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#include <stdbool.h>
#include <SDL3/SDL.h>
#include <time.h>
#include <stdlib.h>
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
#include "app.h"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE "Match 3"
#define MAX_DELTATIME (1000.0 / 30)
SDL_Window* window;
SDL_Renderer* renderer;
application_state app_state;
SDL_AppResult SDL_AppInit(void**, int, char**) {
SDL_Init(SDL_INIT_VIDEO);
srand(time(NULL));
window = SDL_CreateWindow(WINDOW_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, 0);
renderer = SDL_CreateRenderer(window, NULL);
#ifndef SDL_PLATFORM_EMSCRIPTEN
SDL_SetRenderVSync(renderer, true);
#endif
init_app(renderer);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void*, SDL_Event* e) {
if (e->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS;
}
switch (app_state) {
case game_state:
game_event(e);
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void*) {
static uint64_t then = 0, now = 0;
then = now;
now = SDL_GetTicks();
float dt = (now - then) / 1000.0f;
switch (app_state) {
case game_state:
update_game(SDL_min(dt, MAX_DELTATIME));
draw_game(renderer);
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void*, SDL_AppResult) {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
free_app();
SDL_Quit();
}
void init_app(SDL_Renderer* renderer) {
init_game(renderer);
app_state = game_state;
}
void free_app() {
free_game();
}
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