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| 821255a065 | |||
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| 582b2fcd9e | |||
| e1d18743b5 |
+9
-1
@@ -3,6 +3,14 @@
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build/*
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bin/*
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||||
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compile_commands.json
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||||
|
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.clangd
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|
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include/binding/ruby_compiled.h
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include/bindings/ruby_compiled.h
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|
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p.vim
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|
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.cache/
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|
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result
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|
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@@ -2,3 +2,12 @@
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path = libs/mruby
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url = https://github.com/mruby/mruby.git
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ignore = dirty
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[submodule "libs/mgems/mruby-process"]
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path = libs/mgems/mruby-process
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url = https://github.com/katzer/mruby-process
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[submodule "libs/mgems/mruby-env"]
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path = libs/mgems/mruby-env
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url = https://github.com/iij/mruby-env.git
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[submodule "libs/mgems/mruby-marshal-c"]
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path = libs/mgems/mruby-marshal-c
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url = https://github.com/LanzaSchneider/mruby-marshal-c.git
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@@ -2,16 +2,16 @@ SRC_DIR := src
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BIN_DIR := bin
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OBJ_DIR := build
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INCLUDE_DIR := include
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SCRIPT_DIR := scripts
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TARGET_DEBUG := $(BIN_DIR)/game-dbg
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TARGET_RELEASE := $(BIN_DIR)/game
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TARGET_DEBUG := $(BIN_DIR)/misth-dbg
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TARGET_RELEASE := $(BIN_DIR)/misth
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PCH_DEBUG := $(OBJ_DIR)/debug/pch.h.gch
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PCH_RELEASE := $(OBJ_DIR)/release/pch.h.gch
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CCACHE := ccache
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CXX := $(CCACHE) clang++
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CC := $(CCACHE) clang
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CC ?= gcc
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CXX ?= g++
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# ---------------- SDL3 ----------------
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|
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@@ -19,32 +19,28 @@ SDL_CFLAGS := $(shell pkg-config --cflags sdl3 sdl3-ttf sdl3-image)
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SDL_LIBS_DEBUG := $(shell pkg-config --libs sdl3 sdl3-ttf sdl3-image)
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SDL_LIBS_RELEASE := $(shell pkg-config --libs sdl3 sdl3-ttf sdl3-image)
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|
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# ----------------- MRUBY --------------
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MRUBY_CFLAGS := -I$(MRUBY_INCLUDE)
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MRUBY_LIBS := $(MRUBY_LIB)
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|
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# ---------------- FLAGS ----------------
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CFLAGS_DEBUG := \
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-std=c++20 -Wall -Wextra \
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-O0 -g -fno-omit-frame-pointer \
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-Wno-unused-command-line-argument \
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-I./include -I./libs/mruby/include \
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$(SDL_CFLAGS)
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-Og -g -fno-omit-frame-pointer \
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-I./include -I./libs/mruby/build/host/include \
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$(SDL_CFLAGS) $(MRUBY_CFLAGS)
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|
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CFLAGS_RELEASE := \
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-std=c++20 -O3 -march=x86-64 -mtune=generic \
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-flto=thin \
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-std=c++20 -O3 -mtune=generic \
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-fno-rtti -fomit-frame-pointer -DNDEBUG -s \
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-Wno-unused-command-line-argument \
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-I./include -I./libs/mruby/include \
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$(SDL_CFLAGS)
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-I./include -I./libs/mruby/build/host/include \
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$(SDL_CFLAGS) $(MRUBY_CFLAGS)
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|
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PCH_CFLAGS_DEBUG := $(CFLAGS_DEBUG) -x c++-header
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PCH_CFLAGS_RELEASE := $(CFLAGS_RELEASE) -x c++-header
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|
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# ---------------- LIBS ----------------
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|
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LIBS := ./libs/mruby/build/host/lib/libmruby.a
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|
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MGEM_DIR := ./libs/l_mgems
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|
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# ---------------- SOURCES ----------------
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SRC := $(shell find $(SRC_DIR) -name "*.cc")
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@@ -57,54 +53,54 @@ DEP_RELEASE := $(OBJ_RELEASE:.o=.d)
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|
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# ---------------- TARGETS ----------------
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|
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.PHONY: all debug release clean setup mgems
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.PHONY: all debug release clean scripts
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all: debug
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all: release
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|
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debug: mgems $(TARGET_DEBUG)
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debug: scripts $(TARGET_DEBUG)
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|
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release: mgems $(TARGET_RELEASE)
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|
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# ---------------- CLANGD ----------------
|
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|
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setup: setup.rb
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@echo "Setting up clangd configuration..."
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ruby setup.rb
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release: scripts $(TARGET_RELEASE)
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|
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# ---------------- MRB_MGEMS ----------------
|
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|
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mgems:
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$(MGEM_DIR)/compile.sh
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scripts:
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bash $(SCRIPT_DIR)/compile.sh
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|
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# ---------------- PCH ----------------
|
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|
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$(PCH_DEBUG): $(INCLUDE_DIR)/pch.h
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mkdir -p $(dir $@)
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$(CXX) $(PCH_CFLAGS_DEBUG) -o $@ $<
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@mkdir -p $(dir $@)
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@$(CXX) $(PCH_CFLAGS_DEBUG) -o $@ $<
|
||||
@echo "Precompiled header (debug) generated at $@"
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|
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$(PCH_RELEASE): $(INCLUDE_DIR)/pch.h
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mkdir -p $(dir $@)
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$(CXX) $(PCH_CFLAGS_RELEASE) -o $@ $<
|
||||
@mkdir -p $(dir $@)
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@$(CXX) $(PCH_CFLAGS_RELEASE) -o $@ $<
|
||||
@echo "Precompiled header (release) generated at $@"
|
||||
|
||||
# ---------------- LINK ----------------
|
||||
|
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$(TARGET_DEBUG): $(PCH_DEBUG) $(OBJ_DEBUG)
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mkdir -p $(BIN_DIR)
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$(CXX) $(CFLAGS_DEBUG) -o $@ $(OBJ_DEBUG) $(SDL_LIBS_DEBUG) $(LIBS)
|
||||
@mkdir -p $(BIN_DIR)
|
||||
@$(CXX) $(CFLAGS_DEBUG) -o $@ $(OBJ_DEBUG) $(SDL_LIBS_DEBUG) $(MRUBY_LIBS)
|
||||
@echo "Debug build complete: $@"
|
||||
|
||||
$(TARGET_RELEASE): $(PCH_RELEASE) $(OBJ_RELEASE)
|
||||
mkdir -p $(BIN_DIR)
|
||||
$(CXX) $(CFLAGS_RELEASE) -o $@ $(OBJ_RELEASE) $(SDL_LIBS_RELEASE) $(LIBS)
|
||||
@mkdir -p $(BIN_DIR)
|
||||
@$(CXX) $(CFLAGS_RELEASE) -o $@ $(OBJ_RELEASE) $(SDL_LIBS_RELEASE) $(MRUBY_LIBS)
|
||||
@echo "Release build complete: $@"
|
||||
|
||||
# ---------------- COMPILE ----------------
|
||||
|
||||
$(OBJ_DIR)/debug/%.o: $(SRC_DIR)/%.cc $(PCH_DEBUG)
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||||
mkdir -p $(dir $@)
|
||||
$(CXX) $(CFLAGS_DEBUG) -include $(INCLUDE_DIR)/pch.h -MMD -MP -c $< -o $@
|
||||
@mkdir -p $(dir $@)
|
||||
@$(CXX) $(CFLAGS_DEBUG) -include $(INCLUDE_DIR)/pch.h -MMD -MP -c $< -o $@
|
||||
@echo "[CXX] Debug object file generated: $@ from $<"
|
||||
|
||||
$(OBJ_DIR)/release/%.o: $(SRC_DIR)/%.cc $(PCH_RELEASE)
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||||
mkdir -p $(dir $@)
|
||||
$(CXX) $(CFLAGS_RELEASE) -include $(INCLUDE_DIR)/pch.h -MMD -MP -c $< -o $@
|
||||
@mkdir -p $(dir $@)
|
||||
@$(CXX) $(CFLAGS_RELEASE) -include $(INCLUDE_DIR)/pch.h -MMD -MP -c $< -o $@
|
||||
@echo "[CXX] Release object file generated: $@ from $<"
|
||||
|
||||
# ---------------- DEP ----------------
|
||||
|
||||
@@ -114,4 +110,6 @@ $(OBJ_DIR)/release/%.o: $(SRC_DIR)/%.cc $(PCH_RELEASE)
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||||
# ---------------- CLEAN ----------------
|
||||
|
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clean:
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||||
rm -rf $(OBJ_DIR) $(BIN_DIR)
|
||||
@rm -rf $(OBJ_DIR) $(BIN_DIR)
|
||||
bash $(SCRIPT_DIR)/compile.sh clean
|
||||
@echo "Cleaned build artifacts."
|
||||
|
||||
Generated
+27
@@ -0,0 +1,27 @@
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{
|
||||
"nodes": {
|
||||
"nixpkgs": {
|
||||
"locked": {
|
||||
"lastModified": 1783224372,
|
||||
"narHash": "sha256-8i/87eeoqiGE4yOTjwSA3Eh/ziJRQEmd/unYU+K27sk=",
|
||||
"owner": "NixOS",
|
||||
"repo": "nixpkgs",
|
||||
"rev": "d407951447dcd00442e97087bf374aad70c04cea",
|
||||
"type": "github"
|
||||
},
|
||||
"original": {
|
||||
"owner": "NixOS",
|
||||
"ref": "nixos-unstable",
|
||||
"repo": "nixpkgs",
|
||||
"type": "github"
|
||||
}
|
||||
},
|
||||
"root": {
|
||||
"inputs": {
|
||||
"nixpkgs": "nixpkgs"
|
||||
}
|
||||
}
|
||||
},
|
||||
"root": "root",
|
||||
"version": 7
|
||||
}
|
||||
@@ -0,0 +1,130 @@
|
||||
{
|
||||
description = "Project Misth";
|
||||
|
||||
inputs = {
|
||||
nixpkgs.url = "github:NixOS/nixpkgs/nixos-unstable";
|
||||
self.submodules = true;
|
||||
};
|
||||
|
||||
outputs =
|
||||
{ nixpkgs, ... }:
|
||||
let
|
||||
system = "x86_64-linux";
|
||||
pkgs = nixpkgs.legacyPackages.${system};
|
||||
|
||||
mruby = pkgs.stdenv.mkDerivation {
|
||||
pname = "mruby";
|
||||
version = "0.0.1";
|
||||
|
||||
src = pkgs.lib.cleanSourceWith {
|
||||
src = ./libs;
|
||||
name = "mruby-src";
|
||||
};
|
||||
|
||||
patches = [
|
||||
./libs/changes.patch
|
||||
];
|
||||
|
||||
nativeBuildInputs = with pkgs; [
|
||||
ruby
|
||||
gnumake
|
||||
];
|
||||
|
||||
buildPhase = ''
|
||||
cd mruby
|
||||
rake
|
||||
'';
|
||||
|
||||
installPhase = ''
|
||||
mkdir -p $out
|
||||
|
||||
cp -r build/host/lib $out/lib
|
||||
cp -r build/host/include $out/include
|
||||
|
||||
mkdir -p $out/bin
|
||||
cp build/host/bin/mrbc $out/bin/mrbc
|
||||
'';
|
||||
};
|
||||
|
||||
misth = pkgs.stdenv.mkDerivation {
|
||||
pname = "misth";
|
||||
version = "0.1.0";
|
||||
|
||||
src = ./.;
|
||||
|
||||
nativeBuildInputs = with pkgs; [
|
||||
pkg-config
|
||||
gnumake
|
||||
bear
|
||||
xxd
|
||||
bash
|
||||
];
|
||||
|
||||
buildInputs = with pkgs; [
|
||||
sdl3
|
||||
sdl3-ttf
|
||||
sdl3-image
|
||||
|
||||
mruby
|
||||
];
|
||||
|
||||
buildPhase = ''
|
||||
make \
|
||||
MRBC=${mruby}/bin/mrbc \
|
||||
MRUBY_INCLUDE=${mruby}/include \
|
||||
MRUBY_LIB=${mruby}/lib/libmruby.a
|
||||
'';
|
||||
|
||||
installPhase = ''
|
||||
mkdir -p $out/bin
|
||||
cp bin/misth $out/bin/misth
|
||||
'';
|
||||
};
|
||||
|
||||
pythonEnv = pkgs.python3.withPackages (
|
||||
ps: with ps; [
|
||||
pandas
|
||||
matplotlib
|
||||
]
|
||||
);
|
||||
|
||||
in
|
||||
{
|
||||
packages.${system} = {
|
||||
default = misth;
|
||||
misth = misth;
|
||||
mruby = mruby;
|
||||
pythonEnv = pythonEnv;
|
||||
};
|
||||
|
||||
devShells.${system}.default = pkgs.mkShell {
|
||||
inputsFrom = [ misth ];
|
||||
|
||||
packages = with pkgs; [
|
||||
clang-tools
|
||||
pkg-config
|
||||
ccache
|
||||
gnumake
|
||||
bear
|
||||
ruby
|
||||
xxd
|
||||
|
||||
sdl3
|
||||
sdl3-ttf
|
||||
sdl3-image
|
||||
|
||||
pythonEnv
|
||||
ruff
|
||||
];
|
||||
|
||||
shellHook = ''
|
||||
export CC="ccache gcc"
|
||||
export CXX="ccache g++"
|
||||
|
||||
export MRBC=${mruby}/bin/mrbc
|
||||
export MRUBY_INCLUDE=${mruby}/include
|
||||
export MRUBY_LIB=${mruby}/lib/libmruby.a
|
||||
'';
|
||||
};
|
||||
};
|
||||
}
|
||||
+9
-323
@@ -1,236 +1,12 @@
|
||||
#ifndef APP_H
|
||||
#define APP_H
|
||||
|
||||
#include "binding/ruby.h"
|
||||
#include "localization/localization.h"
|
||||
#include "app/scene.h"
|
||||
#include "bindings/ruby.h"
|
||||
#include "utils.h"
|
||||
#include "window/window.h"
|
||||
|
||||
enum Type { IMAGE,
|
||||
TEXT,
|
||||
RECT };
|
||||
|
||||
enum ClickMode { PASS,
|
||||
BLOCK,
|
||||
IGNORE };
|
||||
|
||||
namespace app {
|
||||
struct Element {
|
||||
Type type;
|
||||
Vec2<float> position = {0, 0};
|
||||
float rotation = 0;
|
||||
Vec2<float> pivot = {0, 0};
|
||||
Vec2<float> scale = {1, 1};
|
||||
float alpha = 1.0f;
|
||||
float z = 0;
|
||||
ClickMode click_mode = ClickMode::BLOCK;
|
||||
Ruby::Block on_click;
|
||||
|
||||
Element(Type type) : type(type) {}
|
||||
virtual ~Element() = default;
|
||||
virtual void render(Window &window, uint64_t abs_time) = 0;
|
||||
virtual Vec2<float> size() = 0;
|
||||
|
||||
void click() {
|
||||
on_click.call();
|
||||
}
|
||||
};
|
||||
|
||||
struct EImage : Element {
|
||||
uint64_t animation_id = UINT64_MAX;
|
||||
|
||||
EImage(uint64_t animation_id) : Element(Type::IMAGE), animation_id(animation_id) {
|
||||
animation_pool.use(animation_id);
|
||||
}
|
||||
|
||||
~EImage() {
|
||||
if (animation_id != UINT64_MAX)
|
||||
animation_pool.release(animation_id);
|
||||
}
|
||||
|
||||
Vec2<float> size() override {
|
||||
Animation &animation = *animation_pool[animation_id];
|
||||
if (animation.frames.empty())
|
||||
return {0, 0};
|
||||
return window.get_image_size(animation.frames[0]);
|
||||
}
|
||||
|
||||
void render(Window &window, uint64_t abs_time) override {
|
||||
Animation &animation = *animation_pool[animation_id];
|
||||
if (animation.frames.empty())
|
||||
return;
|
||||
int frame_index = (int)((abs_time * animation.frame_rate) / 1e9) % animation.frames.size();
|
||||
window.draw(animation.frames[frame_index], position, z, rotation, pivot, scale, alpha);
|
||||
}
|
||||
};
|
||||
|
||||
struct EText : Element {
|
||||
Localization::Key key;
|
||||
uint64_t font_id = UINT64_MAX;
|
||||
Color color = {255, 255, 255};
|
||||
mrb_value params = mrb_nil_value();
|
||||
|
||||
~EText() {
|
||||
if (text_id != UINT64_MAX)
|
||||
text_pool.release(text_id);
|
||||
if (font_id != UINT64_MAX)
|
||||
font_pool.release(font_id);
|
||||
if (!mrb_nil_p(params))
|
||||
mrb_gc_unregister(Ruby::mrb, params);
|
||||
}
|
||||
|
||||
EText(Localization::Key key, uint64_t font_id, Color color, mrb_value params)
|
||||
: Element(Type::TEXT), key(key), font_id(font_id), color(color), params(params) {
|
||||
mrb_gc_register(Ruby::mrb, params);
|
||||
font_pool.use(font_id);
|
||||
}
|
||||
|
||||
void reload_params() {
|
||||
// Force re-render by resetting last_key (without affecting this frame)
|
||||
// this can be changed to use a dirty flag or version counter if needed
|
||||
last_key = UINT16_MAX;
