diff options
| author | skal <pascal.massimino@gmail.com> | 2026-01-31 17:23:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-01-31 17:23:13 +0100 |
| commit | 32d26371627638570b74d678ab73deb7b87af8e4 (patch) | |
| tree | 3097b3678086ddaed7930a02e5c88464f1c7d03e /src/main.cc | |
| parent | 7ec28a3f1d417cd5b5adead895a25e42035ef037 (diff) | |
fix: Cross-compilation and style compliance
Fixes seq_compiler build for Windows cross-compilation. Moves common WebGPU compatibility shims to gpu.h. Applies project-wide coding style via clang-format. Verified on both macOS (native) and Windows (cross-compile).
Diffstat (limited to 'src/main.cc')
| -rw-r--r-- | src/main.cc | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/main.cc b/src/main.cc index 0bd0580..aa24152 100644 --- a/src/main.cc +++ b/src/main.cc @@ -43,8 +43,8 @@ int register_spec_asset(AssetId id) { return synth_register_spectrogram(&spec); } -static float *g_spec_buffer_a[SPEC_FRAMES * DCT_SIZE] = { 0 }; -static float *g_spec_buffer_b[SPEC_FRAMES * DCT_SIZE] = { 0 }; +static float *g_spec_buffer_a[SPEC_FRAMES * DCT_SIZE] = {0}; +static float *g_spec_buffer_b[SPEC_FRAMES * DCT_SIZE] = {0}; // Global storage for the melody to ensure it persists std::vector<float> g_melody_data; @@ -110,9 +110,9 @@ int generate_melody() { return synth_register_spectrogram(&spec); } -float* generate_tone(float *buffer, float freq) { +float *generate_tone(float *buffer, float freq) { if (buffer == nullptr) { - buffer = (float*)calloc(SPEC_FRAMES * DCT_SIZE, sizeof(float)); + buffer = (float *)calloc(SPEC_FRAMES * DCT_SIZE, sizeof(float)); } else { memset(buffer, 0, SPEC_FRAMES * DCT_SIZE * sizeof(float)); } @@ -159,8 +159,8 @@ int main(int argc, char **argv) { int hihat_id = register_spec_asset(AssetId::ASSET_HIHAT_1); // Still keep the dynamic tone for bass - const float* g_spec_buffer_a = generate_tone(nullptr, 110.0f); // A2 - const float* g_spec_buffer_b = generate_tone(nullptr, 110.0f); + const float *g_spec_buffer_a = generate_tone(nullptr, 110.0f); // A2 + const float *g_spec_buffer_b = generate_tone(nullptr, 110.0f); const Spectrogram bass_spec = {g_spec_buffer_a, g_spec_buffer_b, SPEC_FRAMES}; int bass_id = synth_register_spectrogram(&bass_spec); @@ -173,7 +173,7 @@ int main(int argc, char **argv) { auto update_game_logic = [&](double t) { if (t - last_beat_time > SECONDS_PER_BEAT / 2.0) { // 8th notes - last_beat_time = t; // Sync to t + last_beat_time = t; // Sync to t const int step = beat_count % 16; @@ -210,15 +210,15 @@ int main(int argc, char **argv) { #ifndef STRIP_ALL if (seek_time > 0.0) { printf("Seeking to %.2f seconds...\n", seek_time); - + // Simulate audio/game logic // We step at ~60hz - const double step = 1.0/60.0; + const double step = 1.0 / 60.0; for (double t = 0.0; t < seek_time; t += step) { update_game_logic(t); audio_render_silent((float)step); } - + // Simulate Visuals gpu_simulate_until((float)seek_time); } @@ -231,7 +231,7 @@ int main(int argc, char **argv) { platform_poll(); double current_time = platform_get_time() + seek_time; // Offset logic time - + update_game_logic(current_time); int width, height; |
