Re-wrote to use OpenGL (based off glboilerplate/glboilerplate.c), modified window size and colour scheme to match the design doc. Implemented colour struct and background drawing function
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ca55281463
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2f7a81dd9f
@ -1,12 +1,24 @@
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#ifdef _WIN32
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#ifdef _WIN32
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#include <SDL.h>
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#include <Windows.h>
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#include <Windows.h>
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#include <SDL.h>
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#define _
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#else
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#else
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#endif
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#endif
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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void drawPaddle(SDL_Renderer *renderer, int paddleX, int paddleWidth);
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typedef struct colour {
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double r;
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double g;
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double b;
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double a;
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} colour;
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void drawBg(int winWidth, int winHeight, colour *c1, colour *c2);
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void drawPaddle(int paddleX, int paddleWidth, int paddleHeight, colour *c);
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int main(void) {
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int main(void) {
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@ -15,7 +27,7 @@ int main(void) {
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* 0: Success
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* 0: Success
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* 1: SDL init fail
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* 1: SDL init fail
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* 2: Error creating Window
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* 2: Error creating Window
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* 3: Error creating renderer
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* 3: Error creating context
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*
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*
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*/
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*/
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@ -38,13 +50,15 @@ int main(void) {
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// Window vars
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// Window vars
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int winPosX = 100; int winPosY = 100;
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int winPosX = 100; int winPosY = 100;
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int winWidth = 640; int winHeight = 480;
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int winWidth = 480; int winHeight = 720;
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Uint32 timer;
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SDL_Window *window1 = SDL_CreateWindow(
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SDL_Window *window1 = SDL_CreateWindow(
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"Main Window",
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"Main Window",
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winPosX, winPosY,
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winPosX, winPosY,
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winWidth, winHeight,
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winWidth, winHeight,
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SDL_WINDOW_SHOWN
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
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);
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);
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if (window1==NULL) {
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if (window1==NULL) {
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fprintf(stderr, "[FAILED] Creating Window window1");
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fprintf(stderr, "[FAILED] Creating Window window1");
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@ -58,12 +72,46 @@ int main(void) {
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* Creates the main renderer (tied to main window)
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* Creates the main renderer (tied to main window)
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*/
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*/
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SDL_Renderer * renderer1 = SDL_CreateRenderer(window1, -1, 0);
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//SDL_Renderer * renderer1 = SDL_CreateRenderer(window1, -1, 0);
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if (renderer1==NULL) {
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//if (renderer1==NULL) {
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fprintf(stderr, "[FAILED] Creating renderer renderer1 for window1");
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// fprintf(stderr, "[FAILED] Creating renderer renderer1 for window1");
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// return 3;
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//}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); // Specifies the version of the OpenGL context
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); // (here, 1.5) -- hello, 2003!
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); // Allows deprecated functions to be used
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // Set depth buffer to 16 bits, if OpenGL agrees (see below)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Enable double buffering
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SDL_GLContext context1 = SDL_GL_CreateContext(window1); // Use SDL_GL_MakeCurrent function to switch contexts
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if (context1 == NULL) {
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fprintf(stderr, "[FAILED] Creating render context context1 for window1");
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return 3;
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return 3;
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}
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}
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glFrontFace(GL_CCW); // Counter-clockwise winding
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glEnable(GL_NORMALIZE); // Vectors normalized after transforming to keep units consistent for lighting
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glShadeModel(GL_SMOOTH); // GL_FLAT for flat shading instead
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glEnable(GL_DEPTH_TEST); // Enables depth comparisons
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glMatrixMode(GL_PROJECTION); // Sets our matrix mode (initially) to work with the projection stack
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glLoadIdentity(); // Projection matrix is now the identity matrix, so we can work in 2D space
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gluOrtho2D(
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-1.0*(GLdouble)(winWidth / 2), // Left
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(GLdouble)(winWidth / 2), // Right
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-1.0*(GLdouble)(winHeight / 2), // Bottom
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(GLdouble)(winHeight / 2) // Top
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);
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glViewport(0, 0, winWidth, winHeight); // Set the viewport to fill the window
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timer = SDL_GetTicks();
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/*
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/*
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* ----------------
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* ----------------
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* Game variables
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* Game variables
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@ -72,11 +120,14 @@ int main(void) {
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char moveX=0;
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char moveX=0;
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int paddleWidth=100;
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int paddleWidth=50;
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int paddleX=(winWidth/2)-(paddleWidth/2);
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int paddleX=(winWidth/2)-(paddleWidth/2);
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SDL_SetRenderDrawColor(renderer1, 0x22, 0x22, 0x22, 0xFF); //RGBA
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/*
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SDL_RenderClear(renderer1);
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* ----------------
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* Let's go!