|
||||
}
|
||||
|
||||
Vec2<float> size() override {
|
||||
if (text_id == UINT64_MAX)
|
||||
return {0, 0};
|
||||
return window.get_text_size(text_id);
|
||||
};
|
||||
|
||||
void render(Window &window, uint64_t) override {
|
||||
if (
|
||||
last_language != Localization::current_language
|
||||
|| last_key != key || text_id == UINT64_MAX
|
||||
|| last_color != color
|
||||
) {
|
||||
std::string localized_str = Localization::get(Ruby::mrb, key, params);
|
||||
if (text_id != UINT64_MAX)
|
||||
text_pool.release(text_id);
|
||||
text_id = window.create_text(font_id, localized_str.c_str(), localized_str.size(), color);
|
||||
last_language = Localization::current_language;
|
||||
last_key = key;
|
||||
last_color = color;
|
||||
}
|
||||
window.write(text_id, position, z, rotation, pivot, scale, alpha);
|
||||
}
|
||||
|
||||
private:
|
||||
uint64_t text_id = UINT64_MAX;
|
||||
Color last_color = color;
|
||||
Localization::LanguageCode last_language = UINT32_MAX;
|
||||
Localization::Key last_key = UINT16_MAX;
|
||||
};
|
||||
|
||||
struct ERect : Element {
|
||||
Vec2<float> shape = {0, 0};
|
||||
Color color = {255, 255, 255};
|
||||
Vec2<float> size() override {
|
||||
return shape;
|
||||
};
|
||||
|
||||
ERect(Vec2<float> shape, Color color) : Element(Type::RECT), shape(shape), color(color) {}
|
||||
|
||||
void render(Window &window, uint64_t) override {
|
||||
window.draw_rect(Rect::from(position, shape), color, z, rotation, pivot, scale, alpha);
|
||||
}
|
||||
};
|
||||
|
||||
inline Pool<Element> element_pool;
|
||||
|
||||
struct Scene {
|
||||
std::vector<uint64_t> element_ids;
|
||||
Ruby::Block update;
|
||||
|
||||
~Scene() {
|
||||
for (const uint64_t &id : element_ids)
|
||||
element_pool.release(id);
|
||||
}
|
||||
|
||||
void add_element(uint64_t element_id) {
|
||||
auto it = std::lower_bound(
|
||||
element_ids.begin(),
|
||||
element_ids.end(),
|
||||
element_id,
|
||||
[](auto &a, auto &b) {
|
||||
auto e_a = element_pool[a];
|
||||
auto e_b = element_pool[b];
|
||||
return e_a->z < e_b->z || (e_a->z == e_b->z && a < b);
|
||||
}
|
||||
);
|
||||
element_pool.use(element_id);
|
||||
element_ids.insert(it, element_id);
|
||||
}
|
||||
|
||||
void delete_element(uint64_t element_id) {
|
||||
auto it = std::find(element_ids.begin(), element_ids.end(), element_id);
|
||||
if (it != element_ids.end()) {
|
||||
element_pool.release(element_id);
|
||||
element_ids.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void update_scene(uint64_t delta_time) {
|
||||
if (mrb_nil_p(update.proc))
|
||||
return;
|
||||
mrb_value dt_val = mrb_float_value(Ruby::mrb, delta_time / 1e9);
|
||||
update.call(1, &dt_val);
|
||||
}
|
||||
|
||||
void click(Vec2<float> position) {
|
||||
std::vector<uint64_t> clicked_elements = elements_at(position);
|
||||
for (const uint64_t &id : clicked_elements)
|
||||
element_pool[id]->click();
|
||||
}
|
||||
|
||||
void render(Window &window, uint64_t abs_time) {
|
||||
for (const uint64_t &e : element_ids)
|
||||
element_pool[e]->render(window, abs_time);
|
||||
}
|
||||
|
||||
std::vector<uint64_t> elements_at(Vec2<float> position) {
|
||||
std::vector<uint64_t> result;
|
||||
|
||||
for (auto it = element_ids.rbegin(); it != element_ids.rend(); ++it) {
|
||||
Element *e = element_pool[*it];
|
||||
Vec2<float> size = e->size();
|
||||
Rect rect = Rect::from(size);
|
||||
if (rect.contains(world_to_local(position, e))) {
|
||||
if (e->click_mode == ClickMode::PASS) {
|
||||
result.push_back(*it);
|
||||
} else if (e->click_mode == ClickMode::BLOCK) {
|
||||
result.push_back(*it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Vec2<float> world_to_local(Vec2<float> p, Element *e) {
|
||||
Vec2<float> size = e->size();
|
||||
Vec2<float> pivot = e->pivot * size * e->scale;
|
||||
p = p - e->position;
|
||||
|
||||
float rad = -e->rotation * (M_PI / 180.0f);
|
||||
float c = cos(rad);
|
||||
float s = sin(rad);
|
||||
|
||||
p = p - pivot;
|
||||
p = {
|
||||
p.x * c - p.y * s,
|
||||
p.x * s + p.y * c
|
||||
};
|
||||
|
||||
p = p + pivot;
|
||||
p = p / e->scale;
|
||||
|
||||
return p;
|
||||
}
|
||||
};
|
||||
|
||||
inline Pool<Scene> scene_pool;
|
||||
|
||||
struct App {
|
||||
uint64_t current_scene_id = 0;
|
||||
bool running = true;
|
||||
@@ -240,109 +16,19 @@ struct App {
|
||||
std::vector<Key> released_keys;
|
||||
Vec2<float> scroll = {0, 0};
|
||||
std::string text = "";
|
||||
Ruby::Block update;
|
||||
|
||||
void exit() {
|
||||
running = false;
|
||||
}
|
||||
App(Vec2<float> size, const char *title);
|
||||
|
||||
void switch_to_scene(uint64_t scene_id) {
|
||||
scene_pool.release(current_scene_id);
|
||||
scene_pool.use(scene_id);
|
||||
current_scene_id = scene_id;
|
||||
}
|
||||
void exit();
|
||||
|
||||
App(Vec2<float> size, const char *title) {
|
||||
window.update(size, title);
|
||||
Scene *loading_scene = new Scene{};
|
||||
current_scene_id = scene_pool.acquire(loading_scene);
|
||||
}
|
||||
void switch_to_scene(uint64_t scene_id);
|
||||
|
||||
void set_fps(float fps) {
|
||||
this->fps = fps;
|
||||
target_frame_time = 1e9 / fps;
|
||||
}
|
||||
void set_fps(float fps);
|
||||
|
||||
uint64_t get_fps() const {
|
||||
return fps;
|
||||
}
|
||||
uint64_t get_fps() const;
|
||||
|
||||
void loop() {
|
||||
uint64_t frame_start = window.get_time();
|
||||
uint64_t frame_end = window.get_time();
|
||||
uint64_t previous_frame_end = 0;
|
||||
|
||||
while (running) {
|
||||
frame_start = window.get_time();
|
||||
uint64_t frame_time = frame_start - frame_end;
|
||||
|
||||
if (frame_time <= target_frame_time) {
|
||||
struct timespec req;
|
||||
req.tv_sec = 0;
|
||||
req.tv_nsec = target_frame_time - frame_time;
|
||||
nanosleep(&req, nullptr);
|
||||
}
|
||||
|
||||
previous_frame_end = frame_end;
|
||||
frame_end = window.get_time();
|
||||
|
||||
float dt = frame_end - previous_frame_end;
|
||||
|
||||
Scene *scene = scene_pool[current_scene_id];
|
||||
|
||||
pressed_keys.clear();
|
||||
released_keys.clear();
|
||||
scroll = {0, 0};
|
||||
text = "";
|
||||
|
||||
Event e;
|
||||
while (window.poll(e)) {
|
||||
switch (e.type) {
|
||||
case Event::QUIT:
|
||||
running = false;
|
||||
break;
|
||||
case Event::MOUSE_BUTTON_DOWN:
|
||||
scene->click(e.mouse_button.position);
|
||||
down_keys[e.mouse_button.button] = true;
|
||||
pressed_keys.push_back(e.mouse_button.button);
|
||||
break;
|
||||
case Event::MOUSE_BUTTON_UP:
|
||||
down_keys[e.mouse_button.button] = false;
|
||||
released_keys.push_back(e.mouse_button.button);
|
||||
break;
|
||||
case Event::MOUSE_MOVE:
|
||||
mouse_position = e.mouse_move.position;
|
||||
break;
|
||||
case Event::MOUSE_LEAVE:
|
||||
mouse_position = {-1, -1};
|
||||
break;
|
||||
case Event::KEY_DOWN:
|
||||
down_keys[e.key.key] = true;
|
||||
pressed_keys.push_back(e.key.key);
|
||||
break;
|
||||
case Event::KEY_UP:
|
||||
down_keys[e.key.key] = false;
|
||||
released_keys.push_back(e.key.key);
|
||||
break;
|
||||
case Event::SCROLL:
|
||||
scroll = e.scroll;
|
||||
break;
|
||||
case Event::TEXT_INPUT:
|
||||
text += *e.text_input;
|
||||
delete e.text_input;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
scene->update_scene(dt);
|
||||
scene->render(window, window.get_time());
|
||||
|
||||
window.render();
|
||||
|
||||
window.clear();
|
||||
}
|
||||
}
|
||||
void loop();
|
||||
|
||||
private:
|
||||
uint64_t fps = 60;
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
#ifndef ELEMENTS_H
|
||||
#define ELEMENTS_H
|
||||
|
||||
#include "bindings/ruby.h"
|
||||
#include "localization/localization.h"
|
||||
#include "utils.h"
|
||||
#include "window/window.h"
|
||||
|
||||
enum Type { IMAGE,
|
||||
TEXT,
|
||||
RECT,
|
||||
WORLD };
|
||||
|
||||
enum ClickMode { PASS,
|
||||
BLOCK,
|
||||
IGNORE };
|
||||
|
||||
namespace app {
|
||||
struct Element {
|
||||
Type type;
|
||||
Vec2<float> position = {0, 0};
|
||||
float rotation = 0;
|
||||
Vec2<float> pivot = {0, 0};
|
||||
Vec2<float> scale = {1, 1};
|
||||
float alpha = 1.0f;
|
||||
float z = 0;
|
||||
ClickMode click_mode = ClickMode::BLOCK;
|
||||
Ruby::Block on_click;
|
||||
|
||||
Element(Type type) : type(type) {}
|
||||
virtual ~Element() = default;
|
||||
virtual void render(uint64_t) = 0;
|
||||
virtual Vec2<float> size() = 0;
|
||||
|
||||
void click();
|
||||
};
|
||||
|
||||
struct EImage : Element {
|
||||
uint64_t animation_id = UINT64_MAX;
|
||||
|
||||
EImage(uint64_t animation_id) : Element(Type::IMAGE), animation_id(animation_id) {}
|
||||
|
||||
~EImage();
|
||||
|
||||
Vec2<float> size() override;
|
||||
|
||||
void render(uint64_t) override;
|
||||
};
|
||||
|
||||
struct EText : Element {
|
||||
Localization::Key key;
|
||||
uint64_t font_id = UINT64_MAX;
|
||||
Color color = {255, 255, 255};
|
||||
std::unordered_map<std::string, std::string> params;
|
||||
|
||||
~EText();
|
||||
|
||||
EText(Localization::Key key, uint64_t font_id, Color color, std::unordered_map<std::string, std::string> params)
|
||||
: Element(Type::TEXT), key(key), font_id(font_id), color(color), params(params) {}
|
||||
|
||||
Vec2<float> size() override;
|
||||
|
||||
void reload_text();
|
||||
|
||||
void render(uint64_t) override;
|
||||
|
||||
private:
|
||||
uint64_t text_id = UINT64_MAX;
|
||||
Color last_color = color;
|
||||
Localization::LanguageCode last_language = UINT32_MAX;
|
||||
Localization::Key last_key = UINT16_MAX;
|
||||
bool params_changed = true;
|
||||
};
|
||||
|
||||
struct ERect : Element {
|
||||
Vec2<float> shape = {0, 0};
|
||||
Color color = {255, 255, 255};
|
||||
|
||||
Vec2<float> size() override;
|
||||
|
||||
ERect(Vec2<float> shape, Color color) : Element(Type::RECT), shape(shape), color(color) {}
|
||||
|
||||
void render(uint64_t) override;
|
||||
};
|
||||
|
||||
struct EWorld : Element {
|
||||
#warning need to implement ecs system first before implementing this
|
||||
uint64_t world_id = UINT64_MAX;
|
||||
|
||||
EWorld(uint64_t world_id) : Element(Type::WORLD), world_id(world_id) {}
|
||||
|
||||
Vec2<float> size() override;
|
||||
|
||||
void render(uint64_t) override;
|
||||
};
|
||||
|
||||
inline Pool<Element> element_pool;
|
||||
} // namespace app
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,33 @@
|
||||
#ifndef SCENE_H
|
||||
#define SCENE_H
|
||||
|
||||
#include "app/elements.h"
|
||||
#include "bindings/ruby.h"
|
||||
#include "utils.h"
|
||||
#include "window/window.h"
|
||||
|
||||
namespace app {
|
||||
struct Scene {
|
||||
std::vector<uint64_t> element_ids;
|
||||
Ruby::Block update;
|
||||
|
||||
~Scene();
|
||||
|
||||
void add_element(uint64_t element_id);
|
||||
|
||||
void delete_element(uint64_t element_id);
|
||||
void update_scene(mrb_value dt_val);
|
||||
|
||||
void click(Vec2<float> position);
|
||||
|
||||
void render(uint64_t abs_time);
|
||||
|
||||
std::vector<uint64_t> elements_at(Vec2<float> position);
|
||||
|
||||
Vec2<float> world_to_local(Vec2<float> p, Element *e);
|
||||
};
|
||||
|
||||
inline Pool<Scene> scene_pool;
|
||||
} // namespace app
|
||||
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,63 @@
|
||||
#ifndef DEFINITIONS_H
|
||||
#define DEFINITIONS_H
|
||||
|
||||
#include "bindings/ruby.h"
|
||||
|
||||
namespace definitions {
|
||||
struct Binding {
|
||||
RClass *cls;
|
||||
const mrb_data_type *type;
|
||||
};
|
||||
|
||||
inline struct RubyBindings {
|
||||
Binding Vec2;
|
||||
Binding Params;
|
||||
Binding Font;
|
||||
Binding Image;
|
||||
Binding Animation;
|
||||
Binding ElementText;
|
||||
Binding ElementRect;
|
||||
Binding ElementImage;
|
||||
Binding Scene;
|
||||
} bindings;
|
||||
|
||||
inline mrb_value wrap(Binding binding, uint64_t id) {
|
||||
RBasic *obj_b = mrb_obj_alloc(Ruby::mrb, MRB_TT_DATA, binding.cls);
|
||||
mrb_value obj = mrb_obj_value(obj_b);
|
||||
|
||||
Wrapper *w = new Wrapper();
|
||||
w->id = id;
|
||||
|
||||
mrb_data_init(obj, w, binding.type);
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
mrb_value Vec2_wrap(uint64_t id, Vec2<float> *vec);
|
||||
|
||||
void register_vec2();
|
||||
void register_params();
|
||||
void register_font();
|
||||
void register_image();
|
||||
void register_animation();
|
||||
void register_element_text();
|
||||
void register_element_rect();
|
||||
void register_element_image();
|
||||
void register_scene();
|
||||
void register_app();
|
||||
|
||||
inline void setup() {
|
||||
register_vec2();
|
||||
register_params();
|
||||
register_font();
|
||||
register_image();
|
||||
register_animation();
|
||||
register_element_text();
|
||||
register_element_rect();
|
||||
register_element_image();
|
||||
register_scene();
|
||||
register_app();
|
||||
}
|
||||
} // namespace definitions
|
||||
|
||||
#endif
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "pch.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "binding/ruby_compiled.h"
|
||||
#include "bindings/ruby_compiled.h"
|
||||
|
||||
#define DEF_SYM(name) inline mrb_sym sym_##name = mrb_intern_cstr(Ruby::mrb, #name);
|
||||
#define SYM(name) mrb_symbol_value(sym_##name)
|
||||
@@ -20,8 +20,6 @@
|
||||
out = mrb_float(v); \
|
||||
else if (mrb_fixnum_p(v)) \
|
||||
out = (float)mrb_fixnum(v); \
|
||||
else \
|
||||
out = 0; \
|
||||
} while (0)
|
||||
|
||||
#define HASH_BOOL(h, key, out) \
|
||||
@@ -35,9 +33,15 @@ struct Wrapper {
|
||||
uint64_t id;
|
||||
};
|
||||
|
||||
#define ADD_FUNCTION(NAME, FUNC, ARGS) \
|
||||
mrb_define_method(Ruby::mrb, Ruby::mrb->object_class, NAME, FUNC, ARGS);
|
||||
|
||||
#define ADD_METHOD(NAME, METHOD, FUNC, ARGS) \
|
||||
mrb_define_method(Ruby::mrb, NAME##_class, METHOD, FUNC, ARGS);
|
||||
|
||||
#define ADD_CLASS_METHOD(CLASS, METHOD, FUNC, ARGS) \
|
||||
mrb_define_class_method(Ruby::mrb, CLASS##_class, METHOD, FUNC, ARGS);
|
||||
|
||||
#define DEF_CLASS(NAME, ARGS) \
|
||||
RClass *NAME##_class = mrb_define_class(Ruby::mrb, #NAME, Ruby::mrb->object_class); \
|
||||
MRB_SET_INSTANCE_TT(NAME##_class, MRB_TT_CDATA); \
|
||||
@@ -112,6 +116,8 @@ DEF_SYM(pass)
|
||||
DEF_SYM(block)
|
||||
DEF_SYM(ignore)
|
||||
DEF_SYM(call)
|
||||
DEF_SYM(padding)
|
||||
DEF_SYM(offset)
|
||||
DEF_SYM(x)
|
||||
DEF_SYM(y)
|
||||
DEF_SYM(w)
|
||||
@@ -0,0 +1,14 @@
|
||||
#ifndef ECS_H
|
||||
#define ECS_H
|
||||
|
||||
#include "utils.h"
|
||||
|
||||
struct Entity {};
|
||||
struct Component;
|
||||
struct System;
|
||||
|
||||
struct EntityPool {
|
||||
Entity entities[];
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,3 +1,6 @@
|
||||
#ifndef LOCALIZATION_H
|
||||
#define LOCALIZATION_H
|
||||
|
||||
#include "pch.h"
|
||||
#include "utils.h"
|
||||
|
||||
@@ -25,121 +28,23 @@ struct Segment {
|
||||
inline std::unordered_map<JoinedKey, std::vector<Segment>> localized_strings;
|
||||
inline std::unordered_map<std::string, mrb_sym> var_sym_cache;
|
||||
|
||||
inline mrb_sym get_var_sym(mrb_state *mrb, const std::string &name) {
|
||||
auto it = var_sym_cache.find(name);
|
||||
if (it != var_sym_cache.end())
|
||||
return it->second;
|
||||
|
||||
mrb_sym sym = mrb_intern_cstr(mrb, name.c_str());
|
||||
var_sym_cache[name] = sym;
|
||||
return sym;
|
||||
}
|
||||
|
||||
inline std::vector<Segment> parse_localized(const std::string &input) {
|
||||
std::vector<Segment> out;
|
||||
|
||||
size_t i = 0;
|
||||
while (i < input.size()) {
|
||||
size_t start = input.find("%{", i);
|
||||
|
||||
if (start == std::string::npos) {
|
||||
out.push_back({false, input.substr(i)});
|
||||
break;
|
||||
}
|
||||
|
||||
if (start > i) {
|
||||
out.push_back({false, input.substr(i, start - i)});
|
||||
}
|
||||
|
||||
size_t end = input.find("}", start);
|
||||
if (end == std::string::npos) {
|
||||
// malformed fallback
|
||||
out.push_back({false, input.substr(start)});
|
||||
break;
|
||||
}
|
||||
|
||||
std::string var = input.substr(start + 2, end - (start + 2));
|
||||
out.push_back({true, var});
|
||||
|
||||
i = end + 1;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
std::vector<Segment> parse_localized(const std::string &input);
|
||||
|
||||
inline void set(LanguageCode lang_code, Key key, const std::string &text) {
|
||||
localized_strings[join_keys(lang_code, key)] = parse_localized(text);
|
||||
}
|
||||
|
||||
inline std::string get(mrb_state *mrb, Key key, mrb_value hash) {
|
||||
auto it = localized_strings.find(join_keys(current_language, key));
|
||||
if (it == localized_strings.end())
|
||||
return "Localization not set!";
|
||||
mrb_sym get_var_sym(mrb_state *mrb, const std::string &name);
|
||||
|
||||
const auto &entry = it->second;
|
||||
std::string get(Key key, const std::unordered_map<std::string, std::string> ¶ms);
|
||||
|
||||
std::string result;
|
||||
result.reserve(10);
|
||||
LanguageCode lang_from_sym(mrb_state *mrb, mrb_sym sym);
|
||||
|
||||
for (const auto &seg : entry) {
|
||||
if (!seg.is_var) {
|
||||
result += seg.text;
|
||||
} else {
|
||||
mrb_sym sym = get_var_sym(mrb, seg.text);
|
||||
if (mrb_nil_p(hash) || mrb_nil_p(mrb_hash_get(mrb, hash, mrb_symbol_value(sym)))) {
|
||||
result += "%{" + seg.text + "}";
|
||||
continue;
|
||||
}
|
||||
mrb_value val = mrb_hash_get(mrb, hash, mrb_symbol_value(sym));
|
||||
if (mrb_nil_p(val))
|
||||
continue;
|
||||
result += mrb_str_to_cstr(mrb, val);
|
||||
}
|
||||
}
|
||||
mrb_sym lang_to_sym(mrb_state *mrb, LanguageCode code);
|
||||
|
||||
return result;
|
||||
}
|
||||
Key key_from_sym(mrb_state *mrb, mrb_sym sym);
|
||||
|
||||
inline LanguageCode lang_from_sym(mrb_state *mrb, mrb_sym sym) {
|
||||
const char *s = mrb_sym2name(mrb, sym);
|
||||
size_t len = strlen(s);
|
||||
|
||||
if (len == 0 || len > 4)
|
||||
return 0;
|
||||
|
||||
LanguageCode code = 0;
|
||||
|
||||
for (size_t i = 0; i < len; ++i) {
|
||||
code |= (static_cast<LanguageCode>(s[i]) << (8 * (3 - i)));
|
||||
}
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
inline mrb_sym lang_to_sym(mrb_state *mrb, LanguageCode code) {
|
||||
char s[5] = {0};
|
||||
for (int i = 0; i < 4; ++i)
|
||||
s[i] = (code >> (8 * (3 - i))) & 0xFF;
|
||||
return mrb_intern_cstr(mrb, s);
|
||||
}
|
||||
|
||||
inline Key key_from_sym(mrb_state *mrb, mrb_sym sym) {
|
||||
const char *key_name = mrb_sym2name(mrb, sym);
|
||||
|
||||
auto it = localization_key_map.find(key_name);
|
||||
if (it != localization_key_map.end())
|
||||
return it->second;
|
||||
|
||||
Key new_id = (Key)localization_key_map.size();
|
||||
localization_key_map[key_name] = new_id;
|
||||
return new_id;
|
||||
}
|
||||
|
||||
// This is only used for debugging and inspect output, so performance is not a concern
|
||||
inline std::string get_key_name(Key key) {
|
||||
for (const auto &[str, k] : localization_key_map)
|
||||
if (k == key)
|
||||
return str;
|
||||
return "Unknown Key";
|
||||
}
|
||||
