inital, almost working cross-compilation setup with Visual Studio and cmake
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12
game/CMakeLists.txt
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12
game/CMakeLists.txt
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add_executable(game
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"src/main.cpp"
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)
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target_link_libraries(game PRIVATE engine)
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# On Windows, use the WINDOWS subsystem (no console) for release only
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if(WIN32)
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if(CMAKE_BUILD_TYPE STREQUAL "Release")
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set_target_properties(game PROPERTIES WIN32_EXECUTABLE TRUE)
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endif()
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endif()
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13
game/src/__main.cpp
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13
game/src/__main.cpp
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#include "Engine.h"
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#include <SDL3/SDL_main.h>
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int main(int argc, char* argv[])
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{
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Engine engine;
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if (!engine.Init())
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return 1;
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engine.Shutdown();
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return 0;
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}
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78
game/src/main.cpp
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78
game/src/main.cpp
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@@ -0,0 +1,78 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <cstdio>
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#include <iostream>
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int main(int argc, char* argv[])
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{
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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std::printf("SDL_Init Error: %s\n", SDL_GetError());
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return 1;
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}
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SDL_Window* window = SDL_CreateWindow(
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"2D Game Engine",
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1280, 720,
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (!window)
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{
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std::printf("SDL_CreateWindow Error: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
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if (!renderer)
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{
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std::printf("SDL_CreateRenderer Error: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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bool running = true;
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Uint64 last_time = SDL_GetTicks();
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while (running)
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{
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// --- Delta time ---
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Uint64 now = SDL_GetTicks();
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float dt = (now - last_time) / 1000.0f;
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last_time = now;
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// --- Event handling ---
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_EVENT_QUIT)
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running = false;
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if (event.type == SDL_EVENT_KEY_DOWN
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&& event.key.key == SDLK_ESCAPE)
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running = false;
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}
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// --- Update ---
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// TODO: Update game state using dt
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// --- Render ---
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SDL_SetRenderDrawColor(renderer, 30, 30, 60, 255);
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SDL_RenderClear(renderer);
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// TODO: Draw your game world here
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// Example: draw a white rectangle
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SDL_FRect rect = { 100.0f, 100.0f, 64.0f, 64.0f };
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderFillRect(renderer, &rect);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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