ent_idx;
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unsigned int ent_idx;
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@ -5,7 +5,7 @@
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static void menu_scene_render_func(Scene_t* scene)
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static void menu_scene_render_func(Scene_t* scene)
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{
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{
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MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
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MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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DrawText("This is a game", 25, 220, 12, BLACK);
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DrawText("This is a game", 25, 220, 12, BLACK);
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@ -17,7 +17,7 @@ static void menu_scene_render_func(Scene_t* scene)
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static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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{
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MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
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MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
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int new_selection = data->selected_comp;
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int new_selection = data->selected_comp;
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if (!pressed)
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if (!pressed)
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{
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{
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@ -66,7 +66,7 @@ static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void gui_loop(Scene_t* scene)
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static void gui_loop(Scene_t* scene)
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{
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{
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MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
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MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
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if (Vector2LengthSqr(GetMouseDelta()) > 1)
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if (Vector2LengthSqr(GetMouseDelta()) > 1)
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{
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{
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data->mode = MOUSE_MODE;
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data->mode = MOUSE_MODE;
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@ -119,7 +119,6 @@ static void gui_loop(Scene_t* scene)
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void init_menu_scene(MenuScene_t* scene)
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void init_menu_scene(MenuScene_t* scene)
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{
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{
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init_scene(&scene->scene, MENU_SCENE, &menu_scene_render_func, &menu_do_action);
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init_scene(&scene->scene, MENU_SCENE, &menu_scene_render_func, &menu_do_action);
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scene->scene.scene_data = &scene->data;
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sc_array_add(&scene->scene.systems, &gui_loop);
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sc_array_add(&scene->scene.systems, &gui_loop);
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