std::string get_key_name(Key key);
|
||||
} // namespace Localization
|
||||
|
||||
#endif
|
||||
|
||||
@@ -58,7 +58,6 @@
|
||||
#include <shared_mutex>
|
||||
#include <signal.h>
|
||||
#include <stack>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <string>
|
||||
#include <sys/ioctl.h>
|
||||
|
||||
+6
-3
@@ -163,6 +163,10 @@ struct Rect {
|
||||
|
||||
template <typename T = void *>
|
||||
struct Pool {
|
||||
uint32_t size() const {
|
||||
return slots.size() - free_indices.size();
|
||||
}
|
||||
|
||||
T *operator[](uint64_t index) {
|
||||
if (!is_valid(index)) {
|
||||
fprintf(stderr, "Invalid pool index: %lu\n", (uint64_t)index);
|
||||
@@ -191,7 +195,7 @@ struct Pool {
|
||||
slots.push_back({});
|
||||
}
|
||||
slots[id].ptr = item;
|
||||
slots[id].refcount = 1;
|
||||
slots[id].refcount = 0;
|
||||
slots[id].alive = true;
|
||||
slots[id].generation++;
|
||||
uint64_t index = ((uint64_t)slots[id].generation << 32) | id;
|
||||
@@ -222,8 +226,7 @@ struct Pool {
|
||||
bool is_valid(uint64_t index) const {
|
||||
uint32_t id = (uint32_t)(index & 0xFFFFFFFFULL);
|
||||
uint32_t gen = (uint32_t)(index >> 32);
|
||||
return id >= 0
|
||||
&& id < slots.size()
|
||||
return id < slots.size()
|
||||
&& slots[id].alive
|
||||
&& slots[id].generation == gen;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,221 @@
|
||||
#ifndef KEYBINDS_H
|
||||
#define KEYBINDS_H
|
||||
|
||||
#include "pch.h"
|
||||
#include "utils.h"
|
||||
|
||||
enum Key : uint16_t {
|
||||
Unknown = SDL_SCANCODE_UNKNOWN,
|
||||
|
||||
A = SDL_SCANCODE_A,
|
||||
B,
|
||||
C,
|
||||
D,
|
||||
E,
|
||||
F,
|
||||
G,
|
||||
H,
|
||||
I,
|
||||
J,
|
||||
K,
|
||||
L,
|
||||
M,
|
||||
N,
|
||||
O,
|
||||
P,
|
||||
Q,
|
||||
R,
|
||||
S,
|
||||
T,
|
||||
U,
|
||||
V,
|
||||
W,
|
||||
X,
|
||||
Y,
|
||||
Z,
|
||||
|
||||
Num0 = SDL_SCANCODE_0,
|
||||
Num1,
|
||||
Num2,
|
||||
Num3,
|
||||
Num4,
|
||||
Num5,
|
||||
Num6,
|
||||
Num7,
|
||||
Num8,
|
||||
Num9,
|
||||
|
||||
Space = SDL_SCANCODE_SPACE,
|
||||
Enter = SDL_SCANCODE_RETURN,
|
||||
Escape = SDL_SCANCODE_ESCAPE,
|
||||
Tab = SDL_SCANCODE_TAB,
|
||||
Backspace = SDL_SCANCODE_BACKSPACE,
|
||||
|
||||
LeftShift = SDL_SCANCODE_LSHIFT,
|
||||
RightShift = SDL_SCANCODE_RSHIFT,
|
||||
LeftCtrl = SDL_SCANCODE_LCTRL,
|
||||
RightCtrl = SDL_SCANCODE_RCTRL,
|
||||
LeftAlt = SDL_SCANCODE_LALT,
|
||||
RightAlt = SDL_SCANCODE_RALT,
|
||||
CapsLock = SDL_SCANCODE_CAPSLOCK,
|
||||
|
||||
Up = SDL_SCANCODE_UP,
|
||||
Down = SDL_SCANCODE_DOWN,
|
||||
Left = SDL_SCANCODE_LEFT,
|
||||
Right = SDL_SCANCODE_RIGHT,
|
||||
Home = SDL_SCANCODE_HOME,
|
||||
End = SDL_SCANCODE_END,
|
||||
PageUp = SDL_SCANCODE_PAGEUP,
|
||||
PageDown = SDL_SCANCODE_PAGEDOWN,
|
||||
|
||||
Delete = SDL_SCANCODE_DELETE,
|
||||
Insert = SDL_SCANCODE_INSERT,
|
||||
|
||||
Minus = SDL_SCANCODE_MINUS,
|
||||
Equals = SDL_SCANCODE_EQUALS,
|
||||
LeftBracket = SDL_SCANCODE_LEFTBRACKET,
|
||||
RightBracket = SDL_SCANCODE_RIGHTBRACKET,
|
||||
Semicolon = SDL_SCANCODE_SEMICOLON,
|
||||
Apostrophe = SDL_SCANCODE_APOSTROPHE,
|
||||
Grave = SDL_SCANCODE_GRAVE,
|
||||
Comma = SDL_SCANCODE_COMMA,
|
||||
Period = SDL_SCANCODE_PERIOD,
|
||||
Slash = SDL_SCANCODE_SLASH,
|
||||
Backslash = SDL_SCANCODE_NONUSBACKSLASH,
|
||||
|
||||
F1 = SDL_SCANCODE_F1,
|
||||
F2,
|
||||
F3,
|
||||
F4,
|
||||
F5,
|
||||
F6,
|
||||
F7,
|
||||
F8,
|
||||
F9,
|
||||
F10,
|
||||
F11,
|
||||
F12,
|
||||
|
||||
MouseLeft = 513,
|
||||
MouseMiddle,
|
||||
MouseRight
|
||||
};
|
||||
|
||||
constexpr std::pair<std::string, Key> KEY_NAMES[] = {
|
||||
{"a", Key::A},
|
||||
{"b", Key::B},
|
||||
{"c", Key::C},
|
||||
{"d", Key::D},
|
||||
{"e", Key::E},
|
||||
{"f", Key::F},
|
||||
{"g", Key::G},
|
||||
{"h", Key::H},
|
||||
{"i", Key::I},
|
||||
{"j", Key::J},
|
||||
{"k", Key::K},
|
||||
{"l", Key::L},
|
||||
{"m", Key::M},
|
||||
{"n", Key::N},
|
||||
{"o", Key::O},
|
||||
{"p", Key::P},
|
||||
{"q", Key::Q},
|
||||
{"r", Key::R},
|
||||
{"s", Key::S},
|
||||
{"t", Key::T},
|
||||
{"u", Key::U},
|
||||
{"v", Key::V},
|
||||
{"w", Key::W},
|
||||
{"x", Key::X},
|
||||
{"y", Key::Y},
|
||||
{"z", Key::Z},
|
||||
|
||||
{"num0", Key::Num0},
|
||||
{"num1", Key::Num1},
|
||||
{"num2", Key::Num2},
|
||||
{"num3", Key::Num3},
|
||||
{"num4", Key::Num4},
|
||||
{"num5", Key::Num5},
|
||||
{"num6", Key::Num6},
|
||||
{"num7", Key::Num7},
|
||||
{"num8", Key::Num8},
|
||||
{"num9", Key::Num9},
|
||||
|
||||
{"space", Key::Space},
|
||||
{"enter", Key::Enter},
|
||||
{"escape", Key::Escape},
|
||||
{"tab", Key::Tab},
|
||||
{"backspace", Key::Backspace},
|
||||
|
||||
{"left_shift", Key::LeftShift},
|
||||
{"right_shift", Key::RightShift},
|
||||
{"left_ctrl", Key::LeftCtrl},
|
||||
{"right_ctrl", Key::RightCtrl},
|
||||
{"left_alt", Key::LeftAlt},
|
||||
{"right_alt", Key::RightAlt},
|
||||
{"capslock", Key::CapsLock},
|
||||
|
||||
{"up", Key::Up},
|
||||
{"down", Key::Down},
|
||||
{"left", Key::Left},
|
||||
{"right", Key::Right},
|
||||
{"home", Key::Home},
|
||||
{"end", Key::End},
|
||||
{"page_up", Key::PageUp},
|
||||
{"page_down", Key::PageDown},
|
||||
|
||||
{"delete", Key::Delete},
|
||||
{"insert", Key::Insert},
|
||||
|
||||
{"minus", Key::Minus},
|
||||
{"equals", Key::Equals},
|
||||
{"left_bracket", Key::LeftBracket},
|
||||
{"right_bracket", Key::RightBracket},
|
||||
{"semicolon", Key::Semicolon},
|
||||
{"apostrophe", Key::Apostrophe},
|
||||
{"grave", Key::Grave},
|
||||
{"comma", Key::Comma},
|
||||
{"period", Key::Period},
|
||||
{"slash", Key::Slash},
|
||||
{"backslash", Key::Backslash},
|
||||
|
||||
{"f1", Key::F1},
|
||||
{"f2", Key::F2},
|
||||
{"f3", Key::F3},
|
||||
{"f4", Key::F4},
|
||||
{"f5", Key::F5},
|
||||
{"f6", Key::F6},
|
||||
{"f7", Key::F7},
|
||||
{"f8", Key::F8},
|
||||
{"f9", Key::F9},
|
||||
{"f10", Key::F10},
|
||||
{"f11", Key::F11},
|
||||
{"f12", Key::F12},
|
||||
|
||||
{"mouse_left", Key::MouseLeft},
|
||||
{"mouse_middle", Key::MouseMiddle},
|
||||
{"mouse_right", Key::MouseRight}
|
||||
};
|
||||
|
||||
inline Key get_key_from_name(std::string_view name) {
|
||||
for (const auto &[key_name, key] : KEY_NAMES)
|
||||
if (key_name == name)
|
||||
return key;
|
||||
return Key::Unknown;
|
||||
}
|
||||
|
||||
inline std::unordered_map<std::string, Key> action_key_map;
|
||||
|
||||
inline void set_action_mapping(const std::string &action_name, const std::string &key_name) {
|
||||
Key key = get_key_from_name(key_name);
|
||||
if (key != Key::Unknown)
|
||||
action_key_map[action_name] = key;
|
||||
}
|
||||
|
||||
inline Key get_key(std::string &name) {
|
||||
auto it = action_key_map.find(name);
|
||||
if (it != action_key_map.end())
|
||||
return it->second;
|
||||
return get_key_from_name(name);
|
||||
}
|
||||
|
||||
#endif
|
||||
+12
-215
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "pch.h"
|
||||
#include "utils.h"
|
||||
#include "window/keybinds.h"
|
||||
|
||||
struct Image {
|
||||
SDL_Texture *texture;
|
||||
@@ -40,220 +41,6 @@ inline Pool<Font> font_pool;
|
||||
// Text pool
|
||||
inline Pool<Text> text_pool;
|
||||
|
||||
enum Key : uint16_t {
|
||||
Unknown = SDL_SCANCODE_UNKNOWN,
|
||||
|
||||
A = SDL_SCANCODE_A,
|
||||
B,
|
||||
C,
|
||||
D,
|
||||
E,
|
||||
F,
|
||||
G,
|
||||
H,
|
||||
I,
|
||||
J,
|
||||
K,
|
||||
L,
|
||||
M,
|
||||
N,
|
||||
O,
|
||||
P,
|
||||
Q,
|
||||
R,
|
||||
S,
|
||||
T,
|
||||
U,
|
||||
V,
|
||||
W,
|
||||
X,
|
||||
Y,
|
||||
Z,
|
||||
|
||||
Num0 = SDL_SCANCODE_0,
|
||||
Num1,
|
||||
Num2,
|
||||
Num3,
|
||||
Num4,
|
||||
Num5,
|
||||
Num6,
|
||||
Num7,
|
||||
Num8,
|
||||
Num9,
|
||||
|
||||
Space = SDL_SCANCODE_SPACE,
|
||||
Enter = SDL_SCANCODE_RETURN,
|
||||
Escape = SDL_SCANCODE_ESCAPE,
|
||||
Tab = SDL_SCANCODE_TAB,
|
||||
Backspace = SDL_SCANCODE_BACKSPACE,
|
||||
|
||||
LeftShift = SDL_SCANCODE_LSHIFT,
|
||||
RightShift = SDL_SCANCODE_RSHIFT,
|
||||
LeftCtrl = SDL_SCANCODE_LCTRL,
|
||||
RightCtrl = SDL_SCANCODE_RCTRL,
|
||||
LeftAlt = SDL_SCANCODE_LALT,
|
||||
RightAlt = SDL_SCANCODE_RALT,
|
||||
CapsLock = SDL_SCANCODE_CAPSLOCK,
|
||||
|
||||
Up = SDL_SCANCODE_UP,
|
||||
Down = SDL_SCANCODE_DOWN,
|
||||
Left = SDL_SCANCODE_LEFT,
|
||||
Right = SDL_SCANCODE_RIGHT,
|
||||
Home = SDL_SCANCODE_HOME,
|
||||
End = SDL_SCANCODE_END,
|
||||
PageUp = SDL_SCANCODE_PAGEUP,
|
||||
PageDown = SDL_SCANCODE_PAGEDOWN,
|
||||
|
||||
Delete = SDL_SCANCODE_DELETE,
|
||||
Insert = SDL_SCANCODE_INSERT,
|
||||
|
||||
Minus = SDL_SCANCODE_MINUS,
|
||||
Equals = SDL_SCANCODE_EQUALS,
|
||||
LeftBracket = SDL_SCANCODE_LEFTBRACKET,
|
||||
RightBracket = SDL_SCANCODE_RIGHTBRACKET,
|
||||
Semicolon = SDL_SCANCODE_SEMICOLON,
|
||||
Apostrophe = SDL_SCANCODE_APOSTROPHE,
|
||||
Grave = SDL_SCANCODE_GRAVE,
|
||||
Comma = SDL_SCANCODE_COMMA,
|
||||
Period = SDL_SCANCODE_PERIOD,
|
||||
Slash = SDL_SCANCODE_SLASH,
|
||||
Backslash = SDL_SCANCODE_NONUSBACKSLASH,
|
||||
|
||||
F1 = SDL_SCANCODE_F1,
|
||||
F2,
|
||||
F3,
|
||||
F4,
|
||||
F5,
|
||||
F6,
|
||||
F7,
|
||||
F8,
|
||||
F9,
|
||||
F10,
|
||||
F11,
|
||||
F12,
|
||||
|
||||
MouseLeft = 513,
|
||||
MouseMiddle,
|
||||
MouseRight
|
||||
};
|
||||
|
||||
constexpr std::pair<std::string, Key> KEY_NAMES[] = {
|
||||
{"a", Key::A},
|
||||
{"b", Key::B},
|
||||
{"c", Key::C},
|
||||
{"d", Key::D},
|
||||
{"e", Key::E},
|
||||
{"f", Key::F},
|
||||
{"g", Key::G},
|
||||
{"h", Key::H},
|
||||
{"i", Key::I},
|
||||
{"j", Key::J},
|
||||
{"k", Key::K},
|
||||
{"l", Key::L},
|
||||
{"m", Key::M},
|
||||
{"n", Key::N},
|
||||
{"o", Key::O},
|
||||
{"p", Key::P},
|
||||
{"q", Key::Q},
|
||||
{"r", Key::R},
|
||||
{"s", Key::S},
|
||||
{"t", Key::T},
|
||||
{"u", Key::U},
|
||||
{"v", Key::V},
|
||||
{"w", Key::W},
|
||||
{"x", Key::X},
|
||||
{"y", Key::Y},
|
||||
{"z", Key::Z},
|
||||
|
||||
{"num0", Key::Num0},
|
||||
{"num1", Key::Num1},
|
||||
{"num2", Key::Num2},
|
||||
{"num3", Key::Num3},
|
||||
{"num4", Key::Num4},
|
||||
{"num5", Key::Num5},
|
||||
{"num6", Key::Num6},
|
||||
{"num7", Key::Num7},
|
||||
{"num8", Key::Num8},
|
||||
{"num9", Key::Num9},
|
||||
|
||||
{"space", Key::Space},
|
||||
{"enter", Key::Enter},
|
||||
{"escape", Key::Escape},
|
||||
{"tab", Key::Tab},
|
||||
{"backspace", Key::Backspace},
|
||||
|
||||
{"left_shift", Key::LeftShift},
|
||||
{"right_shift", Key::RightShift},
|
||||
{"left_ctrl", Key::LeftCtrl},
|
||||
{"right_ctrl", Key::RightCtrl},
|
||||
{"left_alt", Key::LeftAlt},
|
||||
{"right_alt", Key::RightAlt},
|
||||
{"capslock", Key::CapsLock},
|
||||
|
||||
{"up", Key::Up},
|
||||
{"down", Key::Down},
|
||||
{"left", Key::Left},
|
||||
{"right", Key::Right},
|
||||
{"home", Key::Home},
|
||||
{"end", Key::End},
|
||||
{"page_up", Key::PageUp},
|
||||
{"page_down", Key::PageDown},
|
||||
|
||||
{"delete", Key::Delete},
|
||||
{"insert", Key::Insert},
|
||||
|
||||
{"minus", Key::Minus},
|
||||
{"equals", Key::Equals},
|
||||
{"left_bracket", Key::LeftBracket},
|
||||
{"right_bracket", Key::RightBracket},
|
||||
{"semicolon", Key::Semicolon},
|
||||
{"apostrophe", Key::Apostrophe},
|
||||
{"grave", Key::Grave},
|
||||
{"comma", Key::Comma},
|
||||
{"period", Key::Period},
|
||||
{"slash", Key::Slash},
|
||||
{"backslash", Key::Backslash},
|
||||
|
||||
{"f1", Key::F1},
|
||||
{"f2", Key::F2},
|
||||
{"f3", Key::F3},
|
||||
{"f4", Key::F4},
|
||||
{"f5", Key::F5},
|
||||
{"f6", Key::F6},
|
||||
{"f7", Key::F7},
|
||||
{"f8", Key::F8},
|
||||
{"f9", Key::F9},
|
||||
{"f10", Key::F10},
|
||||
{"f11", Key::F11},
|
||||
{"f12", Key::F12},
|
||||
|
||||
{"mouse_left", Key::MouseLeft},
|
||||
{"mouse_middle", Key::MouseMiddle},
|
||||
{"mouse_right", Key::MouseRight}
|
||||
};
|
||||
|
||||
inline Key get_key_from_name(std::string_view name) {
|
||||
for (const auto &[key_name, key] : KEY_NAMES)
|
||||
if (key_name == name)
|
||||
return key;
|
||||
return Key::Unknown;
|
||||
}
|
||||
|
||||
inline std::unordered_map<std::string, Key> action_key_map;
|
||||
|
||||
inline void set_action_mapping(const std::string &action_name, const std::string &key_name) {
|
||||
Key key = get_key_from_name(key_name);
|
||||
if (key != Key::Unknown)
|
||||
action_key_map[action_name] = key;
|
||||
}
|
||||
|
||||
inline Key get_key(std::string &name) {
|
||||
auto it = action_key_map.find(name);
|
||||
if (it != action_key_map.end())
|
||||
return it->second;
|
||||
return get_key_from_name(name);
|
||||
}
|
||||
|
||||
struct Event {
|
||||
enum Type {
|
||||
NONE,
|
||||
@@ -311,8 +98,11 @@ public:
|
||||
~Window();
|
||||
|
||||
// Rendering functions
|
||||
std::vector<uint64_t> load_image_set(const char *path, Vec2<float> tile_size, Vec2<float> padding, Vec2<float> offset, bool pixel_art);
|
||||
uint64_t load_image(const char *path, bool pixel_art);
|
||||
uint64_t create_image(Vec2<float> size, bool pixel_art);
|
||||
Vec2<float> get_image_size(uint64_t image_id);
|
||||
bool update_image(uint64_t image_id, Rect content_rect, const char *new_content, uint32_t length);
|
||||
|
||||
uint64_t load_font(const char *path, int font_size, bool bold, bool italic, bool underline, bool pixel_art);
|
||||
|
||||
@@ -326,6 +116,8 @@ public:
|
||||
|
||||
bool draw_rect(Rect rect, Color color, float z, float angle, Vec2<float> pivot, Vec2<float> scale, float alpha);
|
||||
|
||||
bool draw_scripted(uint64_t scripted_id, Vec2<float> position, float z, float angle, Vec2<float> pivot, Vec2<float> scale, float alpha);
|
||||
|
||||
void render(); // the rest of the calls only build the instruction list, this actually renders everything added to the screen (following z order)
|
||||
|
||||
void clear(); // clears the instruction list
|
||||
@@ -384,10 +176,15 @@ private:
|
||||
Rect rect;
|
||||
Color color;
|
||||
} draw_rect;
|
||||
|
||||
struct {
|
||||
uint64_t scripted_id;
|
||||
Vec2<float> position;
|
||||
} draw_scripted;
|
||||
};
|
||||
};
|
||||
|
||||
std::vector<struct RenderInstruction> render_instructions;
|
||||
std::vector<RenderInstruction> render_instructions;
|
||||
|
||||
void compute_transform();
|
||||
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
--- ./mruby/build_config/default.rb
|
||||
+++ ./mruby/build_config/default.rb
|
||||
@@ -1,6 +1,18 @@
|
||||
MRuby::Build.new do |conf|
|
||||
# load specific toolchain settings
|
||||
- conf.toolchain
|
||||
+ conf.toolchain :gcc
|
||||
+
|
||||
+ conf.cc do |cc|
|
||||
+ cc.command = ENV['CC']
|
||||
+ end
|
||||
+
|
||||
+ conf.cxx do |cxx|
|
||||
+ cxx.command = ENV['CXX']
|
||||
+ end
|
||||
+
|
||||
+ conf.linker do |linker|
|
||||
+ linker.command = ENV['CXX']
|
||||
+ end
|
||||
|
||||
# Use mrbgems
|
||||
# conf.gem 'examples/mrbgems/ruby_extension_example'
|
||||
@@ -16,6 +28,10 @@
|
||||
# include the GEM box
|
||||
conf.gembox 'default'
|
||||
|
||||
+ conf.gem '../mgems/mruby-env'
|
||||
+ conf.gem '../mgems/mruby-process'
|
||||
+ conf.gem '../mgems/mruby-marshal-c'
|
||||
+
|
||||
# C compiler settings
|
||||
# conf.cc do |cc|
|
||||
# cc.command = ENV['CC'] || 'gcc'
|
||||
@@ -79,5 +79,5 @@
|
||||
# Turn on `enable_debug` for better debugging
|
||||
# conf.enable_debug
|
||||
- conf.enable_bintest
|
||||
- conf.enable_test
|
||||
+ # conf.enable_bintest
|
||||
+ # conf.enable_test
|
||||
end
|
||||
--- ./mgems/mruby-process/mrbgem.rake
|
||||
+++ ./mgems/mruby-process/mrbgem.rake
|
||||
@@ -54,4 +54,9 @@
|
||||
else
|
||||
spec.objs.delete objfile("#{build_dir}/src/win32")
|
||||
end
|
||||
+
|
||||
+ spec.objs.delete objfile("#{build_dir}/src/internal")
|
||||
+ spec.objs.delete objfile("#{build_dir}/src/dln")
|
||||
+ spec.objs.delete objfile("#{build_dir}/src/signal")
|
||||
+ spec.objs.delete objfile("#{build_dir}/src/status")
|
||||
end
|
||||
Submodule
+1
Submodule libs/mgems/mruby-env added at 056ae32445
Submodule
+1
Submodule libs/mgems/mruby-marshal-c added at fc40e2ec0f
Submodule
+1
Submodule libs/mgems/mruby-process added at 715014b1d9
+1
-1
Submodule libs/mruby updated: 479af5c1bd...88b93f66c4
@@ -1,103 +0,0 @@
|
||||
Game Engine - With Mist a maze game
|
||||
|
||||
# What?
|
||||
|
||||
### The engine
|
||||
|
||||
- A high performance - low level game engine that provides abstactions for 2d games to be built on.
|
||||
|
||||
- A scene system
|
||||
- A scene is a set of scene elements used to create it,
|
||||
- For example, a scene for menu, for game over screen, and most importantly, for the main game scene.
|
||||
- A scene element can be one of,
|
||||
- A basic geometric shape
|
||||
- A text, with localization codes and text db
|
||||
- An image
|
||||
- A game world
|
||||
- A scripted element, for stuff like minimaps
|
||||
- each element has coordinates on screen and z ordering.
|
||||
- And they can handle clicks / keyboard events and have scripts attached to each.
|
||||
|
||||
- The bus
|
||||
- any event can be fired on the bus by any object and then used by other objects for actions like enemy attacking player or something,
|
||||
- they can be scoped with lifetime rules for tighter control and avoiding a event mess
|
||||
|
||||
- A game world is just the game world (everything is coordinates in the world map relative, and this object controls the camera), \
|
||||
and it can be defined as topdown or side (for z ordering rules).
|
||||
- everything is an entity
|
||||
- with specail entities for tiling spritesheets where a set of tiles can be defined and the engine will place the right kind of tile based on the scenario \
|
||||
(for example in a maze if i define a spritesheet with tiles for corner / edge peices and then tell the maze as a grid of cells with 1 for wall and 0 \
|
||||
for empty it will automatically place the correct tile from that list.)
|
||||
- and support for maze generation and solving algorithms, which can be used with tiling entity to create maze maps but also just usable for anything.
|
||||
|
||||
- Every entity is just a set of components added to it to form something in a game "world"
|
||||
- An entity joins together components to create an entity
|
||||
- Components are:
|
||||
1. Body
|
||||
- Shape (Dynamic or static)
|
||||
- Mass, physics interactions
|
||||
- Coordinates
|
||||
2. Spritesheet (state based or singleton)/(animated or static)
|
||||
- State based is for like player sprite can switch between states like facing direction etc.
|
||||
- It will have an api to load and manage game sprites with animations handled automatically.
|
||||
- The developer can define sprite locations for static and for dynamic a list of files or pixel \
|
||||
areas within a bitmap image for each animation frame and the fps of the animation.
|
||||
3. Render, only for those that dont use a Spritesheet
|
||||
- Can be used for rendering a box or other simple shapes / text for fine grained control, this is automatically handled if a spritesheet exists.