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* ----------------
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*/
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go=1;
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go=1;
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while(go) {
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while(go) {
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@ -126,18 +177,36 @@ int main(void) {
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* Draw to buffer
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* Draw to buffer
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* ----------------
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* ----------------
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*/
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*/
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SDL_SetRenderDrawColor(renderer1, 0x22, 0x22, 0x22, 0xFF); //RGBA
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SDL_RenderClear(renderer1);
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drawPaddle(renderer1, paddleX, paddleWidth);
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SDL_GL_MakeCurrent(window1, context1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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colour paddleCol;
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paddleCol.r = 1.0; paddleCol.g = 1.0; paddleCol.b = 1.0; paddleCol.a = 1.0;
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colour bgcol1; colour bgcol2;
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bgcol1.r = 0.0824; /*21*/ bgcol2.r = 0.7216; /*184*/
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bgcol1.g = 0.0901; /*23*/ bgcol2.g = 0.2471; /*63*/
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bgcol1.b = 0.4431; /*113*/ bgcol2.b = 0.6078; /*155*/
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bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
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drawPaddle(paddleX, paddleWidth, winWidth, winHeight, &paddleCol);
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drawBg(winWidth, winHeight, &bgcol1, &bgcol2);
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glFlush();
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/*
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/*
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* --------------------------------
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* --------------------------------
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* Output to Window
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* Output to Window
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* --------------------------------
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* --------------------------------
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*/
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*/
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SDL_RenderPresent(renderer1);
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SDL_GL_SwapWindow(window1);
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SDL_Delay(6);
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}
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}
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/*
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/*
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@ -145,17 +214,45 @@ int main(void) {
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* Clean up after ourselves
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* Clean up after ourselves
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* --------------------------------
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* --------------------------------
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*/
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*/
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SDL_GL_DeleteContext(context1);
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SDL_DestroyWindow(window1);
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SDL_DestroyWindow(window1);
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SDL_Quit();
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SDL_Quit();
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return 0;
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return 0;
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}
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}
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void drawPaddle(SDL_Renderer *renderer, int paddleX, int paddleWidth) {
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void drawBg(int winWidth, int winHeight, colour *c1, colour *c2) {
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SDL_SetRenderDrawColor(renderer, 0x66, 0x66, 0x66, 0xFF);
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GLint matrixmode = 0;
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for (int i=paddleX; i<(paddleX+paddleWidth); i++) {
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glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
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for (int j=0; j<10; j++) {
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glPushMatrix();
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SDL_RenderDrawPoint(renderer,i,j+480-20);
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glTranslated((GLdouble)(-1*winWidth/2), (GLdouble)(-1*winHeight/2), 0.0);
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}
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}
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glBegin(GL_QUADS);
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//Top colour
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glColor3f(c1->r, c1->g, c1->b);
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glVertex2f(winWidth, 0.0);
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glVertex2f(0.0,0.0);
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//Bottom colour
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glColor3f(c2->r, c2->g, c2->b);
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glVertex2f(0.0,winHeight);
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glVertex2f(winWidth, winHeight);
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glEnd();
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}
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void drawPaddle(int paddleX, int paddleWidth, int winWidth, int winHeight, colour *c) {
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GLint matrixmode = 0;
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glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
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glPushMatrix();
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glTranslated((GLdouble)(paddleX)-winWidth/2, (GLdouble)(20-winHeight/2), 0.0);
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glBegin(GL_QUADS);
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glColor3f(c->r, c->g, c->b); //#666666
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glVertex3d(0.0, 0.0, 0.0);
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glVertex3d(0.0, 10.0, 0.0);
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glVertex3d((double)paddleWidth, 10.0, 0.0);
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glVertex3d((double)paddleWidth, 0.0, 0.0);
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glEnd();
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glPopMatrix();
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glMatrixMode(matrixmode);
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}
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}
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BIN
design/new design.png
Normal file
BIN
design/new design.png
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Binary file not shown.
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After Width: | Height: | Size: 102 KiB |
BIN
design/reference.png
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BIN
design/reference.png
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After Width: | Height: | Size: 350 KiB |
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