
- Improved assert messages to be more clear about what might be happening if they fail - Added more checks in debug to detect heap corruption and what not - Fixed a bug where the program would crash because a heap block was perfectly full - Fixed Y placement of window when changing the window rect - Fixed window sizing when setting scaled_width or scaled_height - Updated readme
52 lines
1.4 KiB
C
52 lines
1.4 KiB
C
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///
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// Build config stuff
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#define OOGABOOGA_DEV 1
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#define RUN_TESTS 0
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#define VERY_DEBUG 0
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#define ENABLE_PROFILING 0
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// ENABLE_SIMD Requires CPU to support at least SSE1 but I will be very surprised if you find a system today which doesn't
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#define ENABLE_SIMD 0
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#define INITIAL_PROGRAM_MEMORY_SIZE MB(5)
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typedef struct Context_Extra {
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int monkee;
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} Context_Extra;
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// This needs to be defined before oogabooga if we want extra stuff in context
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#define CONTEXT_EXTRA Context_Extra
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// This defaults to "entry", but we can set it to anything (except "main" or other existing proc names"
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#define ENTRY_PROC entry
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// Ooga booga needs to be included AFTER configuration and BEFORE the program code
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#include "oogabooga/oogabooga.c"
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// #Volatile tutorial below
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// #Volatile tutorial below
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// #Volatile tutorial below
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//
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// Comment & Uncomment these to swap projects (only include one at a time)
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//
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// this is a minimal starting point for new projects. Copy & rename to get started
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// #include "oogabooga/examples/minimal_game_loop.c"
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// #include "oogabooga/examples/text_rendering.c"
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// An engine dev stress test for rendering
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#include "oogabooga/examples/renderer_stress_test.c"
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// Randy's example game that he's building out as a tutorial for using the engine
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// #include "entry_randygame.c"
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// This is where you swap in your own project!
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// #include "entry_yourepicgamename.c"
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