|
||||
4. Controlles
|
||||
- Can be used to connect a script to run on every game loop for this object (delta based)
|
||||
- Event Subscription
|
||||
- Can be used to subscribe to global / scoped events in the game event bus. (input can be handled through this or in update)
|
||||
5. Light
|
||||
- Light level info for fog light shader
|
||||
- In debug mode the collisions will be visible and other info like coords etc. logged for that game "world"
|
||||
|
||||
- It will have a physics engine for physics calculations like collisions, velocity, friction, forces, los, etc. attached to the game world
|
||||
- It applies to all objects with collision bodies
|
||||
- It has a center property that explains where the objects center is relative to the shape, and the size of the shape
|
||||
- it has a mass which shows its inertia
|
||||
- And they can be static or dynamic, rigid is used for walls and dynamic is for player / enemies etc. \
|
||||
with an api to simulate a force on a dynamic object, with collision handling with other static objects to stop it and with other dynamic \
|
||||
objects for firing collision events (for exmple checking if player collides with enemy)
|
||||
- it also has setting for adding gravity (added for side view games.), or defining friction force relative to a coefficient defined per object for texturing.
|
||||
- Calculations for interacting these objects in the world and updating their positions based on velocity / forces each game loop.
|
||||
|
||||
- Lighting support for fog based systems and shaders for common scenarios like clouds / fog and api to create custom shaders
|
||||
- A light system to render torches/light systems
|
||||
- With api to implement shaders for special effects
|
||||
- These are GPU accelerated shaders
|
||||
- owned by world
|
||||
|
||||
- An api for game "world" persistence. and generic data store.
|
||||
|
||||
- Normal classes / logic can be written outside and reused in the system.
|
||||
|
||||
- The scripting is done in mruby with most common ruby gems available. (the actual project will be in c++)
|
||||
- The scene can be defined and setup in a markup-style custom ruby DSL.
|
||||
|
||||
- And special predefined scenes for menu / settings types with settings having predefined settings for keybinds used.
|
||||
- And the godot style project settings where we can define key value pairs with datatype for value that can be used as globals. \
|
||||
and interfaced through autogenerated settings scene, or hidden but used as globals internally.
|
||||
|
||||
- And as a sample game implemented using it I will make mist.
|
||||
|
||||
### Mist - A maze game
|
||||
|
||||
- The main focus of the game is to show off all features of this engine.
|
||||
- It also focuses on maze generation and solving with choices to select different types of maze generation algorithms and solving ai for npc's
|
||||
- The main game has 4 modes
|
||||
1. _Classic_ - A finite maze is generated on world creation and player has to fight enemies, collect resources / weapons and find the exit to win
|
||||
2. _Tutorial_ - A smaller map with basic elements and npc's for player to inteact with and tooltips for helping them learn how the game works
|
||||
3. _Infinite_ - A maze is procedurally generated as the player walks using predefined seeds and memory optimizations to allow storing such information, \
|
||||
the goal is to get as far from spawn as possible without dying.
|
||||
4. _Editor Mode_ - A mode in which teh user controls the map itself and can test out various maze generation algorithms and place npcs / rooms and tweak \
|
||||
game rules to create custom game scenarios.
|
||||
|
||||
# Who?
|
||||
|
||||
- This game engine is targeted towards basic to intermediate indie developers trying out 2d game development for 2d open world like scenarios with \
|
||||
physics etc. (in both topdown or side view mode)
|
||||
- They can use the scene editor to make scene setups for all the visible stuff in teh game and then write scripts for behaviour of it using ruby syntax, \
|
||||
which is a high level OOP interpreted langauge with a low learning curve due to its simple to learn syntax, and tons of helper functions for rapid development.
|
||||
- It could be used by educators for teaching game development basics to students and getting hands on experience.
|
||||
- This engine also indirectly effects the gamers, the end users as they are the ones to feel any performance costs when enjoying the games.
|
||||
+57
-15
@@ -4,48 +4,87 @@ main_scene = Scene.new
|
||||
|
||||
default_font = Font.new "assets/fonts/charybdis.ttf", 24, pixel_art: true
|
||||
|
||||
bg_image1 = Image.new "assets/images/menu_bg.png", pixel_art: true
|
||||
bg_image2 = Image.new "assets/images/game_over_dead_bg.png", pixel_art: true
|
||||
bg_image1 = Image.load "assets/images/menu_bg.png", pixel_art: true
|
||||
bg_image2 = Image.load "assets/images/game_over_dead_bg.png", pixel_art: true
|
||||
|
||||
tile_set = Image.load_set "assets/images/walls.png", 20, 20, padding: {x: 0, y: 20}, offset: {x: 0, y: 0}, pixel_art: true
|
||||
# tile_set is an array of images, so we can create an animation from it directly or use the images separately
|
||||
pp tile_set, "Tile set size: #{tile_set.size}"
|
||||
tile_animation = Animation.new tile_set, fps: 10
|
||||
|
||||
bg_animation = Animation.new [bg_image1, bg_image2], fps: 5
|
||||
|
||||
bg_image1_a = Animation.from(bg_image1)
|
||||
|
||||
App.language = :en
|
||||
App.localize(:en, :btn_text, "Click %{name}!")
|
||||
|
||||
text = ElementText.new :btn_text, default_font, 0xFFFF00, {name: "Me"}, position: {x: 50, y: 50}, z: 1, click_mode: :pass, alpha: 1
|
||||
text = ElementText.new :btn_text, default_font, 0xFFFF00, {name: ENV.fetch("name", "me")}, position: {x: 50, y: 50}, z: 1, click_mode: :block, alpha: 1
|
||||
|
||||
rect = ElementRect.new 100, 25, 0xFF0000, position: {x: 50, y: 50}, z: 0, rotation: 60, scale: { x: 1, y: 1 }, alpha: 0.4
|
||||
rect = ElementRect.new 100, 25, 0xFF0000, position: {x: 50, y: 50}, z: 0, rotation: 60, scale: { x: 1, y: 1 }, alpha: 0.8, click_mode: :block
|
||||
|
||||
image_element = ElementImage.new bg_animation, position: {x: 0, y: 0}, z: -1, click_mode: :ignore, alpha: 1
|
||||
image_element = ElementImage.new tile_animation, position: {x: 0, y: 0}, scale: { x: 20, y: 20 }, z: -1, click_mode: :block, alpha: 1
|
||||
|
||||
pp text, rect, image_element
|
||||
image1 = Image.new 50, 50, pixel_art: true
|
||||
|
||||
image2_animation = Animation.from(image1)
|
||||
|
||||
image_element2 = ElementImage.new image2_animation, position: {x: 200, y: 200}, z: 0, click_mode: :block, alpha: 1
|
||||
|
||||
pp text, rect, image_element, image_element2
|
||||
|
||||
end_scene = Scene.new
|
||||
end_scene << rect
|
||||
|
||||
text.click do
|
||||
#App.switch_to end_scene
|
||||
end
|
||||
|
||||
image_element.click do
|
||||
pp "Image clicked"
|
||||
end
|
||||
|
||||
rect.click do
|
||||
pp "Rect clicked", rect.color.to_s(16)
|
||||
|
||||
rect.on_click do
|
||||
rect.color = rect.color == 0xFF0000 ?
|
||||
0x00FF00 :
|
||||
0xFF0000
|
||||
main_scene << text unless main_scene.elements.include?(text)
|
||||
|
||||
pp text.params[:name]
|
||||
text.params[:name] = text.params[:name] == "Me" ?
|
||||
"You" :
|
||||
"Me"
|
||||
text.params!
|
||||
end
|
||||
|
||||
App.map_key :mouse_left, :action_name
|
||||
App.map_key :q, :quit
|
||||
|
||||
start = Time.now
|
||||
c_ = 0.0
|
||||
c_c = 0
|
||||
|
||||
main_scene.on_update do |delta_time|
|
||||
App.update do |delta_time|
|
||||
if App.pressed?(:quit)
|
||||
App.exit!
|
||||
next
|
||||
end
|
||||
|
||||
c_ += delta_time
|
||||
c_c += 1
|
||||
|
||||
# puts "Delta time: #{delta_time}s"
|
||||
# commented out to avoid spamming the console, but you can uncomment to see the delta time being printed every frame
|
||||
# runs at 60fps, so you should see around 16-17ms being printed
|
||||
|
||||
el = main_scene.elements_at(App.mouse_position)
|
||||
red_pixel = [0xFF, 0, 0, 255] # ARGB
|
||||
green_pixel = [0xFF, 0, 255, 0] # ARGB
|
||||
c_p = ((c_c / 10) % 2) == 1 ? red_pixel : green_pixel
|
||||
raw_bytes = (c_p * (50 * 50)).pack('C*')
|
||||
# this is not the most efficient way to create a raw byte array, but it works for demonstration purposes
|
||||
# you can use ` commands to get image data from an external source or generate it procedurally
|
||||
bg_image1.update(0, 0, 50, 50, raw_bytes)
|
||||
image1.update(0, 0, 50, 50, raw_bytes)
|
||||
|
||||
el = App.scene.elements_at(App.mouse_position)
|
||||
|
||||
pp App.text_input if App.text_input != ""
|
||||
|
||||
@@ -61,14 +100,17 @@ main_scene.on_update do |delta_time|
|
||||
elsif elem == text
|
||||
pp "Down over text element"
|
||||
end
|
||||
dy = rand(-10..10)
|
||||
dx = rand(-10..10)
|
||||
elem.position.y += dy
|
||||
elem.position.x += dx
|
||||
end
|
||||
end
|
||||
|
||||
main_scene << text
|
||||
main_scene << rect
|
||||
main_scene << image_element
|
||||
|
||||
main_scene.delete(text)
|
||||
main_scene << image_element2
|
||||
|
||||
App.start main_scene
|
||||
|
||||
|
||||
+6
-4
@@ -96,7 +96,7 @@ end
|
||||
# for entities it does similarly
|
||||
# mouse state can be read in systems always
|
||||
|
||||
query = tag(:enemy) & component(:health, true) & anti(name("Trap Preview", true))
|
||||
query = Query.from(tag(:enemy) & component(:health, true) & anti(name("Trap Preview", true)))
|
||||
# in the match name will return just the one entity
|
||||
# tag and componet return list-like tables but they will be parallel and in order
|
||||
# empty columns will be filled with nil (not possible if only & is used)
|
||||
@@ -105,7 +105,7 @@ query = tag(:enemy) & component(:health, true) & anti(name("Trap Preview", true)
|
||||
|
||||
world.system :health_regen, for: query do |match, dt| # no trigger means always
|
||||
# example of a simple health regeneration system that regenerates health for all entities with a health component
|
||||
healths = match[0]
|
||||
healths = query.get[0] # get the first component in the query, in this case health, this will be a list of all health components for entities that match the query
|
||||
healths.add_scalar! :health, 1 * dt
|
||||
healths.clamp! :health, 0, 100
|
||||
end
|
||||
@@ -136,12 +136,14 @@ world.system :trap_placement, trigger: trigger do |dt|
|
||||
end
|
||||
end
|
||||
|
||||
name_query = Query.from(name("Trap Preview", true) & component(:sprite, true))
|
||||
|
||||
# could be done as so or
|
||||
world.system :trap_preview, for: name("Trap Preview", true) do |match, dt| # example from teh game mist trying to be made with this engine
|
||||
world.system :trap_preview do |match, dt| # example from teh game mist trying to be made with this engine
|
||||
# do trap placement logic when a trap is held
|
||||
return unless world.holding_trap?
|
||||
# show a preview of the trap at the mouse position, you can use the mouse position relative to the world for this
|
||||
e = match.first
|
||||
e = name_query.get[0] # get the first entity that matches the name query, in this case the trap preview entity, this will be nil if no entity matches
|
||||
e.position = world.mouse_position_world
|
||||
e.active = true # enable the trap preview entity to show it at the mouse position
|
||||
end
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
App.run 720, 480, "Stress Test", fps: 60
|
||||
|
||||
scene = Scene.new
|
||||
|
||||
font = Font.new "assets/fonts/charybdis.ttf", 24, pixel_art: true
|
||||
|
||||
# primary factor in slowing teh system down is number of gpu textures
|
||||
# i.e if we increase images or unique texts, we will see a significant drop in fps,
|
||||
# but if we just increase number of elements with same image, the engine should be able to handle it much better
|
||||
|
||||
# --- Generate images ---
|
||||
images = []
|
||||
5.times do |i|
|
||||
images << Image.new("assets/images/menu_bg.png", pixel_art: true)
|
||||
end
|
||||
|
||||
# --- Animation pool stress ---
|
||||
animations = []
|
||||
5.times do |i|
|
||||
anim = Animation.new(images.sample(5), fps: 5 + (i % 30))
|
||||
animations << anim
|
||||
end
|
||||
|
||||
# --- Massive element pool ---
|
||||
elements = []
|
||||
|
||||
App.language = :en
|
||||
|
||||
App.localize(:en, :btn_text, "Stress Test %{count}")
|
||||
|
||||
App.localize(:en, :text, "Random Text")
|
||||
|
||||
1000.times do |i|
|
||||
elements << ElementText.new(
|
||||
:text,
|
||||
font,
|
||||
rand(0xFFFFFF),
|
||||
{},
|
||||
position: { x: rand(0..700), y: rand(0..450) },
|
||||
z: rand(-10..10),
|
||||
click_mode: :pass,
|
||||
alpha: rand
|
||||
)
|
||||
end
|
||||
|
||||
1000.times do |i|
|
||||
elements << ElementImage.new(
|
||||
animations.sample,
|
||||
position: { x: rand(0..700), y: rand(0..450) },
|
||||
z: rand(-10..10),
|
||||
alpha: rand,
|
||||
scale: { x: rand * 2, y: rand * 2 },
|
||||
click_mode: :pass
|
||||
)
|
||||
end
|
||||
|
||||
1000.times do |i|
|
||||
elements << ElementRect.new(
|
||||
20 + rand(100),
|
||||
20 + rand(100),
|
||||
rand(0xFFFFFF),
|
||||
position: { x: rand(0..700), y: rand(0..450) },
|
||||
z: rand(-10..10),
|
||||
rotation: rand(360),
|
||||
alpha: rand,
|
||||
click_mode: :pass
|
||||
)
|
||||
end
|
||||
|
||||
text = ElementText.new(
|
||||
:btn_text,
|
||||
font,
|
||||
0xFF0000,
|
||||
{ count: 0 },
|
||||
position: { x: 20, y: 20 },
|
||||
z: 100,
|
||||
click_mode: :block
|
||||
)
|
||||
|
||||
scene << text
|
||||
elements.each { |e| scene << e }
|
||||
|
||||
# --- FPS thrashing test ---
|
||||
fps_values = [30, 60, 120, 240]
|
||||
|
||||
i = 0
|
||||
click_counter = 0
|
||||
|
||||
text.click do
|
||||
click_counter += 1
|
||||
text.params[:count] = click_counter
|
||||
end
|
||||
|
||||
start_time ||= Time.now
|
||||
frame_count ||= 0
|
||||
accum_dt ||= 0.0
|
||||
last_log ||= 0.0
|
||||
|
||||
App.update do |dt|
|
||||
frame_count += 1
|
||||
accum_dt += dt
|
||||
|
||||
now = Time.now
|
||||
elapsed = now - start_time
|
||||
|
||||
# log every second
|
||||
if elapsed - last_log >= 1.0
|
||||
dt_fps = frame_count / accum_dt
|
||||
real_fps = frame_count / elapsed
|
||||
|
||||
puts "---- FPS REPORT ----"
|
||||
puts "Engine FPS (dt): #{dt_fps.round(2)}"
|
||||
puts "Real FPS (wall): #{real_fps.round(2)}"
|
||||
puts "Avg dt: #{(accum_dt / frame_count * 1000).round(3)} ms"
|
||||
puts "Frame count: #{frame_count}"
|
||||
puts "--------------------"
|
||||
|
||||
last_log = elapsed
|
||||
end
|
||||
|
||||
i += 1
|
||||
|
||||
# --- Input spam check ---
|
||||
if App.pressed?(:mouse_left)
|
||||
puts "Mouse pressed at #{App.mouse_position}"
|
||||
end
|
||||
end
|
||||
|
||||
App.start scene
|
||||
@@ -4,7 +4,7 @@ set -e
|
||||
|
||||
SCRIPT_DIR="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)"
|
||||
OUTPUT_TMP=$(mktemp)
|
||||
OUTPUT="$SCRIPT_DIR/../../include/binding/ruby_compiled.h"
|
||||
OUTPUT="$SCRIPT_DIR/../include/bindings/ruby_compiled.h"
|
||||
|
||||
if test "$1" = "clean"; then
|
||||
rm -f "$OUTPUT"
|
||||
@@ -26,7 +26,9 @@ if test "$OUTPUT_TIME" -ge "$LATEST_FILE_TIME"; then
|
||||
exit 0
|
||||
fi
|
||||
|
||||
"$SCRIPT_DIR/../mruby/bin/mrbc" -o "$OUTPUT_TMP" "${FILES[@]}"
|
||||
echo "Compiling mgems..."
