Complete renderer file structure
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@ -48,29 +48,3 @@ pub fn clearLines(self: *Self) void {
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}
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}
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pub fn render(self: Self, renderer: *SDL.SDL_Renderer, cell_size: i32, pos_x: i32, pos_y: i32) void {
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var rect = SDL.SDL_Rect{
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.x = pos_x,
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.y = pos_y,
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.w = cell_size,
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.h = cell_size,
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};
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var visible = self.cells[buffer..];
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for (visible) |_, y| {
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for (visible[y]) |_, x| {
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var r = visible[y][x].color.r;
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var g = visible[y][x].color.g;
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var b = visible[y][x].color.b;
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var a = visible[y][x].color.a;
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rect.x = pos_x + @intCast(i32, x) * cell_size;
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rect.y = pos_y + (@intCast(i32, y) + buffer) * cell_size;
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_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
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_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_SetRenderDrawColor(renderer, color.light_grey.r, color.light_grey.g, color.light_grey.b, color.light_grey.a);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
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}
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}
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}
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@ -185,33 +185,3 @@ pub fn rotate(self: Self, dir: Rot) Self {
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return new_piece;
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}
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pub fn render(self: Self, renderer: *SDL.SDL_Renderer, cell_size: i32, pos_x: i32, pos_y: i32) void {
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var rect = SDL.SDL_Rect{
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.x = pos_x,
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.y = pos_y,
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.w = cell_size,
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.h = cell_size,
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};
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for (self.structure) |_, y| {
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for (self.structure[y]) |_, x| {
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// We don't want to paint void cells
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if (self.structure[y][x] == false) {
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continue;
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}
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var r = self.color.r;
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var g = self.color.g;
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var b = self.color.b;
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var a = self.color.a;
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rect.x = pos_x + (@intCast(i32, x) + self.col) * cell_size;
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rect.y = pos_y + (@intCast(i32, y) + self.row) * cell_size;
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_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
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_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_SetRenderDrawColor(renderer, r -| 30, g -| 30, b -| 30, a +| 30);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
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}
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}
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}
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@ -130,9 +130,82 @@ pub fn renderHeld(self: *Self, game: Game) void {
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}
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pub fn render(self: *Self, game: Game) void {
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game.grid.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
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game.piece.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
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game.shadow.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
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renderGrid(self, game.grid);
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renderPiece(self, game.piece);
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renderPiece(self, game.shadow);
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renderBag(self, game);
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renderHeld(self, game);
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}
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pub fn renderPiece(self: *Self, piece: Piece) void {
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const cell_size = self.grid_cell_size;
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const pos_x = self.grid_pos_x;
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const pos_y = self.grid_pos_y;
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const renderer = self.renderer;
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var rect = SDL.SDL_Rect{
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.x = pos_x,
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.y = pos_y,
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.w = cell_size,
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.h = cell_size,
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};
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for (piece.structure) |_, y| {
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for (piece.structure[y]) |_, x| {
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// We don't want to paint void cells
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if (piece.structure[y][x] == false) {
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continue;
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}
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var r = piece.color.r;
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var g = piece.color.g;
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var b = piece.color.b;
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var a = piece.color.a;
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rect.x = pos_x + (@intCast(i32, x) + piece.col) * cell_size;
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rect.y = pos_y + (@intCast(i32, y) + piece.row) * cell_size;
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_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
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_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_SetRenderDrawColor(renderer, r -| 30, g -| 30, b -| 30, a +| 30);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
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}
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}
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}
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pub fn renderGrid(self: *Self, grid: Grid) void {
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const cell_size = self.grid_cell_size;
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const pos_x = self.grid_pos_x;
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const pos_y = self.grid_pos_y;
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const renderer = self.renderer;
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var rect = SDL.SDL_Rect{
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.x = pos_x,
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.y = pos_y,
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.w = cell_size,
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.h = cell_size,
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};
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const buffer = Grid.buffer;
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var visible = grid.cells[buffer..];
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for (visible) |_, y| {
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for (visible[y]) |_, x| {
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var r = visible[y][x].color.r;
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var g = visible[y][x].color.g;
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var b = visible[y][x].color.b;
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var a = visible[y][x].color.a;
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rect.x = pos_x + @intCast(i32, x) * cell_size;
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rect.y = pos_y + (@intCast(i32, y) + buffer) * cell_size;
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_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
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_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_SetRenderDrawColor(renderer, color.light_grey.r, color.light_grey.g, color.light_grey.b, color.light_grey.a);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
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}
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}
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}
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@ -3,6 +3,7 @@ const SDL = @import("sdl2");
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const MenuSelection = @import("MainMenu/MenuSelection.zig");
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const MenuTab = @import("MainMenu/MenuTab.zig");
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const Renderer = @import("MainMenu/Renderer.zig");
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const State = @import("flow.zig").State;
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const Action = @import("Action.zig");
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@ -10,11 +11,11 @@ const Action = @import("Action.zig");
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const Self = @This();
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action_list: [3]Action = .{
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// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Right
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// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Left
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Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Down
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Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Down
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Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Down
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// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Tab Right
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// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Tab left
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Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Go down
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Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Go up
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Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Select
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},
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tab_list: [2]MenuTab = [2]MenuTab{
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@ -28,6 +29,8 @@ tab_list: [2]MenuTab = [2]MenuTab{
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}),
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},
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renderer: Renderer,
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// Current tab and selection index
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tab: usize = 0,
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sel: usize = 0,
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@ -37,8 +40,8 @@ state: State = State.main_menu,
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holding_down: bool = false,
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holding_enter: bool = false,
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pub fn init() Self {
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return Self{};
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pub fn init(renderer: *SDL.SDL_Renderer) Self {
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return Self{.renderer = Renderer.init(renderer)};
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}
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fn getSel(self: *Self) MenuSelection {
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@ -0,0 +1,15 @@
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const SDL = @import("sdl2");
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const MainMenu = @import("../MainMenu.zig");
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const color = @import("../color.zig");
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const Self = @This();
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renderer: *SDL.SDL_Renderer,
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pub fn init(renderer: *SDL.SDL_Renderer) Self {
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return Self {
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.renderer = renderer,
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};
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}
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@ -30,7 +30,7 @@ pub fn main() !void {
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_PRESENTVSYNC | SDL.SDL_RENDERER_ACCELERATED) orelse return;
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defer _ = SDL.SDL_DestroyRenderer(renderer);
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var main_menu = MainMenu.init();
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var main_menu = MainMenu.init(renderer);
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var game = Game.init(renderer);
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var current_state: State = main_menu.state;
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