Inital boiler plate commit.
Initial setup done, debug mode, build script, simple entry point, simple game manager setup. Ideal starting point for my games.
This commit is contained in:
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out/
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#!/usr/bin/env bash
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set -e
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# Find the odin binary
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export PATH="$HOME/.odin:$PATH"
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SRC_DIR="src"
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OUT_DIR="out"
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OUT_NAME="pong"
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BUILD_ONLY=0
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OPTIMIZED=0
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WEB=0
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CLEAN=0
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DEBUGGER=0
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VALGRIND=0
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usage() {
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echo "Usage: $0 [-b] [-o] [-w] [-d] [-v] [-c] [-h]"
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echo " -b build only, don't run"
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echo " -o optimized release build (-o:speed, no debug info)"
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echo " -w web/WASM build (js_wasm32 target)"
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echo " -d build then launch in debugger instead of running"
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echo " -v build then run under Valgrind"
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echo " -c clean build artifacts"
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echo " -h show this help"
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exit 1
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}
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while getopts "bowdvch" opt; do
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case $opt in
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b) BUILD_ONLY=1 ;;
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o) OPTIMIZED=1 ;;
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w) WEB=1 ;;
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d) DEBUGGER=1 ;;
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v) VALGRIND=1 ;;
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c) CLEAN=1 ;;
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h) usage ;;
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*) usage ;;
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esac
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done
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mkdir -p "$OUT_DIR"
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if [ "$CLEAN" -eq 1 ]; then
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echo "Cleaning..."
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rm -rf "${OUT_DIR:?}"/*
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exit 0
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fi
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if [ "$WEB" -eq 1 ]; then
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echo "Building web (WASM)..."
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odin build "$SRC_DIR" \
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-target:js_wasm32 \
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-out:"$OUT_DIR/$OUT_NAME.wasm" \
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$( [ "$OPTIMIZED" -eq 1 ] && echo "-o:speed" || echo "-debug" )
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# Copy the HTML shell if one exists
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if [ -f "web/index_template.html" ]; then
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cp web/index_template.html "$OUT_DIR/index.html"
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fi
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echo "Web build complete -> $OUT_DIR/$OUT_NAME.wasm"
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exit 0
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fi
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if [ "$OPTIMIZED" -eq 1 ]; then
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echo "Building optimized ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
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odin build "$SRC_DIR" \
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-out:"$OUT_DIR/$OUT_NAME" \
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-o:speed \
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-no-bounds-check
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else
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echo "Building debug ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
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odin build "$SRC_DIR" \
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-out:"$OUT_DIR/$OUT_NAME" \
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-debug \
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-define:DEBUG_MODE=true
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fi
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echo "Build complete."
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if [ "$BUILD_ONLY" -eq 0 ]; then
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echo "----------------------------------------"
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if [ "$DEBUGGER" -eq 1 ]; then
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lldb "$OUT_DIR/$OUT_NAME"
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elif [ "$VALGRIND" -eq 1 ]; then
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# --show-leak-kinds=definite,possible reduces tons of noise
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# still shows the leaks you actually need to fix.
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# to audit whole process, temporarily switch back to --show-leak-kinds=all
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valgrind \
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--leak-check=full \
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--show-leak-kinds=definite,possible \
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--track-origins=yes \
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--errors-for-leak-kinds=definite,possible \
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--error-exitcode=1 \
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--log-file="$OUT_DIR/valgrind.log" \
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"./$OUT_DIR/$OUT_NAME"
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echo
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echo "Valgrind report written to $OUT_DIR/valgrind.log"
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else
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"./$OUT_DIR/$OUT_NAME"
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fi
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fi
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@@ -0,0 +1,44 @@
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{
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"folders":
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[
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{
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"path": "."
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}
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],
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"build_systems":
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[
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{
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"name": "Run Build Script",
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"cmd": ["/bin/bash", "build.sh"],
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"working_dir": "$project_path",
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"file_regex": "^[ ]*File \"(...*?)\", line ([0-9]*)",
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"variants":
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[
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{
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"name": "Run with Arguments...",
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"cmd": ["/bin/bash", "build.sh", "$select_args"]
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},
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{
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"name": "Build Only (-b)",
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"cmd": ["/bin/bash", "build.sh", "-b"]
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},
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{
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"name": "Optimized (-o)",
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"cmd": ["/bin/bash", "build.sh", "-o"]
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},
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{
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"name": "Debug in LLDB (-d)",
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"cmd": ["/bin/bash", "build.sh", "-d"]
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},
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{
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"name": "Valgrind (-v)",
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"cmd": ["/bin/bash", "build.sh", "-v"]
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},
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{
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"name": "Clean (-c)",
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"cmd": ["/bin/bash", "build.sh", "-c"]
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}
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]
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}
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]
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}
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File diff suppressed because it is too large
Load Diff
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package game
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import rl "vendor:raylib"
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WINDOW_TITLE :: "Pong"
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WINDOW_WIDTH :: 2560
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WINDOW_HEIGHT :: 1440
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State :: enum {
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IN_GAME,
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MENU,
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LOADING,
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PAUSED,
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FINISHED
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}
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Game :: struct {
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state: State
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}
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// @NOTE: procs ie: game_init, game should run etc is a convention to work with wasm
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game_should_run :: proc() -> bool { return !rl.WindowShouldClose( )}
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game_init :: proc(game: ^Game) {
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rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE)
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rl.SetTargetFPS(60)
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game.state = .IN_GAME
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}
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game_update :: proc(game: ^Game) {
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// get delta time for frame
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dt := rl.GetFrameTime()
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}
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game_render :: proc(game: ^Game) {
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rl.BeginDrawing()
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rl.ClearBackground(rl.DARKGRAY)
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rl.EndDrawing()
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}
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game_quit :: proc(game: ^Game) {
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rl.CloseWindow()
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}
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@@ -0,0 +1,49 @@
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package game
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import "core:log"
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import "core:mem"
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// compiler sets debug mode
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DEBUG :: #config(DEBUG_MODE, false)
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main :: proc() {
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when DEBUG {
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context.logger = log.create_console_logger()
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defer log.destroy_console_logger(context.logger)
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log.debug("--- DEBUG MODE ENABLED ---")
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track: mem.Tracking_Allocator
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mem.tracking_allocator_init(&track, context.allocator)
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defer mem.tracking_allocator_destroy(&track)
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context.allocator = mem.tracking_allocator(&track)
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}
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// ------------------------------------------------------
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game := Game{}
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game_init(&game)
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for game_should_run() {
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game_update(&game)
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game_render(&game)
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}
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game_quit(&game)
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// ------------------------------------------------------
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// Check for any leaks!
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when DEBUG {
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if len(track.allocation_map) > 0 {
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log.errorf("\nMEMORY LEAKS: %v allocation(s)", len(track.allocation_map))
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for _, entry in track.allocation_map {
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log.errorf(" %v bytes @ %v", entry.size, entry.location)
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}
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}
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if len(track.bad_free_array) > 0 {
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log.errorf("\nBAD FREES: %v", len(track.bad_free_array))
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for entry in track.bad_free_array {
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log.errorf(" %v @ %v", entry.memory, entry.location)
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}
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}
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}
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}
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