|
||||
|
||||
"${MRBC:-mrbc}" -o "$OUTPUT_TMP" "${FILES[@]}"
|
||||
|
||||
{
|
||||
echo "#ifndef MGEMS_H"
|
||||
@@ -1,14 +0,0 @@
|
||||
dir = File.expand_path(__dir__)
|
||||
|
||||
clangd = <<CLANGD
|
||||
CompileFlags:
|
||||
Add: [
|
||||
-I#{dir}/include,
|
||||
-I#{dir}/libs/mruby/include,
|
||||
-std=c++23
|
||||
]
|
||||
Remove: []
|
||||
Compiler: clang++
|
||||
CLANGD
|
||||
|
||||
File.write ".clangd", clangd
|
||||
+111
@@ -0,0 +1,111 @@
|
||||
#include "app/app.h"
|
||||
|
||||
namespace app {
|
||||
void App::exit() {
|
||||
running = false;
|
||||
}
|
||||
|
||||
void App::switch_to_scene(uint64_t scene_id) {
|
||||
scene_pool.release(current_scene_id);
|
||||
scene_pool.use(scene_id);
|
||||
current_scene_id = scene_id;
|
||||
}
|
||||
|
||||
App::App(Vec2<float> size, const char *title) {
|
||||
window.update(size, title);
|
||||
Scene *loading_scene = new Scene{};
|
||||
current_scene_id = scene_pool.acquire(loading_scene);
|
||||
}
|
||||
|
||||
void App::set_fps(float fps) {
|
||||
this->fps = fps;
|
||||
target_frame_time = 1e9 / fps;
|
||||
}
|
||||
|
||||
uint64_t App::get_fps() const {
|
||||
return fps;
|
||||
}
|
||||
|
||||
void App::loop() {
|
||||
uint64_t frame_start = window.get_time();
|
||||
uint64_t frame_end = window.get_time();
|
||||
uint64_t previous_frame_end = 0;
|
||||
|
||||
while (running) {
|
||||
frame_start = window.get_time();
|
||||
uint64_t frame_time = frame_start - frame_end;
|
||||
|
||||
if (frame_time <= target_frame_time) {
|
||||
struct timespec req;
|
||||
req.tv_sec = 0;
|
||||
req.tv_nsec = target_frame_time - frame_time;
|
||||
nanosleep(&req, nullptr);
|
||||
}
|
||||
|
||||
previous_frame_end = frame_end;
|
||||
frame_end = window.get_time();
|
||||
|
||||
float dt = frame_end - previous_frame_end;
|
||||
|
||||
Scene *scene = scene_pool[current_scene_id];
|
||||
|
||||
pressed_keys.clear();
|
||||
released_keys.clear();
|
||||
scroll = {0, 0};
|
||||
text = "";
|
||||
|
||||
Event e;
|
||||
while (window.poll(e)) {
|
||||
switch (e.type) {
|
||||
case Event::QUIT:
|
||||
running = false;
|
||||
break;
|
||||
case Event::MOUSE_BUTTON_DOWN:
|
||||
scene->click(e.mouse_button.position);
|
||||
down_keys[e.mouse_button.button] = true;
|
||||
pressed_keys.push_back(e.mouse_button.button);
|
||||
break;
|
||||
case Event::MOUSE_BUTTON_UP:
|
||||
down_keys[e.mouse_button.button] = false;
|
||||
released_keys.push_back(e.mouse_button.button);
|
||||
break;
|
||||
case Event::MOUSE_MOVE:
|
||||
mouse_position = e.mouse_move.position;
|
||||
break;
|
||||
case Event::MOUSE_LEAVE:
|
||||
mouse_position = {-1, -1};
|
||||
break;
|
||||
case Event::KEY_DOWN:
|
||||
down_keys[e.key.key] = true;
|
||||
pressed_keys.push_back(e.key.key);
|
||||
break;
|
||||
case Event::KEY_UP:
|
||||
down_keys[e.key.key] = false;
|
||||
released_keys.push_back(e.key.key);
|
||||
break;
|
||||
case Event::SCROLL:
|
||||
scroll = e.scroll;
|
||||
break;
|
||||
case Event::TEXT_INPUT:
|
||||
text += *e.text_input;
|
||||
delete e.text_input;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int ai = mrb_gc_arena_save(Ruby::mrb);
|
||||
mrb_value dt_val = mrb_float_value(Ruby::mrb, dt / 1e9);
|
||||
update.call(1, &dt_val);
|
||||
scene->update_scene(dt_val);
|
||||
mrb_gc_arena_restore(Ruby::mrb, ai);
|
||||
|
||||
scene->render(window.get_time());
|
||||
|
||||
window.render();
|
||||
|
||||
window.clear();
|
||||
}
|
||||
}
|
||||
} // namespace app
|
||||
@@ -0,0 +1,77 @@
|
||||
#include "app/elements.h"
|
||||
|
||||
namespace app {
|
||||
void Element::click() {
|
||||
on_click.call();
|
||||
}
|
||||
|
||||
// EImage
|
||||
EImage::~EImage() {
|
||||
if (animation_id != UINT64_MAX)
|
||||
animation_pool.release(animation_id);
|
||||
}
|
||||
|
||||
Vec2<float> EImage::size() {
|
||||
Animation &animation = *animation_pool[animation_id];
|
||||
if (animation.frames.empty())
|
||||
return {0, 0};
|
||||
return window.get_image_size(animation.frames[0]);
|
||||
}
|
||||
|
||||
void EImage::render(uint64_t abs_time) {
|
||||
Animation &animation = *animation_pool[animation_id];
|
||||
if (animation.frames.empty())
|
||||
return;
|
||||
int frame_index = (int)((abs_time * animation.frame_rate) / 1e9) % animation.frames.size();
|
||||
window.draw(animation.frames[frame_index], position, z, rotation, pivot, scale, alpha);
|
||||
}
|
||||
|
||||
// EText
|
||||
EText::~EText() {
|
||||
if (text_id != UINT64_MAX)
|
||||
text_pool.release(text_id);
|
||||
if (font_id != UINT64_MAX)
|
||||
font_pool.release(font_id);
|
||||
}
|
||||
|
||||
Vec2<float> EText::size() {
|
||||
if (text_id == UINT64_MAX)
|
||||
return {0, 0};
|
||||
return window.get_text_size(text_id);
|
||||
}
|
||||
|
||||
void EText::reload_text() {
|
||||
if (text_id != UINT64_MAX) {
|
||||
text_pool.release(text_id);
|
||||
text_id = UINT64_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
void EText::render(uint64_t) {
|
||||
if (
|
||||
last_language != Localization::current_language
|
||||
|| last_key != key || text_id == UINT64_MAX
|
||||
|| last_color != color
|
||||
|| params_changed
|
||||
) {
|
||||
std::string localized_str = Localization::get(key, params);
|
||||
if (text_id != UINT64_MAX)
|
||||
text_pool.release(text_id);
|
||||
text_id = window.create_text(font_id, localized_str.c_str(), localized_str.size(), color);
|
||||
last_language = Localization::current_language;
|
||||
last_key = key;
|
||||
last_color = color;
|
||||
params_changed = false;
|
||||
}
|
||||
window.write(text_id, position, z, rotation, pivot, scale, alpha);
|
||||
}
|
||||
|
||||
// ERect
|
||||
Vec2<float> ERect::size() {
|
||||
return shape;
|
||||
};
|
||||
|
||||
void ERect::render(uint64_t) {
|
||||
window.draw_rect(Rect::from(position, shape), color, z, rotation, pivot, scale, alpha);
|
||||
}
|
||||
} // namespace app
|
||||
@@ -0,0 +1,91 @@
|
||||
#include "app/scene.h"
|
||||
|
||||
namespace app {
|
||||
Scene::~Scene() {
|
||||
for (const uint64_t &id : element_ids)
|
||||
element_pool.release(id);
|
||||
}
|
||||
|
||||
void Scene::add_element(uint64_t element_id) {
|
||||
auto it = std::lower_bound(
|
||||
element_ids.begin(),
|
||||
element_ids.end(),
|
||||
element_id,
|
||||
[](auto &a, auto &b) {
|
||||
auto e_a = element_pool[a];
|
||||
auto e_b = element_pool[b];
|
||||
return e_a->z < e_b->z || (e_a->z == e_b->z && a < b);
|
||||
}
|
||||
);
|
||||
element_pool.use(element_id);
|
||||
element_ids.insert(it, element_id);
|
||||
}
|
||||
|
||||
void Scene::delete_element(uint64_t element_id) {
|
||||
auto it = std::find(element_ids.begin(), element_ids.end(), element_id);
|
||||
if (it != element_ids.end()) {
|
||||
element_pool.release(element_id);
|
||||
element_ids.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::update_scene(mrb_value dt_val) {
|
||||
if (mrb_nil_p(update.proc))
|
||||
return;
|
||||
update.call(1, &dt_val);
|
||||
}
|
||||
|
||||
void Scene::click(Vec2<float> position) {
|
||||
std::vector<uint64_t> clicked_elements = elements_at(position);
|
||||
for (const uint64_t &id : clicked_elements)
|
||||
element_pool[id]->click();
|
||||
}
|
||||
|
||||
void Scene::render(uint64_t abs_time) {
|
||||
for (const uint64_t &e : element_ids)
|
||||
element_pool[e]->render(abs_time);
|
||||
}
|
||||
|
||||
std::vector<uint64_t> Scene::elements_at(Vec2<float> position) {
|
||||
std::vector<uint64_t> result;
|
||||
|
||||
for (auto it = element_ids.rbegin(); it != element_ids.rend(); ++it) {
|
||||
Element *e = element_pool[*it];
|
||||
Vec2<float> size = e->size();
|
||||
Rect rect = Rect::from(size);
|
||||
if (rect.contains(world_to_local(position, e))) {
|
||||
if (e->click_mode == ClickMode::PASS) {
|
||||
result.push_back(*it);
|
||||
} else if (e->click_mode == ClickMode::BLOCK) {
|
||||
result.push_back(*it);
|
||||
break;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Vec2<float> Scene::world_to_local(Vec2<float> p, Element *e) {
|
||||
Vec2<float> size = e->size();
|
||||
Vec2<float> pivot = e->pivot * size * e->scale;
|
||||
p = p - e->position;
|
||||
|
||||
float rad = -e->rotation * (M_PI / 180.0f);
|
||||
float c = cos(rad);
|
||||
float s = sin(rad);
|
||||
|
||||
p = p - pivot;
|
||||
p = {
|
||||
p.x * c - p.y * s,
|
||||
p.x * s + p.y * c
|
||||
};
|
||||
|
||||
p = p + pivot;
|
||||
p = p / e->scale;
|
||||
|
||||
return p;
|
||||
}
|
||||
} // namespace app
|
||||
@@ -0,0 +1,186 @@
|
||||
#include "bindings/definitions.h"
|
||||
#include "window/window.h"
|
||||
|
||||
namespace {
|
||||
void Animation_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
animation_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type Animation_type = {
|
||||
"Animation", Animation_free
|
||||
};
|
||||
|
||||
mrb_value Animation_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &Animation_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
const mrb_value *frames_val;
|
||||
mrb_int frames_len;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "a|H", &frames_val, &frames_len, &kwargs);
|
||||
|
||||
float fps = 1.0f;
|
||||
if (!mrb_nil_p(kwargs))
|
||||
HASH_FLOAT(kwargs, fps, fps);
|
||||
|
||||
std::vector<uint64_t> frame_ids;
|
||||
for (mrb_int i = 0; i < frames_len; i++) {
|
||||
mrb_value frame_val = frames_val[i];
|
||||
if (!mrb_obj_is_kind_of(mrb, frame_val, definitions::bindings.Image.cls)) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an array of Image objects"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *image_wrapper = (Wrapper *)DATA_PTR(frame_val);
|
||||
uint64_t frame_id = image_wrapper->id;
|
||||
image_pool.use(frame_id);
|
||||
frame_ids.push_back(frame_id);
|
||||
}
|
||||
|
||||
Animation *animation = new Animation{frame_ids, fps};
|
||||
s->id = animation_pool.acquire(animation);
|
||||
animation_pool.use(s->id);
|
||||
|
||||
mrb_data_init(self, s, &Animation_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value static_image_animation(mrb_state *mrb, mrb_value) {
|
||||
mrb_value image_val;
|
||||
mrb_get_args(mrb, "o", &image_val);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, image_val, definitions::bindings.Image.cls)) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an Image object"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *image_wrapper = (Wrapper *)DATA_PTR(image_val);
|
||||
uint64_t frame_id = image_wrapper->id;
|
||||
image_pool.use(frame_id);
|
||||
|
||||
std::vector<uint64_t> frames = {frame_id};
|
||||
Animation *animation = new Animation{frames, 1.0f};
|
||||
uint64_t id = animation_pool.acquire(animation);
|
||||
animation_pool.use(id);
|
||||
|
||||
return definitions::wrap(definitions::bindings.Animation, id);
|
||||
}
|
||||
|
||||
mrb_value animation_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.Animation.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id_self = self_wrapper->id;
|
||||
Wrapper *other_wrapper = (Wrapper *)DATA_PTR(other);
|
||||
uint64_t id_other = other_wrapper->id;
|
||||
|
||||
return mrb_bool_value(id_self == id_other);
|
||||
}
|
||||
|
||||
mrb_value animation_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
return mrb_fixnum_value(wrapper->id);
|
||||
}
|
||||
|
||||
mrb_value animation_frames_set(mrb_state *mrb, mrb_value self) {
|
||||
const mrb_value *frames_val;
|
||||
mrb_int frames_len;
|
||||
mrb_get_args(mrb, "a", &frames_val, &frames_len);
|
||||
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = self_wrapper->id;
|
||||
Animation *animation = animation_pool[id];
|
||||
|
||||
std::vector<uint64_t> new_frame_ids;
|
||||
for (mrb_int i = 0; i < frames_len; i++) {
|
||||
mrb_value frame_val = frames_val[i];
|
||||
if (!mrb_obj_is_kind_of(mrb, frame_val, definitions::bindings.Image.cls)) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an array of Image objects"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
Wrapper *image_wrapper = (Wrapper *)DATA_PTR(frame_val);
|
||||
uint64_t frame_id = image_wrapper->id;
|
||||
image_pool.use(frame_id);
|
||||
new_frame_ids.push_back(frame_id);
|
||||
}
|
||||
|
||||
// Release old frames
|
||||
for (uint64_t frame_id : animation->frames)
|
||||
image_pool.release(frame_id);
|
||||
|
||||
animation->frames = std::move(new_frame_ids);
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value animation_frames_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = self_wrapper->id;
|
||||
Animation *animation = animation_pool[id];
|
||||
|
||||
mrb_value frames_array = mrb_ary_new_capa(mrb, animation->frames.size());
|
||||
for (uint64_t frame_id : animation->frames) {
|
||||
image_pool.use(frame_id);
|
||||
mrb_value frame_obj = definitions::wrap(definitions::bindings.Image, frame_id);
|
||||
mrb_ary_push(mrb, frames_array, frame_obj);
|
||||
}
|
||||
|
||||
return frames_array;
|
||||
}
|
||||
|
||||
mrb_value animation_fps_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float fps;
|
||||
mrb_get_args(mrb, "f", &fps);
|
||||
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = self_wrapper->id;
|
||||
Animation *animation = animation_pool[id];
|
||||
animation->frame_rate = fps;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value animation_fps_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = self_wrapper->id;
|
||||
Animation *animation = animation_pool[id];
|
||||
return mrb_float_value(mrb, animation->frame_rate);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_animation() {
|
||||
DEF_CLASS(Animation, MRB_ARGS_REQ(1) | MRB_ARGS_OPT(1));
|
||||
ADD_CLASS_METHOD(Animation, "from", static_image_animation, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Animation, "==", animation_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Animation, "eql?", animation_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Animation, "hash", animation_hash, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Animation, "fps=", animation_fps_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Animation, "fps", animation_fps_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Animation, "frames=", animation_frames_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Animation, "frames", animation_frames_get, MRB_ARGS_NONE());
|
||||
bindings.Animation = {Animation_class, &Animation_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,206 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
mrb_value app_run(mrb_state *mrb, mrb_value) {
|
||||
mrb_int width, height;
|
||||
mrb_value options_hash;
|
||||
char *title = nullptr;
|
||||
mrb_get_args(mrb, "iiz|H", &width, &height, &title, &options_hash);
|
||||
|
||||
app_ = new app::App({(float)width, (float)height}, title);
|
||||
|
||||
float fps = 60;
|
||||
if (!mrb_nil_p(options_hash))
|
||||
HASH_FLOAT(options_hash, fps, fps);
|
||||
|
||||
app_->set_fps(fps);
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_fps_get(mrb_state *mrb, mrb_value) {
|
||||
return mrb_float_value(mrb, app_->get_fps());
|
||||
}
|
||||
|
||||
mrb_value app_fps_set(mrb_state *mrb, mrb_value) {
|
||||
mrb_float fps;
|
||||
mrb_get_args(mrb, "f", &fps);
|
||||
app_->set_fps(fps);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_start(mrb_state *mrb, mrb_value) {
|
||||
mrb_value scene_val;
|
||||
mrb_get_args(mrb, "o", &scene_val);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, scene_val, mrb_class_get(mrb, "Scene"))) {
|
||||
mrb_raise(mrb, mrb_class_get(mrb, "Exception"), "Expected a Scene object");
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *scene_wrapper = (Wrapper *)DATA_PTR(scene_val);
|
||||
uint64_t id = scene_wrapper->id;
|
||||
app_->switch_to_scene(id);
|
||||
|
||||
app_->loop();
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_current_scene(mrb_state *, mrb_value) {
|
||||
uint64_t id = app_->current_scene_id;
|
||||
if (id == UINT64_MAX)
|
||||
return mrb_nil_value();
|
||||
app::scene_pool.use(id);
|
||||
return definitions::wrap(definitions::bindings.Scene, id);
|
||||
}
|
||||
|
||||
mrb_value app_on_update(mrb_state *mrb, mrb_value) {
|
||||
mrb_value block;
|
||||
mrb_get_args(mrb, "&", &block);
|
||||
app_->update.set_proc(block);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_switch_to(mrb_state *mrb, mrb_value) {
|
||||
mrb_value scene_val;
|
||||
mrb_get_args(mrb, "o", &scene_val);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, scene_val, mrb_class_get(mrb, "Scene"))) {
|
||||
mrb_raise(mrb, mrb_class_get(mrb, "Exception"), "Expected a Scene object");
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *scene_wrapper = (Wrapper *)DATA_PTR(scene_val);
|
||||
uint64_t id = scene_wrapper->id;
|
||||
app_->switch_to_scene(id);
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_localize(mrb_state *mrb, mrb_value) {
|
||||
mrb_sym lang_sym, key_sym;
|
||||
char *text;
|
||||
|
||||
mrb_get_args(mrb, "nnz", &lang_sym, &key_sym, &text);
|
||||
|
||||
auto lang = Localization::lang_from_sym(mrb, lang_sym);
|
||||
|
||||
const char *key_name = mrb_sym2name(mrb, key_sym);
|
||||
|
||||
auto it = Localization::localization_key_map.find(key_name);
|
||||
Localization::Key key_id;
|
||||
|
||||
if (it == Localization::localization_key_map.end()) {
|
||||
key_id = (Localization::Key)Localization::localization_key_map.size();
|
||||
Localization::localization_key_map[key_name] = key_id;
|
||||
} else {
|
||||
key_id = it->second;
|
||||
}
|
||||
|
||||
Localization::set(lang, key_id, text);
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_language_set(mrb_state *mrb, mrb_value) {
|
||||
mrb_sym lang_sym;
|
||||
mrb_get_args(mrb, "n", &lang_sym);
|
||||
Localization::current_language = Localization::lang_from_sym(mrb, lang_sym);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_language_get(mrb_state *mrb, mrb_value) {
|
||||
return mrb_symbol_value(Localization::lang_to_sym(mrb, Localization::current_language));
|
||||
}
|
||||
|
||||
mrb_value app_mouse_position(mrb_state *mrb, mrb_value) {
|
||||
Vec2<float> mouse_pos = app_->mouse_position;
|
||||
mrb_value result = mrb_hash_new(mrb);
|
||||
HASH_SET(result, x, mrb_float_value(mrb, mouse_pos.x));
|
||||
HASH_SET(result, y, mrb_float_value(mrb, mouse_pos.y));
|
||||
return result;
|
||||
}
|
||||
|
||||
mrb_value app_is_down(mrb_state *mrb, mrb_value) {
|
||||
mrb_sym key_sym;
|
||||
mrb_get_args(mrb, "n", &key_sym);
|
||||
std::string key_name = mrb_sym2name(mrb, key_sym);
|
||||
Key key = get_key(key_name);
|
||||
return mrb_bool_value(app_->down_keys[key]);
|
||||
}
|
||||
|
||||
mrb_value app_is_pressed(mrb_state *mrb, mrb_value) {
|
||||
mrb_sym key_sym;
|
||||
mrb_get_args(mrb, "n", &key_sym);
|
||||
std::string key_name = mrb_sym2name(mrb, key_sym);
|
||||
Key key = get_key(key_name);
|
||||
for (Key pressed_key : app_->pressed_keys)
|
||||
if (pressed_key == key)
|
||||
return mrb_bool_value(true);
|
||||
return mrb_bool_value(false);
|
||||
}
|
||||
|
||||
mrb_value app_is_released(mrb_state *mrb, mrb_value) {
|
||||
mrb_sym key_sym;
|
||||
mrb_get_args(mrb, "n", &key_sym);
|
||||
std::string key_name = mrb_sym2name(mrb, key_sym);
|
||||
Key key = get_key(key_name);
|
||||
for (Key released_key : app_->released_keys)
|
||||
if (released_key == key)
|
||||
return mrb_bool_value(true);
|
||||
return mrb_bool_value(false);
|
||||
}
|
||||
|
||||
mrb_value app_map_key(mrb_state *mrb, mrb_value) {
|
||||
mrb_sym key_sym;
|
||||
mrb_sym action_sym;
|
||||
mrb_get_args(mrb, "nn", &key_sym, &action_sym);
|
||||
std::string key_name = mrb_sym2name(mrb, key_sym);
|
||||
std::string action_name = mrb_sym2name(mrb, action_sym);
|
||||
set_action_mapping(action_name, key_name);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value app_scroll(mrb_state *mrb, mrb_value) {
|
||||
Vec2<float> scroll = app_->scroll;
|
||||
mrb_value result = mrb_hash_new(mrb);
|
||||
HASH_SET(result, x, mrb_float_value(mrb, scroll.x));
|
||||
HASH_SET(result, y, mrb_float_value(mrb, scroll.y));
|
||||
return result;
|
||||
}
|
||||
|
||||
mrb_value app_text_input(mrb_state *mrb, mrb_value) {
|
||||
return mrb_str_new_cstr(mrb, app_->text.c_str());
|
||||
}
|
||||
|
||||
mrb_value app_exit(mrb_state *, mrb_value) {
|
||||
app_->exit();
|
||||
return mrb_nil_value();
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_app() {
|
||||
DEF_MODULE(App);
|
||||
ADD_MODULE_METHOD(App, "run", app_run, MRB_ARGS_REQ(3) | MRB_ARGS_OPT(1));
|
||||
ADD_MODULE_METHOD(App, "start", app_start, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "switch_to", app_switch_to, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "scene", app_current_scene, MRB_ARGS_NONE());
|
||||
ADD_MODULE_METHOD(App, "update", app_on_update, MRB_ARGS_BLOCK());
|
||||
ADD_MODULE_METHOD(App, "fps=", app_fps_set, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "fps", app_fps_get, MRB_ARGS_NONE());
|
||||
ADD_MODULE_METHOD(App, "localize", app_localize, MRB_ARGS_REQ(3));
|
||||
ADD_MODULE_METHOD(App, "language=", app_language_set, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "language", app_language_get, MRB_ARGS_NONE());
|
||||
ADD_MODULE_METHOD(App, "mouse_position", app_mouse_position, MRB_ARGS_NONE());
|
||||
ADD_MODULE_METHOD(App, "down?", app_is_down, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "pressed?", app_is_pressed, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "released?", app_is_released, MRB_ARGS_REQ(1));
|
||||
ADD_MODULE_METHOD(App, "map_key", app_map_key, MRB_ARGS_REQ(2));
|
||||
ADD_MODULE_METHOD(App, "scroll", app_scroll, MRB_ARGS_NONE());
|
||||
ADD_MODULE_METHOD(App, "text_input", app_text_input, MRB_ARGS_NONE());
|
||||
ADD_MODULE_METHOD(App, "exit!", app_exit, MRB_ARGS_NONE());
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,326 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
void ElementImage_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
app::element_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type ElementImage_type = {
|
||||
"ElementImage",
|
||||
ElementImage_free
|
||||
};
|
||||
|
||||
mrb_value ElementImage_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &ElementImage_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
mrb_value animation_val;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "o|H", &animation_val, &kwargs);
|
||||
if (!mrb_obj_is_kind_of(
|
||||
mrb,
|
||||
animation_val,
|
||||
definitions::bindings.Animation.cls
|
||||
)) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an Animation object"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
float x = 0, y = 0, z = 0, rotation = 0;
|
||||
float scale_x = 1, scale_y = 1, alpha = 1, pivot_x = 0.5, pivot_y = 0.5;
|
||||
mrb_sym click_mode_sym = sym_block;
|
||||
if (!mrb_nil_p(kwargs)) {
|
||||
mrb_value pos_hash = HASH_GET(kwargs, position);
|
||||
if (!mrb_nil_p(pos_hash)) {
|
||||
HASH_FLOAT(pos_hash, x, x);
|
||||
HASH_FLOAT(pos_hash, y, y);
|
||||
}
|
||||
|
||||
mrb_value scale_hash = HASH_GET(kwargs, scale);
|
||||
if (!mrb_nil_p(scale_hash)) {
|
||||
HASH_FLOAT(scale_hash, x, scale_x);
|
||||
HASH_FLOAT(scale_hash, y, scale_y);
|
||||
}
|
||||
|
||||
mrb_value pivot_hash = HASH_GET(kwargs, pivot);
|
||||
if (!mrb_nil_p(pivot_hash)) {
|
||||
HASH_FLOAT(pivot_hash, x, pivot_x);
|
||||
HASH_FLOAT(pivot_hash, y, pivot_y);
|
||||
}
|
||||
|
||||
HASH_FLOAT(kwargs, z, z);
|
||||
HASH_FLOAT(kwargs, rotation, rotation);
|
||||
HASH_FLOAT(kwargs, alpha, alpha);
|
||||
mrb_value v = HASH_GET(kwargs, click_mode);
|
||||
if (!mrb_nil_p(v)) {
|
||||
click_mode_sym = mrb_symbol(v);
|
||||
}
|
||||
}
|
||||
|
||||
Wrapper *animation_wrapper = (Wrapper *)DATA_PTR(animation_val);
|
||||
uint64_t id = animation_wrapper->id;
|
||||
animation_pool.use(id);
|
||||
|
||||
app::EImage *element = new app::EImage(id);
|
||||
element->position = {x, y};
|
||||
element->scale = {scale_x, scale_y};
|
||||
element->rotation = rotation;
|
||||
element->pivot = {pivot_x, pivot_y};
|
||||
element->alpha = alpha;
|
||||
element->z = z;
|
||||
|
||||
std::string click_mode = mrb_sym2name(mrb, click_mode_sym);
|
||||
|
||||
if (click_mode == "pass")
|
||||
element->click_mode = ClickMode::PASS;
|
||||
else if (click_mode == "block")
|
||||
