- ra3.map: capture the object RoadType; ra3.models pairs the map's Start/End road objects and drapes a flat textured ribbon along each segment (tessellated to the relief). - Ground decals (roads/sidewalks) get a per-vertex screen-space depth offset (scene::vertex.bias) applied in the object shader and the software rasteriser, so they no longer z-fight or clip into the terrain at top-down angles. - Tactical view aligned with retail (SAGE LookAtTranslator): middle-drag orbits yaw/pitch, a middle click resets angle/pitch/zoom, arrow keys pan, wheel zooms within the retail zoom range; WASD pan removed and left-drag no longer rotates. - ui_event gains middle/right/released buttons; Vulkan + SDL map them. - docs: roads, depth bias and camera controls.
198 lines
8.3 KiB
C++
198 lines
8.3 KiB
C++
module;
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#include <SDL3/SDL.h>
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export module ra3.ui;
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import std;
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export import ra3.core;
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import ra3.render;
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import ra3.client;
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/**
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* The SDL3 presentation backend.
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*
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* SDL3 is the platform layer: it owns the window, the input, and (here) a
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* low-end `SDL_Renderer` blit path. Only the low-level display primitives live
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* in this module; the interactive loops are shared in `ra3::client::display`.
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* The Vulkan backend implements the same interface.
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*/
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export namespace ra3::ui {
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/**
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* An SDL_Renderer-backed display: cheap, dependency-light, and used as the
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* fallback when Vulkan is unavailable.
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*/
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class sdl_display final : public ra3::client::display {
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public:
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sdl_display() = default;
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sdl_display(const sdl_display &) = delete;
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auto operator=(const sdl_display &) -> sdl_display & = delete;
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~sdl_display() override { this->shutdown(); }
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[[nodiscard]] auto init(const ra3::client::display_options &options) -> bool override {
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if (!SDL_Init(SDL_INIT_VIDEO)) return false;
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this->fps_limit_ = options.fps_limit;
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window_ = SDL_CreateWindow(options.title.c_str(), options.width, options.height,
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SDL_WINDOW_RESIZABLE | (options.fullscreen ? SDL_WINDOW_FULLSCREEN : 0));
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if (window_ == nullptr) {
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SDL_Quit();
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return false;
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}
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SDL_RaiseWindow(window_);
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (renderer_ == nullptr) {
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this->shutdown();
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return false;
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}
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SDL_SetRenderVSync(renderer_, options.fps_limit == 0 ? 1 : 0);
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SDL_StartTextInput(window_);
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return true;
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}
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[[nodiscard]] auto present(const ra3::render::image &frame, const ra3::render::view_rect &dest, bool changed) -> bool override {
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if (frame.empty() || renderer_ == nullptr) return false;
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if (changed || texture_ == nullptr || frame.width() != texture_w_ || frame.height() != texture_h_) {
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if (texture_ != nullptr) SDL_DestroyTexture(texture_);
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texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, static_cast<int>(frame.width()),
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static_cast<int>(frame.height()));
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if (texture_ == nullptr) return false;
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texture_w_ = frame.width();
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texture_h_ = frame.height();
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SDL_SetTextureScaleMode(texture_, SDL_SCALEMODE_LINEAR);
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SDL_UpdateTexture(texture_, nullptr, frame.data(), static_cast<int>(frame.width()) * 4);
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}
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
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SDL_RenderClear(renderer_);
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const SDL_FRect dst{dest.x, dest.y, dest.w, dest.h};
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SDL_RenderTexture(renderer_, texture_, nullptr, &dst);
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SDL_RenderPresent(renderer_);
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return true;
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}
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[[nodiscard]] auto poll_event(ra3::render::ui_event &out) -> bool override {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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out = {};
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out.type = ra3::render::ui_event_type::quit;
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return true;
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case SDL_EVENT_KEY_DOWN:
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if (const auto key = map_key(event.key.key); key != ra3::render::ui_key::none) {
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out = {};
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out.type = ra3::render::ui_event_type::key;
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out.key = key;
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return true;
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}
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break;
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case SDL_EVENT_TEXT_INPUT:
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if (event.text.text[0] != '\0') {
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out = {};
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out.type = ra3::render::ui_event_type::text;
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out.character = event.text.text[0];
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return true;
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}
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break;
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case SDL_EVENT_MOUSE_MOTION:
