Remove core.h, SDL2->SDL3, Makefile cleanup, ansi C, 80 char.
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+23
-24
@@ -1,43 +1,42 @@
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#ifndef SDL_HANDMADE_H
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#define SDL_HANDMADE_H
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#include <SDL.h>
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#include <SDL3/SDL.h>
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#include "core.h"
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#include "handmade.h"
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struct sdl_border_size {
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int Top;
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int Bottom;
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int Left;
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int Right;
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int top;
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int bottom;
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int left;
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int right;
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};
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struct sdl_window_size {
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int Width;
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int Height;
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int width;
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int height;
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};
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struct sdl_window_position {
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int X;
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int Y;
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int x;
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int y;
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};
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struct offscreen_buffer {
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/* Pixels are always 32-bit and have the bytes in BGRX (little-endian). */
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SDL_Texture *Texture;
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void *Memory;
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int Width;
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int Height;
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int Pitch;
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SDL_Texture *texture;
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void *memory;
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int width;
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int height;
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int pitch;
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};
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struct sdl_sound_output {
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int SamplesPerSecond;
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int BytesPerSample;
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int SecondaryBufferSize;
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int LatencySampleCount;
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void *Samples;
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int samples_per_second;
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int bytes_per_sample;
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int secondary_buffer_size;
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int latency_sample_count;
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void *samples;
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};
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/* TODO: We choose 1024 only because MacOS's MAXPATHLEN says such a value.
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@@ -45,11 +44,11 @@ struct sdl_sound_output {
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#define SDL_STATE_PATH_SIZE 1024
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struct sdl_state {
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unsigned long long TotalSize;
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void *GameMmemoryBlock;
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unsigned long long total_size;
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void *game_memory_block;
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char EXEDirPath[SDL_STATE_PATH_SIZE];
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char DLLPath[SDL_STATE_PATH_SIZE];
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char exe_dir_path[SDL_STATE_PATH_SIZE];
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char dll_path[SDL_STATE_PATH_SIZE];
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};
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#endif
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