element->click_mode = ClickMode::BLOCK;
|
||||
else if (click_mode == "ignore")
|
||||
element->click_mode = ClickMode::IGNORE;
|
||||
|
||||
s->id = app::element_pool.acquire(element);
|
||||
app::element_pool.use(s->id);
|
||||
|
||||
mrb_data_init(self, s, &ElementImage_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_image_on_click(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value block;
|
||||
mrb_get_args(mrb, "&", &block);
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::Element *element = app::element_pool[id];
|
||||
element->on_click.set_proc(block);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_image_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.ElementImage.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *wrapper_self = (Wrapper *)DATA_PTR(self);
|
||||
Wrapper *wrapper_other = (Wrapper *)DATA_PTR(other);
|
||||
return mrb_bool_value(wrapper_self->id == wrapper_other->id);
|
||||
}
|
||||
|
||||
mrb_value element_image_inspect(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
std::string str = "#<ElementImage:0x"
|
||||
+ std::format("0x{:016x}", id)
|
||||
+ " animation_id=0x"
|
||||
+ std::format("{:016x}", element->animation_id)
|
||||
+ ">";
|
||||
return mrb_str_new_cstr(mrb, str.c_str());
|
||||
}
|
||||
|
||||
mrb_value element_image_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
return mrb_fixnum_value(wrapper->id);
|
||||
}
|
||||
|
||||
mrb_value element_image_animation_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value animation;
|
||||
mrb_get_args(mrb, "o", &animation);
|
||||
|
||||
if (!mrb_obj_is_kind_of(
|
||||
mrb,
|
||||
animation,
|
||||
definitions::bindings.Animation.cls
|
||||
)) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an Animation object"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *animation_wrapper = (Wrapper *)DATA_PTR(animation);
|
||||
uint64_t animation_id = animation_wrapper->id;
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
|
||||
animation_pool.use(animation_id);
|
||||
animation_pool.release(element->animation_id);
|
||||
|
||||
element->animation_id = animation_id;
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_image_animation_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
uint64_t animation_id = element->animation_id;
|
||||
if (animation_id == UINT64_MAX)
|
||||
return mrb_nil_value();
|
||||
animation_pool.use(animation_id);
|
||||
return definitions::wrap(definitions::bindings.Animation, animation_id);
|
||||
}
|
||||
|
||||
mrb_value element_image_position_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->position);
|
||||
}
|
||||
|
||||
mrb_value element_image_rotation_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->rotation);
|
||||
}
|
||||
|
||||
mrb_value element_image_rotation_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float rotation;
|
||||
mrb_get_args(mrb, "f", &rotation);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
element->rotation = rotation;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_image_pivot_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->pivot);
|
||||
}
|
||||
|
||||
mrb_value element_image_scale_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->scale);
|
||||
}
|
||||
|
||||
mrb_value element_image_alpha_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->alpha);
|
||||
}
|
||||
|
||||
mrb_value element_image_alpha_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float alpha;
|
||||
mrb_get_args(mrb, "f", &alpha);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
element->alpha = alpha;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_image_z_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->z);
|
||||
}
|
||||
|
||||
mrb_value element_image_z_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float z;
|
||||
mrb_get_args(mrb, "f", &z);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
element->z = z;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_image_click_mode_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
|
||||
std::string click_mode_str;
|
||||
switch (element->click_mode) {
|
||||
case ClickMode::PASS:
|
||||
click_mode_str = "pass";
|
||||
break;
|
||||
case ClickMode::BLOCK:
|
||||
click_mode_str = "block";
|
||||
break;
|
||||
case ClickMode::IGNORE:
|
||||
click_mode_str = "ignore";
|
||||
break;
|
||||
}
|
||||
|
||||
return mrb_symbol_value(mrb_intern_cstr(mrb, click_mode_str.c_str()));
|
||||
}
|
||||
|
||||
mrb_value element_image_click_mode_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_sym click_mode_sym;
|
||||
mrb_get_args(mrb, "n", &click_mode_sym);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EImage *element = (app::EImage *)app::element_pool[id];
|
||||
|
||||
std::string click_mode = mrb_sym2name(mrb, click_mode_sym);
|
||||
|
||||
if (click_mode == "pass")
|
||||
element->click_mode = ClickMode::PASS;
|
||||
else if (click_mode == "block")
|
||||
element->click_mode = ClickMode::BLOCK;
|
||||
else if (click_mode == "ignore")
|
||||
element->click_mode = ClickMode::IGNORE;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_element_image() {
|
||||
DEF_CLASS(ElementImage, MRB_ARGS_REQ(1) | MRB_ARGS_OPT(1));
|
||||
ADD_METHOD(ElementImage, "click", element_image_on_click, MRB_ARGS_BLOCK());
|
||||
ADD_METHOD(ElementImage, "==", element_image_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "eql?", element_image_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "inspect", element_image_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "to_s", element_image_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "hash", element_image_hash, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "animation=", element_image_animation_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "animation", element_image_animation_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "position", element_image_position_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "scale", element_image_scale_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "rotation=", element_image_rotation_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "rotation", element_image_rotation_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "pivot", element_image_pivot_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "alpha=", element_image_alpha_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "alpha", element_image_alpha_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "z=", element_image_z_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "z", element_image_z_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementImage, "click_mode=", element_image_click_mode_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementImage, "click_mode", element_image_click_mode_get, MRB_ARGS_NONE());
|
||||
|
||||
bindings.ElementImage = {ElementImage_class, &ElementImage_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,349 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
void ElementRect_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
app::element_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type ElementRect_type = {
|
||||
"ElementRect",
|
||||
ElementRect_free
|
||||
};
|
||||
|
||||
mrb_value ElementRect_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &ElementRect_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
mrb_float w, h;
|
||||
mrb_int color_i = 0xFFFFFF;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "ffi|H", &w, &h, &color_i, &kwargs);
|
||||
|
||||
float x = 0, y = 0, z = 0, rotation = 0;
|
||||
float scale_x = 1, scale_y = 1, alpha = 1, pivot_x = 0.5, pivot_y = 0.5;
|
||||
mrb_sym click_mode_sym = sym_block;
|
||||
if (!mrb_nil_p(kwargs)) {
|
||||
mrb_value pos_hash = HASH_GET(kwargs, position);
|
||||
if (!mrb_nil_p(pos_hash)) {
|
||||
HASH_FLOAT(pos_hash, x, x);
|
||||
HASH_FLOAT(pos_hash, y, y);
|
||||
}
|
||||
|
||||
mrb_value scale_hash = HASH_GET(kwargs, scale);
|
||||
if (!mrb_nil_p(scale_hash)) {
|
||||
HASH_FLOAT(scale_hash, x, scale_x);
|
||||
HASH_FLOAT(scale_hash, y, scale_y);
|
||||
}
|
||||
|
||||
mrb_value pivot_hash = HASH_GET(kwargs, pivot);
|
||||
if (!mrb_nil_p(pivot_hash)) {
|
||||
HASH_FLOAT(pivot_hash, x, pivot_x);
|
||||
HASH_FLOAT(pivot_hash, y, pivot_y);
|
||||
}
|
||||
|
||||
HASH_FLOAT(kwargs, z, z);
|
||||
HASH_FLOAT(kwargs, rotation, rotation);
|
||||
HASH_FLOAT(kwargs, alpha, alpha);
|
||||
mrb_value v = HASH_GET(kwargs, click_mode);
|
||||
if (!mrb_nil_p(v)) {
|
||||
click_mode_sym = mrb_symbol(v);
|
||||
}
|
||||
}
|
||||
|
||||
Vec2<float> shape = {(float)w, (float)h};
|
||||
|
||||
Color color = {
|
||||
(uint8_t)((color_i >> 16) & 0xFF),
|
||||
(uint8_t)((color_i >> 8) & 0xFF),
|
||||
(uint8_t)((color_i) & 0xFF)
|
||||
};
|
||||
|
||||
app::ERect *element = new app::ERect(
|
||||
shape,
|
||||
color
|
||||
);
|
||||
element->position = {x, y};
|
||||
element->scale = {scale_x, scale_y};
|
||||
element->rotation = rotation;
|
||||
element->pivot = {pivot_x, pivot_y};
|
||||
element->alpha = alpha;
|
||||
element->z = z;
|
||||
|
||||
std::string click_mode = mrb_sym2name(mrb, click_mode_sym);
|
||||
|
||||
if (click_mode == "pass")
|
||||
element->click_mode = ClickMode::PASS;
|
||||
else if (click_mode == "block")
|
||||
element->click_mode = ClickMode::BLOCK;
|
||||
else if (click_mode == "ignore")
|
||||
element->click_mode = ClickMode::IGNORE;
|
||||
|
||||
s->id = app::element_pool.acquire(element);
|
||||
app::element_pool.use(s->id);
|
||||
|
||||
mrb_data_init(self, s, &ElementRect_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_rect_on_click(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value block;
|
||||
mrb_get_args(mrb, "&", &block);
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::Element *element = app::element_pool[id];
|
||||
element->on_click.set_proc(block);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_rect_width_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float width;
|
||||
mrb_get_args(mrb, "f", &width);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
element->shape.x = width;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_rect_width_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->shape.x);
|
||||
}
|
||||
|
||||
mrb_value element_rect_height_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float height;
|
||||
mrb_get_args(mrb, "f", &height);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
element->shape.y = height;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_rect_height_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->shape.y);
|
||||
}
|
||||
|
||||
mrb_value element_rect_color_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value color_val;
|
||||
mrb_get_args(mrb, "o", &color_val);
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
element->color = {
|
||||
(uint8_t)((mrb_fixnum(color_val) >> 16) & 0xFF),
|
||||
(uint8_t)((mrb_fixnum(color_val) >> 8) & 0xFF),
|
||||
(uint8_t)((mrb_fixnum(color_val)) & 0xFF)
|
||||
};
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_rect_color_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
uint32_t color =
|
||||
((uint32_t)element->color.r << 16) | ((uint32_t)element->color.g << 8)
|
||||
| ((uint32_t)element->color.b);
|
||||
return mrb_fixnum_value(color);
|
||||
}
|
||||
|
||||
mrb_value element_rect_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.ElementRect.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *wrapper_self = (Wrapper *)DATA_PTR(self);
|
||||
Wrapper *wrapper_other = (Wrapper *)DATA_PTR(other);
|
||||
uint64_t id_self = wrapper_self->id;
|
||||
uint64_t id_other = wrapper_other->id;
|
||||
|
||||
return mrb_bool_value(id_self == id_other);
|
||||
}
|
||||
|
||||
mrb_value element_rect_inspect(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
std::string str = "#<ElementRect:0x"
|
||||
+ std::format("0x{:016x}", id)
|
||||
+ " width=" + std::format("{}", element->shape.x)
|
||||
+ " height=" + std::format("{}", element->shape.y)
|
||||
+ ">";
|
||||
return mrb_str_new_cstr(mrb, str.c_str());
|
||||
}
|
||||
|
||||
mrb_value element_rect_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
return mrb_fixnum_value(id);
|
||||
}
|
||||
|
||||
mrb_value element_rect_position_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->position);
|
||||
}
|
||||
|
||||
mrb_value element_rect_rotation_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->rotation);
|
||||
}
|
||||
|
||||
mrb_value element_rect_rotation_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float rotation;
|
||||
mrb_get_args(mrb, "f", &rotation);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
element->rotation = rotation;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_rect_pivot_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->pivot);
|
||||
}
|
||||
|
||||
mrb_value element_rect_scale_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->scale);
|
||||
}
|
||||
|
||||
mrb_value element_rect_alpha_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->alpha);
|
||||
}
|
||||
|
||||
mrb_value element_rect_alpha_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float alpha;
|
||||
mrb_get_args(mrb, "f", &alpha);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
element->alpha = alpha;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_rect_z_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->z);
|
||||
}
|
||||
|
||||
mrb_value element_rect_z_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float z;
|
||||
mrb_get_args(mrb, "f", &z);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
element->z = z;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_rect_click_mode_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
|
||||
std::string click_mode_str;
|
||||
switch (element->click_mode) {
|
||||
case ClickMode::PASS:
|
||||
click_mode_str = "pass";
|
||||
break;
|
||||
case ClickMode::BLOCK:
|
||||
click_mode_str = "block";
|
||||
break;
|
||||
case ClickMode::IGNORE:
|
||||
click_mode_str = "ignore";
|
||||
break;
|
||||
}
|
||||
|
||||
return mrb_symbol_value(mrb_intern_cstr(mrb, click_mode_str.c_str()));
|
||||
}
|
||||
|
||||
mrb_value element_rect_click_mode_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_sym click_mode_sym;
|
||||
mrb_get_args(mrb, "n", &click_mode_sym);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::ERect *element = (app::ERect *)app::element_pool[id];
|
||||
|
||||
std::string click_mode = mrb_sym2name(mrb, click_mode_sym);
|
||||
|
||||
if (click_mode == "pass")
|
||||
element->click_mode = ClickMode::PASS;
|
||||
else if (click_mode == "block")
|
||||
element->click_mode = ClickMode::BLOCK;
|
||||
else if (click_mode == "ignore")
|
||||
element->click_mode = ClickMode::IGNORE;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_element_rect() {
|
||||
DEF_CLASS(ElementRect, MRB_ARGS_REQ(3) | MRB_ARGS_OPT(1));
|
||||
ADD_METHOD(ElementRect, "==", element_rect_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "eql?", element_rect_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "inspect", element_rect_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "to_s", element_rect_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "hash", element_rect_hash, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "click", element_rect_on_click, MRB_ARGS_BLOCK());
|
||||
ADD_METHOD(ElementRect, "width=", element_rect_width_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "width", element_rect_width_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "height=", element_rect_height_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "height", element_rect_height_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "color=", element_rect_color_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "color", element_rect_color_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "position", element_rect_position_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "scale", element_rect_scale_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "rotation=", element_rect_rotation_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "rotation", element_rect_rotation_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "pivot", element_rect_pivot_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "alpha=", element_rect_alpha_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "alpha", element_rect_alpha_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "z=", element_rect_z_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "z", element_rect_z_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementRect, "click_mode=", element_rect_click_mode_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementRect, "click_mode", element_rect_click_mode_get, MRB_ARGS_NONE());
|
||||
|
||||
bindings.ElementRect = {ElementRect_class, &ElementRect_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,411 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
void ElementText_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
app::element_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type ElementText_type = {
|
||||
"ElementText", ElementText_free
|
||||
};
|
||||
|
||||
mrb_value ElementText_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &ElementText_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
mrb_sym key;
|
||||
mrb_value font_val;
|
||||
mrb_int color_i = 0xFFFFFF;
|
||||
mrb_value t_args;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "noi|HH", &key, &font_val, &color_i, &t_args, &kwargs);
|
||||
|
||||
auto key_id = Localization::key_from_sym(mrb, key);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, font_val, definitions::bindings.Font.cls)) {
|
||||
mrb_raise(mrb, mrb_class_get(mrb, "Exception"), "Expected a Font object");
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
float x = 0, y = 0, z = 0, rotation = 0;
|
||||
float scale_x = 1, scale_y = 1, alpha = 1;
|
||||
float pivot_x = 0.5, pivot_y = 0.5;
|
||||
mrb_sym click_mode_sym = sym_block;
|
||||
if (!mrb_nil_p(kwargs)) {
|
||||
mrb_value pos_hash = HASH_GET(kwargs, position);
|
||||
if (!mrb_nil_p(pos_hash)) {
|
||||
HASH_FLOAT(pos_hash, x, x);
|
||||
HASH_FLOAT(pos_hash, y, y);
|
||||
}
|
||||
|
||||
mrb_value scale_hash = HASH_GET(kwargs, scale);
|
||||
if (!mrb_nil_p(scale_hash)) {
|
||||
HASH_FLOAT(scale_hash, x, scale_x);
|
||||
HASH_FLOAT(scale_hash, y, scale_y);
|
||||
}
|
||||
|
||||
mrb_value pivot_hash = HASH_GET(kwargs, pivot);
|
||||
if (!mrb_nil_p(pivot_hash)) {
|
||||
HASH_FLOAT(pivot_hash, x, pivot_x);
|
||||
HASH_FLOAT(pivot_hash, y, pivot_y);
|
||||
}
|
||||
|
||||
HASH_FLOAT(kwargs, z, z);
|
||||
HASH_FLOAT(kwargs, rotation, rotation);
|
||||
HASH_FLOAT(kwargs, alpha, alpha);
|
||||
mrb_value v = HASH_GET(kwargs, click_mode);
|
||||
if (!mrb_nil_p(v)) {
|
||||
click_mode_sym = mrb_symbol(v);
|
||||
}
|
||||
}
|
||||
|
||||
Wrapper *font_wrapper = (Wrapper *)DATA_PTR(font_val);
|
||||
uint64_t id = font_wrapper->id;
|
||||
font_pool.use(id);
|
||||
|
||||
Color color = {
|
||||
(uint8_t)((color_i >> 16) & 0xFF),
|
||||
(uint8_t)((color_i >> 8) & 0xFF),
|
||||
(uint8_t)((color_i) & 0xFF)
|
||||
};
|
||||
|
||||
std::unordered_map<std::string, std::string> params;
|
||||
if (!mrb_nil_p(t_args)) {
|
||||
mrb_value keys = mrb_hash_keys(mrb, t_args);
|
||||
for (mrb_int i = 0; i < RARRAY_LEN(keys); i++) {
|
||||
mrb_value key = RARRAY_PTR(keys)[i];
|
||||
mrb_value val = mrb_hash_get(mrb, t_args, key);
|
||||
params[mrb_str_to_cstr(mrb, mrb_obj_as_string(mrb, key))] =
|
||||
mrb_str_to_cstr(mrb, mrb_obj_as_string(mrb, val));
|
||||
}
|
||||
}
|
||||
|
||||
app::EText *element = new app::EText(key_id, id, color, params);
|
||||
element->position = {x, y};
|
||||
element->scale = {scale_x, scale_y};
|
||||
element->rotation = rotation;
|
||||
element->pivot = {pivot_x, pivot_y};
|
||||
element->alpha = alpha;
|
||||
element->z = z;
|
||||
|
||||
std::string click_mode = mrb_sym2name(mrb, click_mode_sym);
|
||||
|
||||
if (click_mode == "pass")
|
||||
element->click_mode = ClickMode::PASS;
|
||||
else if (click_mode == "block")
|
||||
element->click_mode = ClickMode::BLOCK;
|
||||
else if (click_mode == "ignore")
|
||||
element->click_mode = ClickMode::IGNORE;
|
||||
|
||||
s->id = app::element_pool.acquire(element);
|
||||
app::element_pool.use(s->id);
|
||||
|
||||
mrb_data_init(self, s, &ElementText_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_text_on_click(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value block;
|
||||
mrb_get_args(mrb, "&", &block);
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::Element *element = app::element_pool[id];
|
||||
element->on_click.set_proc(block);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value element_text_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.ElementText.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
Wrapper *other_wrapper = (Wrapper *)DATA_PTR(other);
|
||||
|
||||
return mrb_bool_value(self_wrapper->id == other_wrapper->id);
|
||||
}
|
||||
|
||||
mrb_value element_text_inspect(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
std::string str = "#<ElementText:0x"
|
||||
+ std::format("0x{:016x}", id)
|
||||
+ " key=:" + Localization::get_key_name(element->key)
|
||||
+ " font_id=" + std::format("0x{:016x}", element->font_id)
|
||||
+ ">";
|
||||
return mrb_str_new_cstr(mrb, str.c_str());
|
||||
}
|
||||
|
||||
mrb_value element_text_to_s(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
std::string localized_text = Localization::get(element->key, element->params);
|
||||
return mrb_str_new_cstr(mrb, localized_text.c_str());
|
||||
}
|
||||
|
||||
mrb_value element_text_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
return mrb_fixnum_value(wrapper->id);
|
||||
}
|
||||
|
||||
mrb_value element_text_key_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_symbol_value(Localization::lang_to_sym(mrb, element->key));
|
||||
}
|
||||
|
||||
mrb_value element_text_key_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_sym key_sym;
|
||||
mrb_get_args(mrb, "n", &key_sym);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
element->key = Localization::lang_from_sym(mrb, key_sym);
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_font_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
if (element->font_id == UINT64_MAX)
|
||||
return mrb_nil_value();
|
||||
font_pool.use(element->font_id);
|
||||
return wrap(definitions::bindings.Font, element->font_id);
|
||||
}
|
||||
|
||||
mrb_value element_text_params(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::element_pool.use(id);
|
||||
return wrap(definitions::bindings.Params, id);
|
||||
}
|
||||
|
||||
mrb_value element_text_font_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value font_val;
|
||||
mrb_get_args(mrb, "o", &font_val);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, font_val, definitions::bindings.Font.cls)) {
|
||||
mrb_raise(mrb, mrb_class_get(mrb, "Exception"), "Expected a Font object");
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *font_wrapper = (Wrapper *)DATA_PTR(font_val);
|
||||
uint64_t font_id = font_wrapper->id;
|
||||
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = self_wrapper->id;
|
||||
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
if (element->font_id != UINT64_MAX)
|
||||
font_pool.release(element->font_id);
|
||||
element->font_id = font_id;
|
||||
font_pool.use(font_id);
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_color_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_fixnum_value(
|
||||
(element->color.r << 16) | (element->color.g << 8) | (element->color.b)
|
||||
);
|
||||
}
|
||||
|
||||
mrb_value element_text_color_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_int color_val;
|
||||
mrb_get_args(mrb, "i", &color_val);
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
element->color = {
|
||||
(uint8_t)((color_val >> 16) & 0xFF),
|
||||
(uint8_t)((color_val >> 8) & 0xFF),
|
||||
(uint8_t)((color_val) & 0xFF)
|
||||
};