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out = {};
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out.type = ra3::render::ui_event_type::mouse_move;
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out.x = event.motion.x;
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out.y = event.motion.y;
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out.dx = event.motion.xrel;
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out.dy = event.motion.yrel;
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out.left = (event.motion.state & SDL_BUTTON_LMASK) != 0U;
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out.middle = (event.motion.state & SDL_BUTTON_MMASK) != 0U;
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out.right = (event.motion.state & SDL_BUTTON_RMASK) != 0U;
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return true;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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out = {};
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out.type = ra3::render::ui_event_type::mouse_button;
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out.x = event.button.x;
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out.y = event.button.y;
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out.left = event.button.button == SDL_BUTTON_LEFT;
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out.middle = event.button.button == SDL_BUTTON_MIDDLE;
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out.right = event.button.button == SDL_BUTTON_RIGHT;
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return true;
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case SDL_EVENT_MOUSE_BUTTON_UP:
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out = {};
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out.type = ra3::render::ui_event_type::mouse_button;
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out.x = event.button.x;
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out.y = event.button.y;
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out.released = true;
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out.left = event.button.button == SDL_BUTTON_LEFT;
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out.middle = event.button.button == SDL_BUTTON_MIDDLE;
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out.right = event.button.button == SDL_BUTTON_RIGHT;
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return true;
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case SDL_EVENT_MOUSE_WHEEL:
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out = {};
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out.type = ra3::render::ui_event_type::wheel;
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out.wheel = event.wheel.y;
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return true;
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default:
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break;
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}
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}
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return false;
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}
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[[nodiscard]] auto window_size() const -> std::pair<int, int> override {
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int w = 0;
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int h = 0;
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SDL_GetWindowSizeInPixels(window_, &w, &h);
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return {w, h};
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}
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[[nodiscard]] auto key_down(ra3::render::ui_key key) const -> bool override {
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const bool *keys = SDL_GetKeyboardState(nullptr);
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if (keys == nullptr) return false;
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switch (key) {
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case ra3::render::ui_key::up: return keys[SDL_SCANCODE_UP];
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case ra3::render::ui_key::down: return keys[SDL_SCANCODE_DOWN];
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case ra3::render::ui_key::left: return keys[SDL_SCANCODE_LEFT];
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case ra3::render::ui_key::right: return keys[SDL_SCANCODE_RIGHT];
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default: return false;
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}
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}
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auto shutdown() -> void override {
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if (window_ != nullptr) SDL_StopTextInput(window_);
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if (texture_ != nullptr) SDL_DestroyTexture(texture_);
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if (renderer_ != nullptr) SDL_DestroyRenderer(renderer_);
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if (window_ != nullptr) SDL_DestroyWindow(window_);
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SDL_Quit();
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texture_ = nullptr;
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renderer_ = nullptr;
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window_ = nullptr;
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texture_w_ = 0;
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texture_h_ = 0;
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}
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[[nodiscard]] auto name() const -> std::string_view override { return "sdl"; }
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private:
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[[nodiscard]] static auto map_key(SDL_Keycode key) -> ra3::render::ui_key {
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using ra3::render::ui_key;
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switch (key) {
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case SDLK_UP: return ui_key::up;
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case SDLK_DOWN: return ui_key::down;
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case SDLK_LEFT: return ui_key::left;
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case SDLK_RIGHT: return ui_key::right;
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case SDLK_PAGEUP: return ui_key::page_up;
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case SDLK_PAGEDOWN: return ui_key::page_down;
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case SDLK_RETURN:
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case SDLK_KP_ENTER: return ui_key::confirm;
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case SDLK_ESCAPE: return ui_key::cancel;
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case SDLK_TAB: return ui_key::tab;
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case SDLK_BACKSPACE: return ui_key::backspace;
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default: return ui_key::none;
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}
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}
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SDL_Window *window_ = nullptr;
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SDL_Renderer *renderer_ = nullptr;
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SDL_Texture *texture_ = nullptr;
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ra3::core::uint32 texture_w_ = 0;
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ra3::core::uint32 texture_h_ = 0;
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};
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}
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