Delete src/rewrite.c
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-111
@@ -1,111 +0,0 @@
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#include "tetris.h"
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// initalize sdl
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void sdlGameInit(GameInit *game){
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// ensure sdl loads flags
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if(!SDL_Init(SDL_FLAGS)){
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safeError("error in sdl init\n");
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}
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// create window and check if it exists
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game->window = SDL_CreateWindow(WindowTitle, width, height, 0);
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if(!game->window){
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safeError("error in creating window\n");
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}
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// create the renderer and check if it exits
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game->renderer = SDL_CreateRenderer(game->window, NULL);
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if(!game->renderer){
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safeError("error in creating renderer\n");
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}
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}
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// clean up and removal
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void sdlGameFree(GameInit **gameInit){
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// check to see if the pointer to gameinit exists
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if(!*gameInit){
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safeError("null pointer where value is expected\n");
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}
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// set the pointer for game from gameinit
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GameInit *game = *gameInit;
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// kill prosseses
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if(game->window){
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SDL_DestroyWindow(game->window);
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game->window = NULL;
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}
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if(game->renderer){
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SDL_DestroyRenderer(game->renderer);
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game->renderer = NULL;
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}
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// quit the renderer and clean up pointers
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SDL_Quit();
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free(game);
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game = NULL;
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*gameInit = NULL;
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}
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// create game context
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void gameCreateContext(GameInit **gameInit){
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*gameInit = calloc(1, sizeof(gameInit));
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if(*gameInit == NULL){
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safeError("failed to allocate pointer\n");
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}
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GameInit *game = *gameInit;
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sdlGameInit(game);
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game->isRunning = true;
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}
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// the code for drawing shit to the screen
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void gameDrawContext(GameInit *game){
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SDL_RenderClear(game->renderer);
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SDL_RenderPresent(game->renderer);
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SDL_Delay(16);
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}
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// get events from the game
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void gameEventCheck(GameInit *game){
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while(SDL_PollEvent(&game->event)){
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switch(game->event.type){
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case SDL_EVENT_QUIT:
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game->isRunning = false;
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break;
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default:
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break;
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}
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}
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}
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// game loop handle logic and frames
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void gameLoop(GameInit *game){
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while(game->isRunning){
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gameEventCheck(game);
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gameDrawContext(game);
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}
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}
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// entry point and declerations
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int main(void){
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GameInit *gamePoint = NULL;
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gameCreateContext(&gamePoint);
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gameLoop(gamePoint);
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sdlGameFree(&gamePoint);
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return 0;
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}
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