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_position_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->position);
|
||||
}
|
||||
|
||||
mrb_value element_text_rotation_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->rotation);
|
||||
}
|
||||
|
||||
mrb_value element_text_rotation_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float rotation;
|
||||
mrb_get_args(mrb, "f", &rotation);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
element->rotation = rotation;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_pivot_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->pivot);
|
||||
}
|
||||
|
||||
mrb_value element_text_scale_get(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return definitions::Vec2_wrap(id, &element->scale);
|
||||
}
|
||||
|
||||
mrb_value element_text_alpha_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->alpha);
|
||||
}
|
||||
|
||||
mrb_value element_text_alpha_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float alpha;
|
||||
mrb_get_args(mrb, "f", &alpha);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
element->alpha = alpha;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_z_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->z);
|
||||
}
|
||||
|
||||
mrb_value element_text_z_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float z;
|
||||
mrb_get_args(mrb, "f", &z);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
element->z = z;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_click_mode_get(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
|
||||
std::string click_mode_str;
|
||||
switch (element->click_mode) {
|
||||
case ClickMode::PASS:
|
||||
click_mode_str = "pass";
|
||||
break;
|
||||
case ClickMode::BLOCK:
|
||||
click_mode_str = "block";
|
||||
break;
|
||||
case ClickMode::IGNORE:
|
||||
click_mode_str = "ignore";
|
||||
break;
|
||||
}
|
||||
|
||||
return mrb_symbol_value(mrb_intern_cstr(mrb, click_mode_str.c_str()));
|
||||
}
|
||||
|
||||
mrb_value element_text_click_mode_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_sym click_mode_sym;
|
||||
mrb_get_args(mrb, "n", &click_mode_sym);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
|
||||
std::string click_mode_str = mrb_sym2name(mrb, click_mode_sym);
|
||||
|
||||
if (click_mode_str == "pass")
|
||||
element->click_mode = ClickMode::PASS;
|
||||
else if (click_mode_str == "block")
|
||||
element->click_mode = ClickMode::BLOCK;
|
||||
else if (click_mode_str == "ignore")
|
||||
element->click_mode = ClickMode::IGNORE;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value element_text_width(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->size().x);
|
||||
}
|
||||
|
||||
mrb_value element_text_height(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
return mrb_float_value(mrb, element->size().y);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_element_text() {
|
||||
DEF_CLASS(ElementText, MRB_ARGS_REQ(3) | MRB_ARGS_OPT(2));
|
||||
ADD_METHOD(ElementText, "==", element_text_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "eql?", element_text_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "inspect", element_text_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "hash", element_text_hash, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "click", element_text_on_click, MRB_ARGS_BLOCK());
|
||||
ADD_METHOD(ElementText, "to_s", element_text_to_s, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "key=", element_text_key_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "key", element_text_key_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "color=", element_text_color_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "color", element_text_color_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "font=", element_text_font_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "font", element_text_font_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "params", element_text_params, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "position", element_text_position_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "scale", element_text_scale_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "rotation=", element_text_rotation_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "rotation", element_text_rotation_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "pivot", element_text_pivot_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "alpha=", element_text_alpha_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "alpha", element_text_alpha_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "z=", element_text_z_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "z", element_text_z_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "click_mode=", element_text_click_mode_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(ElementText, "click_mode", element_text_click_mode_get, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "width", element_text_width, MRB_ARGS_NONE());
|
||||
ADD_METHOD(ElementText, "height", element_text_height, MRB_ARGS_NONE());
|
||||
|
||||
bindings.ElementText = {ElementText_class, &ElementText_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,72 @@
|
||||
#include "bindings/definitions.h"
|
||||
#include "window/window.h"
|
||||
|
||||
namespace {
|
||||
void Font_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
font_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type Font_type = {"Font", Font_free};
|
||||
|
||||
mrb_value Font_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &Font_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
char *path;
|
||||
mrb_int size;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "zi|H", &path, &size, &kwargs);
|
||||
|
||||
bool pixel_art = false;
|
||||
bool bold = false;
|
||||
bool italic = false;
|
||||
bool underline = false;
|
||||
if (!mrb_nil_p(kwargs)) {
|
||||
HASH_BOOL(kwargs, pixel_art, pixel_art);
|
||||
HASH_BOOL(kwargs, bold, bold);
|
||||
HASH_BOOL(kwargs, italic, italic);
|
||||
HASH_BOOL(kwargs, underline, underline);
|
||||
}
|
||||
|
||||
s->id = window.load_font(path, size, bold, italic, underline, pixel_art);
|
||||
|
||||
mrb_data_init(self, s, &Font_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value font_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.Font.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id_self = wrapper->id;
|
||||
Wrapper *other_wrapper = (Wrapper *)DATA_PTR(other);
|
||||
uint64_t id_other = other_wrapper->id;
|
||||
|
||||
return mrb_bool_value(id_self == id_other);
|
||||
}
|
||||
|
||||
mrb_value font_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
return mrb_fixnum_value(wrapper->id);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_font() {
|
||||
DEF_CLASS(Font, MRB_ARGS_REQ(2) | MRB_ARGS_OPT(1));
|
||||
ADD_METHOD(Font, "==", font_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Font, "eql?", font_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Font, "hash", font_hash, MRB_ARGS_NONE());
|
||||
bindings.Font = {Font_class, &Font_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,160 @@
|
||||
#include "bindings/definitions.h"
|
||||
#include "window/window.h"
|
||||
|
||||
namespace {
|
||||
void Image_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
image_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type Image_type = {"Image", Image_free};
|
||||
|
||||
mrb_value Image_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &Image_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
mrb_float width, height;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "ff|H", &width, &height, &kwargs);
|
||||
|
||||
bool pixel_art = false;
|
||||
if (!mrb_nil_p(kwargs))
|
||||
HASH_BOOL(kwargs, pixel_art, pixel_art);
|
||||
|
||||
s->id = window.create_image({(float)width, (float)height}, pixel_art);
|
||||
|
||||
mrb_data_init(self, s, &Image_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value image_load(mrb_state *mrb, mrb_value) {
|
||||
char *path;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "z|H", &path, &kwargs);
|
||||
|
||||
bool pixel_art = false;
|
||||
if (!mrb_nil_p(kwargs))
|
||||
HASH_BOOL(kwargs, pixel_art, pixel_art);
|
||||
|
||||
uint64_t id = window.load_image(path, pixel_art);
|
||||
|
||||
return definitions::wrap(definitions::bindings.Image, id);
|
||||
}
|
||||
|
||||
mrb_value image_load_set(mrb_state *mrb, mrb_value) {
|
||||
char *path;
|
||||
mrb_float tile_width, tile_height;
|
||||
mrb_value kwargs;
|
||||
mrb_get_args(mrb, "zff|H", &path, &tile_width, &tile_height, &kwargs);
|
||||
|
||||
bool pixel_art = false;
|
||||
int padding_x = 0, padding_y = 0, offset_x = 0, offset_y = 0;
|
||||
if (!mrb_nil_p(kwargs)) {
|
||||
HASH_BOOL(kwargs, pixel_art, pixel_art);
|
||||
|
||||
mrb_value padding_hash = HASH_GET(kwargs, padding);
|
||||
if (!mrb_nil_p(padding_hash)) {
|
||||
HASH_FLOAT(padding_hash, x, padding_x);
|
||||
HASH_FLOAT(padding_hash, y, padding_y);
|
||||
}
|
||||
|
||||
mrb_value offset_hash = HASH_GET(kwargs, offset);
|
||||
if (!mrb_nil_p(offset_hash)) {
|
||||
HASH_FLOAT(offset_hash, x, offset_x);
|
||||
HASH_FLOAT(offset_hash, y, offset_y);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint64_t> images = window.load_image_set(
|
||||
path,
|
||||
{(float)tile_width, (float)tile_height},
|
||||
{(float)padding_x, (float)padding_y},
|
||||
{(float)offset_x, (float)offset_y},
|
||||
pixel_art
|
||||
);
|
||||
|
||||
mrb_value image_array = mrb_ary_new_capa(mrb, images.size());
|
||||
for (uint64_t image_id : images) {
|
||||
image_pool.use(image_id);
|
||||
mrb_value image_obj = definitions::wrap(definitions::bindings.Image, image_id);
|
||||
mrb_ary_push(mrb, image_array, image_obj);
|
||||
}
|
||||
|
||||
return image_array;
|
||||
}
|
||||
|
||||
mrb_value image_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.Image.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id_self = wrapper->id;
|
||||
Wrapper *other_wrapper = (Wrapper *)DATA_PTR(other);
|
||||
uint64_t id_other = other_wrapper->id;
|
||||
|
||||
return mrb_bool_value(id_self == id_other);
|
||||
}
|
||||
|
||||
mrb_value image_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
return mrb_fixnum_value(wrapper->id);
|
||||
}
|
||||
|
||||
mrb_value image_width(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
return mrb_float_value(mrb, window.get_image_size(id).x);
|
||||
}
|
||||
|
||||
mrb_value image_height(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
return mrb_float_value(mrb, window.get_image_size(id).y);
|
||||
}
|
||||
|
||||
mrb_value image_update(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
|
||||
mrb_float x, y, width, height;
|
||||
char *new_content;
|
||||
mrb_int length;
|
||||
mrb_get_args(mrb, "ffffs", &x, &y, &width, &height, &new_content, &length);
|
||||
|
||||
bool success = window.update_image(
|
||||
id,
|
||||
Rect::from(
|
||||
{(float)x, (float)y},
|
||||
{(float)width, (float)height}
|
||||
),
|
||||
new_content,
|
||||
(uint32_t)length
|
||||
);
|
||||
|
||||
return mrb_bool_value(success);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_image() {
|
||||
DEF_CLASS(Image, MRB_ARGS_REQ(2) | MRB_ARGS_OPT(1));
|
||||
ADD_CLASS_METHOD(Image, "load", image_load, MRB_ARGS_REQ(1) | MRB_ARGS_OPT(1));
|
||||
ADD_CLASS_METHOD(Image, "load_set", image_load_set, MRB_ARGS_REQ(3) | MRB_ARGS_OPT(1));
|
||||
ADD_METHOD(Image, "==", image_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Image, "eql?", image_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Image, "hash", image_hash, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Image, "width", image_width, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Image, "height", image_height, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Image, "update", image_update, MRB_ARGS_REQ(5));
|
||||
|
||||
bindings.Image = {Image_class, &Image_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,68 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
void Params_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
app::element_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type Params_type = {"Params", Params_free};
|
||||
|
||||
mrb_value Params_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &Params_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
mrb_int id;
|
||||
mrb_get_args(mrb, "z", &id);
|
||||
|
||||
app::element_pool.use(id);
|
||||
s->id = id;
|
||||
|
||||
mrb_data_init(self, s, &Params_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value params_get(mrb_state *mrb, mrb_value self) {
|
||||
mrb_sym key;
|
||||
mrb_get_args(mrb, "n", &key);
|
||||
|
||||
uint64_t id = ((Wrapper *)DATA_PTR(self))->id;
|
||||
app::element_pool.use(id);
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
|
||||
auto it = element->params.find(mrb_sym2name(mrb, key));
|
||||
if (it == element->params.end())
|
||||
return mrb_nil_value();
|
||||
return mrb_str_new_cstr(mrb, it->second.c_str());
|
||||
}
|
||||
|
||||
mrb_value params_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_sym key;
|
||||
mrb_value value;
|
||||
mrb_get_args(mrb, "no", &key, &value);
|
||||
|
||||
uint64_t id = ((Wrapper *)DATA_PTR(self))->id;
|
||||
app::element_pool.use(id);
|
||||
app::EText *element = (app::EText *)app::element_pool[id];
|
||||
|
||||
element->params[mrb_sym2name(mrb, key)] = mrb_str_to_cstr(mrb, mrb_obj_as_string(mrb, value));
|
||||
element->reload_text();
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_params() {
|
||||
DEF_CLASS(Params, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Params, "[]", params_get, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Params, "[]=", params_set, MRB_ARGS_REQ(2));
|
||||
bindings.Params = {Params_class, &Params_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,225 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
void Scene_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
app::scene_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type Scene_type = {"Scene", Scene_free};
|
||||
|
||||
mrb_value Scene_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &Scene_type);
|
||||
Wrapper *s = new Wrapper();
|
||||
|
||||
app::Scene *loading_scene = new app::Scene{};
|
||||
s->id = app::scene_pool.acquire(loading_scene);
|
||||
app::scene_pool.use(s->id);
|
||||
|
||||
mrb_data_init(self, s, &Scene_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value scene_add_element(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value element_val;
|
||||
mrb_get_args(mrb, "o", &element_val);
|
||||
|
||||
if (
|
||||
!mrb_obj_is_kind_of(mrb, element_val, definitions::bindings.ElementText.cls)
|
||||
&& !mrb_obj_is_kind_of(mrb, element_val, definitions::bindings.ElementRect.cls)
|
||||
&& !mrb_obj_is_kind_of(mrb, element_val, definitions::bindings.ElementImage.cls)
|
||||
) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an ElementText, ElementRect, or ElementImage object"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
app::Scene *scene = app::scene_pool[wrapper->id];
|
||||
|
||||
Wrapper *element_wrapper = (Wrapper *)DATA_PTR(element_val);
|
||||
scene->add_element(element_wrapper->id);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value scene_delete_element(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value element_val;
|
||||
mrb_get_args(mrb, "o", &element_val);
|
||||
|
||||
if (
|
||||
!mrb_obj_is_kind_of(mrb, element_val, definitions::bindings.ElementText.cls)
|
||||
&& !mrb_obj_is_kind_of(mrb, element_val, definitions::bindings.ElementRect.cls)
|
||||
&& !mrb_obj_is_kind_of(mrb, element_val, definitions::bindings.ElementImage.cls)
|
||||
) {
|
||||
mrb_raise(
|
||||
mrb,
|
||||
mrb_class_get(mrb, "Exception"),
|
||||
"Expected an ElementText, ElementRect, or ElementImage object"
|
||||
);
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
app::Scene *scene = app::scene_pool[wrapper->id];
|
||||
|
||||
Wrapper *element_wrapper = (Wrapper *)DATA_PTR(element_val);
|
||||
scene->delete_element(element_wrapper->id);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value scene_on_update(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value block;
|
||||
mrb_get_args(mrb, "&", &block);
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
app::Scene *scene = app::scene_pool[wrapper->id];
|
||||
scene->update.set_proc(block);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value scene_elements_at(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value position_val;
|
||||
mrb_get_args(mrb, "o", &position_val);
|
||||
|
||||
float x = 0, y = 0;
|
||||
HASH_FLOAT(position_val, x, x);
|
||||
HASH_FLOAT(position_val, y, y);
|
||||
Vec2<float> position = {x, y};
|
||||
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
app::Scene *scene = app::scene_pool[wrapper->id];
|
||||
|
||||
std::vector<uint64_t> element_ids = scene->elements_at(position);
|
||||
|
||||
mrb_value result = mrb_ary_new_capa(mrb, element_ids.size());
|
||||
for (uint64_t element_id : element_ids) {
|
||||
app::Element *element = app::element_pool[element_id];
|
||||
app::element_pool.use(element_id);
|
||||
mrb_value obj;
|
||||
switch (element->type) {
|
||||
case Type::TEXT:
|
||||
obj = definitions::wrap(
|
||||
definitions::bindings.ElementText,
|
||||
element_id
|
||||
);
|
||||
break;
|
||||
case Type::RECT:
|
||||
obj = definitions::wrap(
|
||||
definitions::bindings.ElementRect,
|
||||
element_id
|
||||
);
|
||||
break;
|
||||
case Type::IMAGE:
|
||||
obj = definitions::wrap(
|
||||
definitions::bindings.ElementImage,
|
||||
element_id
|
||||
);
|
||||
mrb_ary_push(mrb, result, obj);
|
||||
break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
mrb_ary_push(mrb, result, obj);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
mrb_value scene_elements(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
app::Scene *scene = app::scene_pool[wrapper->id];
|
||||
|
||||
std::vector<uint64_t> element_ids = scene->element_ids;
|
||||
|
||||
mrb_value result = mrb_ary_new_capa(mrb, element_ids.size());
|
||||
for (uint64_t element_id : element_ids) {
|
||||
app::Element *element = app::element_pool[element_id];
|
||||
app::element_pool.use(element_id);
|
||||
mrb_value obj;
|
||||
switch (element->type) {
|
||||
case Type::TEXT:
|
||||
obj = definitions::wrap(
|
||||
definitions::bindings.ElementText,
|
||||
element_id
|
||||
);
|
||||
break;
|
||||
case Type::RECT:
|
||||
obj = definitions::wrap(
|
||||
definitions::bindings.ElementRect,
|
||||
element_id
|
||||
);
|
||||
break;
|
||||
case Type::IMAGE:
|
||||
obj = definitions::wrap(
|
||||
definitions::bindings.ElementImage,
|
||||
element_id
|
||||
);
|
||||
mrb_ary_push(mrb, result, obj);
|
||||
break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
mrb_ary_push(mrb, result, obj);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
mrb_value scene_equal(mrb_state *mrb, mrb_value self) {
|
||||
mrb_value other;
|
||||
mrb_get_args(mrb, "o", &other);
|
||||
|
||||
if (!mrb_obj_is_kind_of(mrb, other, definitions::bindings.Scene.cls))
|
||||
return mrb_false_value();
|
||||
|
||||
Wrapper *self_wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id_self = self_wrapper->id;
|
||||
Wrapper *other_wrapper = (Wrapper *)DATA_PTR(other);
|
||||
uint64_t id_other = other_wrapper->id;
|
||||
|
||||
return mrb_bool_value(id_self == id_other);
|
||||
}
|
||||
|
||||
mrb_value scene_inspect(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
return mrb_str_new_cstr(mrb, ("#<Scene:" + std::to_string(id) + ">").c_str());
|
||||
}
|
||||
|
||||
mrb_value scene_hash(mrb_state *, mrb_value self) {
|
||||
Wrapper *wrapper = (Wrapper *)DATA_PTR(self);
|
||||
uint64_t id = wrapper->id;
|
||||
return mrb_fixnum_value(id);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_scene() {
|
||||
DEF_CLASS(Scene, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Scene, "==", scene_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Scene, "eql?", scene_equal, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Scene, "inspect", scene_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Scene, "to_s", scene_inspect, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Scene, "hash", scene_hash, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Scene, "<<", scene_add_element, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Scene, "delete", scene_delete_element, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Scene, "remove", scene_delete_element, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Scene, "update", scene_on_update, MRB_ARGS_BLOCK());
|
||||
ADD_METHOD(Scene, "elements_at", scene_elements_at, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Scene, "elements", scene_elements, MRB_ARGS_NONE());
|
||||
|
||||
bindings.Scene = {Scene_class, &Scene_type};
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,90 @@
|
||||
#include "app/app.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
namespace {
|
||||
struct Vec2Wrapper : public Wrapper {
|
||||
Vec2<float> *vec;
|
||||
};
|
||||
|
||||
void Vec2_free(mrb_state *mrb, void *ptr) {
|
||||
UNUSED(mrb);
|
||||
uint64_t id = ((Wrapper *)ptr)->id;
|
||||
app::element_pool.release(id);
|
||||
delete (Wrapper *)ptr;
|
||||
}
|
||||
|
||||
const struct mrb_data_type Vec2_type = {"Vec2", Vec2_free};
|
||||
|
||||
mrb_value Vec2_init(mrb_state *mrb, mrb_value self) {
|
||||
Wrapper *old = (Wrapper *)DATA_PTR(self);
|
||||
if (old)
|
||||
mrb_free(mrb, old);
|
||||
mrb_data_init(self, nullptr, &Vec2_type);
|
||||
Vec2Wrapper *s = new Vec2Wrapper();
|
||||
|
||||
mrb_int id;
|
||||
mrb_get_args(mrb, "i", &id);
|
||||
|
||||
app::element_pool.use(id);
|
||||
s->id = id;
|
||||
s->vec = &((app::EText *)app::element_pool[id])->position;
|
||||
|
||||
mrb_data_init(self, s, &Vec2_type);
|
||||
return self;
|
||||
}
|
||||
|
||||
mrb_value vec2_x(mrb_state *mrb, mrb_value self) {
|
||||
Vec2Wrapper *s = (Vec2Wrapper *)DATA_PTR(self);
|
||||
return mrb_float_value(mrb, s->vec->x);
|
||||
}
|
||||
|
||||
mrb_value vec2_y(mrb_state *mrb, mrb_value self) {
|
||||
Vec2Wrapper *s = (Vec2Wrapper *)DATA_PTR(self);
|
||||
return mrb_float_value(mrb, s->vec->y);
|
||||
}
|
||||
|
||||
mrb_value vec2_x_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float x;
|
||||
mrb_get_args(mrb, "f", &x);
|
||||
|
||||
Vec2Wrapper *s = (Vec2Wrapper *)DATA_PTR(self);
|
||||
s->vec->x = (float)x;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
|
||||
mrb_value vec2_y_set(mrb_state *mrb, mrb_value self) {
|
||||
mrb_float y;
|
||||
mrb_get_args(mrb, "f", &y);
|
||||
|
||||
Vec2Wrapper *s = (Vec2Wrapper *)DATA_PTR(self);
|
||||
s->vec->y = (float)y;
|
||||
|
||||
return mrb_nil_value();
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace definitions {
|
||||
void register_vec2() {
|
||||
DEF_CLASS(Vec2, MRB_ARGS_REQ(2));
|
||||
ADD_METHOD(Vec2, "x", vec2_x, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Vec2, "y", vec2_y, MRB_ARGS_NONE());
|
||||
ADD_METHOD(Vec2, "x=", vec2_x_set, MRB_ARGS_REQ(1));
|
||||
ADD_METHOD(Vec2, "y=", vec2_y_set, MRB_ARGS_REQ(1));
|
||||
bindings.Vec2 = {Vec2_class, &Vec2_type};
|
||||
}
|
||||
|
||||
mrb_value Vec2_wrap(uint64_t id, Vec2<float> *vec) {
|
||||
RBasic *obj_b = mrb_obj_alloc(Ruby::mrb, MRB_TT_DATA, bindings.Vec2.cls);
|
||||
mrb_value obj = mrb_obj_value(obj_b);
|
||||
|
||||
Vec2Wrapper *w = new Vec2Wrapper();
|
||||
app::element_pool.use(id);
|
||||
w->id = id;
|
||||
w->vec = vec;
|
||||
|
||||
mrb_data_init(obj, w, &Vec2_type);
|
||||
|
||||
return obj;
|
||||
}
|
||||
} // namespace definitions
|
||||
@@ -0,0 +1,114 @@
|
||||
#include "localization/localization.h"
|
||||
|
||||
namespace Localization {
|
||||
mrb_sym get_var_sym(mrb_state *mrb, const std::string &name) {
|
||||
auto it = var_sym_cache.find(name);
|
||||
if (it != var_sym_cache.end())
|
||||
return it->second;
|
||||
|
||||
mrb_sym sym = mrb_intern_cstr(mrb, name.c_str());
|
||||
var_sym_cache[name] = sym;
|
||||
return sym;
|
||||
}
|
||||
|
||||
std::vector<Segment> parse_localized(const std::string &input) {
