1:1 source port of the engine and game code; Windows build and system layer; docs. No game files or SDK headers.
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3871 changed files with 91080 additions and 1640063 deletions
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include "core/vfs.h"
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namespace choco {
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// Image cache and ordered 2D draw calls in the fixed 800x600 coordinate space.
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class Draw {
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public:
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Draw(SDL_Renderer* renderer, const Vfs& assets);
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~Draw();
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Draw(const Draw&) = delete;
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Draw& operator=(const Draw&) = delete;
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SDL_Texture* load(const std::string& path);
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bool image(const std::string& path, const SDL_FRect& destination);
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bool image(const std::string& path, const SDL_FRect* source, const SDL_FRect& destination);
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bool text(const std::string& utf8, float x, float y, SDL_Color color,
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int pointSize = 16, float alignWidth = 0, bool center = false,
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const std::string& fontName = "", int outlineSize = 0,
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SDL_Color outlineColor = {0, 0, 0, 255});
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void clear();
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private:
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SDL_Renderer* renderer_;
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const Vfs& assets_;
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std::unordered_map<std::string, SDL_Texture*> textures_;
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std::unordered_map<std::string, SDL_Texture*> textTextures_;
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std::unordered_map<std::string, Bytes> vectorFonts_;
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std::unordered_map<std::string, TTF_Font*> sizedFonts_;
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std::unordered_set<std::string> warnedVectorFonts_;
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bool ttfReady_ = false;
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};
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} // namespace choco
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