|
||||
std::vector<Segment> out;
|
||||
|
||||
size_t i = 0;
|
||||
while (i < input.size()) {
|
||||
size_t start = input.find("%{", i);
|
||||
|
||||
if (start == std::string::npos) {
|
||||
out.push_back({false, input.substr(i)});
|
||||
break;
|
||||
}
|
||||
|
||||
if (start > i) {
|
||||
out.push_back({false, input.substr(i, start - i)});
|
||||
}
|
||||
|
||||
size_t end = input.find("}", start);
|
||||
if (end == std::string::npos) {
|
||||
// malformed fallback
|
||||
out.push_back({false, input.substr(start)});
|
||||
break;
|
||||
}
|
||||
|
||||
std::string var = input.substr(start + 2, end - (start + 2));
|
||||
out.push_back({true, var});
|
||||
|
||||
i = end + 1;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
std::string get(Key key, const std::unordered_map<std::string, std::string> ¶ms) {
|
||||
auto it = localized_strings.find(join_keys(current_language, key));
|
||||
if (it == localized_strings.end())
|
||||
return "Localization not set!";
|
||||
|
||||
const auto &entry = it->second;
|
||||
|
||||
std::string result;
|
||||
result.reserve(10);
|
||||
|
||||
for (const auto &seg : entry) {
|
||||
if (!seg.is_var) {
|
||||
result += seg.text;
|
||||
} else {
|
||||
auto param_it = params.find(seg.text);
|
||||
if (param_it == params.end()) {
|
||||
result += "%{" + seg.text + "}";
|
||||
continue;
|
||||
}
|
||||
result += param_it->second;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
LanguageCode lang_from_sym(mrb_state *mrb, mrb_sym sym) {
|
||||
const char *s = mrb_sym2name(mrb, sym);
|
||||
size_t len = strlen(s);
|
||||
|
||||
if (len == 0 || len > 4)
|
||||
return 0;
|
||||
|
||||
LanguageCode code = 0;
|
||||
|
||||
for (size_t i = 0; i < len; ++i) {
|
||||
code |= (static_cast<LanguageCode>(s[i]) << (8 * (3 - i)));
|
||||
}
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
mrb_sym lang_to_sym(mrb_state *mrb, LanguageCode code) {
|
||||
char s[5] = {0};
|
||||
for (int i = 0; i < 4; ++i)
|
||||
s[i] = (code >> (8 * (3 - i))) & 0xFF;
|
||||
return mrb_intern_cstr(mrb, s);
|
||||
}
|
||||
|
||||
Key key_from_sym(mrb_state *mrb, mrb_sym sym) {
|
||||
const char *key_name = mrb_sym2name(mrb, sym);
|
||||
|
||||
auto it = localization_key_map.find(key_name);
|
||||
if (it != localization_key_map.end())
|
||||
return it->second;
|
||||
|
||||
Key new_id = (Key)localization_key_map.size();
|
||||
localization_key_map[key_name] = new_id;
|
||||
return new_id;
|
||||
}
|
||||
|
||||
// This is only used for debugging and inspect output, so performance is not a concern
|
||||
std::string get_key_name(Key key) {
|
||||
for (const auto &[str, k] : localization_key_map)
|
||||
if (k == key)
|
||||
return str;
|
||||
return "Unknown Key";
|
||||
}
|
||||
} // namespace Localization
|
||||
+10
-2
@@ -1,4 +1,4 @@
|
||||
#include "binding/definitions.h"
|
||||
#include "bindings/definitions.h"
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
Ruby::load_mgems();
|
||||
@@ -15,7 +15,15 @@ int main(int argc, char *argv[]) {
|
||||
fseek(file, 0, SEEK_SET);
|
||||
|
||||
char *script_content = (char *)malloc(size + 1);
|
||||
fread(script_content, 1, size, file);
|
||||
size_t read = fread(script_content, 1, size, file);
|
||||
|
||||
if (read != size) {
|
||||
fprintf(stderr, "Failed to read startup script: %s\n", startup_script);
|
||||
free(script_content);
|
||||
fclose(file);
|
||||
return 1;
|
||||
}
|
||||
|
||||
script_content[size] = '\0';
|
||||
|
||||
fclose(file);
|
||||
|
||||
+173
-6
@@ -57,17 +57,52 @@ Window::~Window() {
|
||||
}
|
||||
|
||||
uint64_t Window::load_image(const char *path, bool pixel_art) {
|
||||
SDL_Texture *texture = IMG_LoadTexture(renderer, path);
|
||||
SDL_Surface *surface = IMG_Load(path);
|
||||
|
||||
if (!surface) {
|
||||
fprintf(stderr, "Failed to load image: %s\n", SDL_GetError());
|
||||
return UINT64_MAX;
|
||||
}
|
||||
|
||||
SDL_Surface *rgba = SDL_ConvertSurface(
|
||||
surface,
|
||||
SDL_PIXELFORMAT_RGBA8888
|
||||
);
|
||||
|
||||
SDL_DestroySurface(surface);
|
||||
|
||||
if (!rgba) {
|
||||
fprintf(stderr, "Failed to convert image: %s\n", SDL_GetError());
|
||||
return UINT64_MAX;
|
||||
}
|
||||
|
||||
SDL_Texture *texture = SDL_CreateTexture(
|
||||
renderer,
|
||||
SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_TEXTUREACCESS_STREAMING,
|
||||
rgba->w,
|
||||
rgba->h
|
||||
);
|
||||
|
||||
if (!texture) {
|
||||
SDL_DestroySurface(rgba);
|
||||
fprintf(stderr, "Failed to create texture: %s\n", SDL_GetError());
|
||||
return UINT64_MAX;
|
||||
}
|
||||
|
||||
SDL_UpdateTexture(
|
||||
texture,
|
||||
nullptr,
|
||||
rgba->pixels,
|
||||
rgba->pitch
|
||||
);
|
||||
|
||||
SDL_DestroySurface(rgba);
|
||||
|
||||
if (pixel_art) {
|
||||
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
|
||||
}
|
||||
|
||||
if (texture == nullptr) {
|
||||
fprintf(stderr, "Failed to load image: %s\n", SDL_GetError());
|
||||
return UINT64_MAX;
|
||||
}
|
||||
|
||||
float w, h;
|
||||
SDL_GetTextureSize(texture, &w, &h);
|
||||
|
||||
@@ -78,6 +113,138 @@ uint64_t Window::load_image(const char *path, bool pixel_art) {
|
||||
return id;
|
||||
}
|
||||
|
||||
std::vector<uint64_t> Window::load_image_set(const char *path, Vec2<float> tile_size, Vec2<float> padding, Vec2<float> offset, bool pixel_art) {
|
||||
SDL_Surface *surface = IMG_Load(path);
|
||||
|
||||
if (!surface) {
|
||||
fprintf(stderr, "Failed to load image set: %s\n", SDL_GetError());
|
||||
return {};
|
||||
}
|
||||
|
||||
std::vector<uint64_t> image_ids;
|
||||
|
||||
int columns = (int)((surface->w - offset.x + padding.x) / (tile_size.x + padding.x));
|
||||
int rows = (int)((surface->h - offset.y + padding.y) / (tile_size.y + padding.y));
|
||||
|
||||
for (int y = 0; y < rows; y++) {
|
||||
for (int x = 0; x < columns; x++) {
|
||||
SDL_Rect src_rect = {
|
||||
(int)(offset.x + x * (tile_size.x + padding.x)),
|
||||
(int)(offset.y + y * (tile_size.y + padding.y)),
|
||||
(int)tile_size.x,
|
||||
(int)tile_size.y
|
||||
};
|
||||
|
||||
SDL_Surface *tile_surface = SDL_CreateSurface(src_rect.w, src_rect.h, SDL_PIXELFORMAT_RGBA8888);
|
||||
SDL_BlitSurface(surface, &src_rect, tile_surface, nullptr);
|
||||
|
||||
SDL_Texture *texture = SDL_CreateTexture(
|
||||
renderer,
|
||||
SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_TEXTUREACCESS_STREAMING,
|
||||
tile_surface->w,
|
||||
tile_surface->h
|
||||
);
|
||||
|
||||
if (!texture) {
|
||||
fprintf(stderr, "Failed to create texture for tile: %s\n", SDL_GetError());
|
||||
SDL_DestroySurface(tile_surface);
|
||||
continue;
|
||||
}
|
||||
|
||||
SDL_UpdateTexture(
|
||||
texture,
|
||||
nullptr,
|
||||
tile_surface->pixels,
|
||||
tile_surface->pitch
|
||||
);
|
||||
|
||||
if (pixel_art) {
|
||||
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
|
||||
}
|
||||
|
||||
Image *img = new Image{texture, {(float)tile_surface->w, (float)tile_surface->h}};
|
||||
uint64_t id = image_pool.acquire(img);
|
||||
image_pool.use(id);
|
||||
image_ids.push_back(id);
|
||||
|
||||
SDL_DestroySurface(tile_surface);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_DestroySurface(surface);
|
||||
return image_ids;
|
||||
}
|
||||
|
||||
uint64_t Window::create_image(Vec2<float> size, bool pixel_art) {
|
||||
SDL_Texture *texture = SDL_CreateTexture(
|
||||
renderer,
|
||||
SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_TEXTUREACCESS_STREAMING,
|
||||
(int)size.x,
|
||||
(int)size.y
|
||||
);
|
||||
|
||||
if (!texture) {
|
||||
fprintf(stderr, "Failed to create scripted texture: %s\n", SDL_GetError());
|
||||
return UINT64_MAX;
|
||||
}
|
||||
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
|
||||
if (pixel_art)
|
||||
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
|
||||
|
||||
Image *img = new Image{texture, size};
|
||||
uint64_t id = image_pool.acquire(img);
|
||||
image_pool.use(id);
|
||||
|
||||
char *buffer = (char *)malloc(size.x * size.y * 4 * sizeof(char));
|
||||
|
||||
for (unsigned int i = 0; i < (unsigned int)(size.x * size.y * 4); i += 4) {
|
||||
buffer[i] = 0xFF;
|
||||
buffer[i + 1] = 0xFF;
|
||||
buffer[i + 2] = 0xFF;
|
||||
buffer[i + 3] = 0xFF;
|
||||
}
|
||||
|
||||
SDL_UpdateTexture(
|
||||
img->texture,
|
||||
nullptr,
|
||||
buffer,
|
||||
(int)(size.x * 4)
|
||||
);
|
||||
|
||||
free(buffer);
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
bool Window::update_image(uint64_t image_id, Rect content_rect, const char *new_content, uint32_t length) {
|
||||
if (!image_pool.is_valid(image_id)) {
|
||||
fprintf(stderr, "Invalid image ID: %llu\n", (unsigned long long)image_id);
|
||||
return false;
|
||||
}
|
||||
|
||||
Image *img = image_pool[image_id];
|
||||
|
||||
SDL_Rect sdl_rect = {
|
||||
(int)content_rect.x(),
|
||||
(int)content_rect.y(),
|
||||
(int)content_rect.w(),
|
||||
(int)content_rect.h()
|
||||
};
|
||||
|
||||
SDL_UpdateTexture(
|
||||
img->texture,
|
||||
&sdl_rect,
|
||||
new_content,
|
||||
(int)(content_rect.w() * 4)
|
||||
);
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
Vec2<float> Window::get_image_size(uint64_t image_id) {
|
||||
if (!image_pool.is_valid(image_id)) {
|
||||
fprintf(stderr, "Invalid image ID: %llu\n", (unsigned long long)image_id);
|
||||
|
||||
+265
-85
@@ -1,20 +1,18 @@
|
||||
# Outline
|
||||
|
||||
# Analysis
|
||||
|
||||
## What is a game engine?
|
||||
|
||||
The goal of this project is to build a high performance cross-desktop game engine for 2d games,
|
||||
|
||||
When a developer wishes to build a game they generally have 2 options, either they can code the entire game themselves by using a pure rendering library and handling all teh assets etc. themselves, this gives them a lot of control over how the game behaves and can usually also allow them to do a lot of optimizations specific to their idea, but it means they will have to make the coordinate systems and data store, asset management systems etc. all by themselves, on the other hand they could use a game engine.
|
||||
When a developer wishes to build a game they generally have 2 options, either they can code the entire game themselves by using a pure rendering library and handling all the assets etc. themselves, this gives them a lot of control over how the game behaves and can usually also allow them to do a lot of optimizations specific to their idea, but it means they will have to make the coordinate systems and data store, asset management systems etc. all by themselves, on the other hand they could use a game engine.
|
||||
|
||||
the most significant advantage of using game engines when building a game is simplifying development process.
|
||||
|
||||
They do this by allowing the developer to do a lot more out of teh box without having to reinvent the wheel themselves:
|
||||
They do this by allowing the developer to do a lot more out of the box without having to reinvent the wheel themselves:
|
||||
|
||||
- They allow making teh game only once but having it work crossplatform on multiple different types of systems
|
||||
- They allow asset management of game asstes like images, textures, audios etc. without teh need to ensure a uniform format and loading them or decoding them manually
|
||||
- They also usually have built in physics engines for the coordinate system, which do not need to be reimplemented with al that math by teh developer, and these are done in optimized hot loops for greater performance.
|
||||
- They allow making the game only once but having it work crossplatform on multiple different types of systems
|
||||
- They allow asset management of game asstes like images, textures, audios etc. without the need to ensure a uniform format and loading them or decoding them manually
|
||||
- They also usually have built in physics engines for the coordinate system, which do not need to be reimplemented with al that math by the developer, and these are done in optimized hot loops for greater performance.
|
||||
|
||||
The engine is expected to be built in a low level context (for high performance), but allow using it from a high level simpler environment without losing any of the performance. It should also make the development process of a game easy with any common parts for games implemented and reusable.
|
||||
|
||||
@@ -39,7 +37,7 @@ They extend a node's behaviour.
|
||||
|
||||
So in godot you first define the blueprint, the structure of the game using the ui (or the markup files), and then attach scripts to the nodes to extend their behaviour and actually make them work, these scripts can intercommunicate using events.
|
||||
|
||||
Then the godot runtime extracts these scenes and builds teh node tree out of them and runs the scripts attached to the loaded nodes.
|
||||
Then the godot runtime extracts these scenes and builds the node tree out of them and runs the scripts attached to the loaded nodes.
|
||||
|
||||
these scripts are generally written in gdscript which is an interpreted language that is prcompiled to bytecode when the project is built and later on is executed by a runtime-VM.
|
||||
|
||||
@@ -72,8 +70,8 @@ It is primaririly a ruby library for rendering and input capture.
|
||||
It is very good for fast prototyping as it has very simple methods and uses ruby which is very good for fast prototyping (see next sec).
|
||||
|
||||
But it does not have a scene or nodes or object system of it's own, all such systems are to be implemented by the developer themselves, and while it provides methods for loading and using of assets they still need to be managed manually. This comes with the up that the developer can chose what kind of system they want to use.
|
||||
It also requires teh ruby runtime and teh full source code when sharing making it less than ideal for any production games.
|
||||
Also any kinds of GPU shading requires teh OpenGL libraries to be used directly and it provides no proper access to them.
|
||||
It also requires the ruby runtime and the full source code when sharing making it less than ideal for any production games.
|
||||
Also any kinds of GPU shading requires the OpenGL libraries to be used directly and it provides no proper access to them.
|
||||
As per their own homepage: Gosu is mainly used to teach or learn Ruby.
|
||||
|
||||
Comparisions of architectures:
|
||||
@@ -81,42 +79,22 @@ Comparisions of architectures:
|
||||
- Data layout
|
||||
- In the node based system that godot uses each entity (node), stores all it's data in a single object
|
||||
- This means that when an object is to be worked on it can be used from a single place. It also closely follows a OOP like idea meaning it is simpler for developers more used to it.
|
||||
- But it creates cache locality problems for example when teh physics system wants to move all elements forward, each object will have to be loaded and then updated and as objects do not have to be together in memory it causes a lot of access overhead.
|
||||
- On the other hand ECS systems (like the one that can be used in unity), seperate pure data (compoenents) from teh entities.
|
||||
- But it creates cache locality problems for example when the physics system wants to move all elements forward, each object will have to be loaded and then updated and as objects do not have to be together in memory it causes a lot of access overhead.
|
||||
- On the other hand ECS systems (like the one that can be used in unity), seperate pure data (compoenents) from the entities.
|
||||
- This means that when a system wishes to work on a single kind of compoenent it can use tight loops to leverage performance gains from cpu cache locality.
|
||||
- It also scales very well for having way more entities as entities only use up space for the compoenents they require.
|
||||
- But it is also a much more complex mental model for the developer to work with.
|
||||
- Behaviour control
|
||||
- In godot the bahaviour is very tightly attached to each node, and when executing teh game the behaviour of each node is run fully before going on to the next, this means that similar behaviour like physics is recalculated for each node seperately
|
||||
- In godot the bahaviour is very tightly attached to each node, and when executing the game the behaviour of each node is run fully before going on to the next, this means that similar behaviour like physics is recalculated for each node seperately
|
||||
- While in unity most scripts are global systems, these systems can bulk operate on data making them better at potential multithreading or cpu optimizations.
|
||||
- but they require ore boilerplate code as logic has to be filtered down to apply to the correct nodes manually rather than by vrtue of existing on a node.
|
||||
- While in a more simple framework like gosu these are all dependant on teh developers implementation.
|
||||
- While in a more simple framework like gosu these are all dependant on the developers implementation.
|
||||
|
||||
^ Gosu. (n.d.). Gosu Homepage. [online] Available at: https://www.libgosu.org/ [Accessed 13 May 2026].
|
||||
^ Unity Docs. (n.d.). Unity Entity Component System concepts. [online] Available at: https://docs.unity3d.com/Packages/com.unity.entities@6.5/manual/concepts-intro.html [Accessed 13 May 2026]. See sub-links.
|
||||
^ Godot Engine documentation. (n.d.). Overview of Godot’s key concepts. [online] Available at: https://docs.godotengine.org/en/stable/getting_started/introduction/key_concepts_overview.html [Accessed 13 May 2026].
|
||||
^ Godot Engine documentation. (2026). Godot’s architecture overview. [online] Available at: https://docs.godotengine.org/en/stable/engine_details/architecture/godot_architecture_diagram.html [Accessed 13 May 2026].
|
||||
|
||||
## Embedded scripting
|
||||
|
||||
This engine does not use a UI builder. And so all gameplay logic, entity behaviour, definitions etc. must be implemented directly through code.
|
||||
Because of this it is important to use a well established language in which teh developer can write their code.
|
||||
|
||||
Embedded scripting languages are programming lanaguges that are designed to be embedded in a host programming language. The embedded language is often an interpreted language which teh host is a compiled static typed language. They allow adding code to teh program that can be modified and interpreted at runtime. They are often used to extend on teh functionality of teh host language. And they also allow using functions defined in the host language which are usually much more performance optimized.
|
||||
|
||||
They are usually very lightweight (so that teh final binary doesn't get bloated and runs fast enough). They are very useful for cuztom DSL/syntax.
|
||||
|
||||
And according to [this aticle](https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html) they are particularly useful for game engines.
|
||||
|
||||
We can also see a list [list](https://dbohdan.github.io/embedded-scripting-languages/) of embedded scripting languages that exist, common ones being Lua, javascript variants, squirrel, and ruby variants (mruby in particular).
|
||||
|
||||
These all have a C-ABI, meaning they can be used by almost any compiled language.
|
||||
|
||||
The author [here](https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html)
|
||||
|
||||
^ Rordrigues, C. (2023). Embedded Scripting Languages. [online] caiorss.github.io. Available at: https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html [Accessed 13 May 2026].
|
||||
^ Github. (2022). Embedded scripting languages. [online] Available at: https://dbohdan.github.io/embedded-scripting-languages/ [Accessed 13 May 2026].
|
||||
|
||||
## Target users
|
||||
|
||||
The target users for this project could be one of 2 categories:
|
||||
@@ -125,12 +103,12 @@ The target users for this project could be one of 2 categories:
|
||||
|
||||
- The engine can be used by game developers to create high performance games quickly.
|
||||
- The games are also built cross-platform meaning they can use the same project to export for different kinds of users.
|
||||
- The standalone output of teh game engine means tehy wont have to worry about sharing multiple files and makes releases easier.
|
||||
- The standalone output of the game engine means they wont have to worry about sharing multiple files and makes releases easier.
|
||||
- And for my own games it would help create a unique brand image for my games, it also helps out with any potential licensing issues with using external engines in my games.
|
||||
|
||||
2. Educators
|
||||
|
||||
- The game engine can be used by educators to teach programming / game development to students without making them build all teh systems from scratch.
|
||||
- The game engine can be used by educators to teach programming / game development to students without making them build all the systems from scratch.
|
||||
- Using such an engine means that the students could be taught about paradigms like ecs and OOP in a simple environment.
|
||||
- They would also be learning ruby, which is an arguably very good for rapid prototyping due to its forgiving and highly readable syntax.
|
||||
|
||||
@@ -138,7 +116,7 @@ The target users for this project could be one of 2 categories:
|
||||
|
||||
Survey:
|
||||
|
||||
In order to help me gague what my users would like,
|
||||
In order to help me gauge what my users would like,
|
||||
|
||||
we'll be splitting the survey into 2 sections, one for indie developers and one for educators
|
||||
|
||||
@@ -218,56 +196,196 @@ we'll be splitting the survey into 2 sections, one for indie developers and one
|
||||
|
||||
## Results
|
||||
|
||||
Summarization of survey results and its limitations
|
||||
Summarization of survey results / not done yet as not enought data collected.
|
||||
|
||||
## What more is needed?
|
||||
### Limitations
|
||||
|
||||
Other features that a game engine should have
|
||||
(of the results)
|
||||
|
||||
core:
|
||||
## Hardware
|
||||
|
||||
- app, defined with fixed heght/width and aspect ratio is maintained with letterboxing, and fps
|
||||
get steam data on hardware usage around the world explain my setup testing on a msi core 7 / 5060 and iGPU and ideapad
|
||||
for software make sure it works on linux and make it theoretically work on other os but do not test or check for it
|
||||
|
||||
- scenes
|
||||
- elements in scenes (in screen coordinates)
|
||||
- ElementText
|
||||
- ElementRect
|
||||
- ElementImage
|
||||
- ElementScript - uses function to return a pizel buffer each frame, can use frame caching (for stuff liek minimaps)
|
||||
- should not reallocate every frame, can use dirty flag based system, uses a single string \
|
||||
from ruby and maybe keep string alive (add to gc exception) on c++ side too and use the same buffer to send to sdl. \
|
||||
so 2 copies 1 from ruby which can eb directly edited and then 1 a sdl texture object
|
||||
- ElementWorld - (It is a view through a camera)
|
||||
## Libraries / dependencies
|
||||
|
||||
- The world has to have an ecs system buitl in it
|
||||
- components are type definitions (and thier instances are stored in cache efficient arrays)
|
||||
- systems use queries to select components (with filtering) and can perform bulk operations on them
|
||||
- entities - an id and position which can relate to compoenent instances
|
||||
### Rendering
|
||||
|
||||
- The world can render everything in view based on camera, and everything inside here is in world coordinates
|
||||
#### why use a rendering lib
|
||||
|
||||
- shaders, layers on top of teh world, (per world, not possible per entity)
|
||||
To set up and render something to the screen in the first place we need a system to be able to do so.
|
||||
|
||||
extra:
|
||||
I plan of supporting development for windows/linux where linux has 2 main systems for window management (X11 / wayland).
|
||||
|
||||
- physics (forces, mass, movement and collisions)
|
||||
- Localization
|
||||
- keymappings (and settings)
|
||||
- tilesets
|
||||
- sprite system (tiled, animated, static etc.)
|
||||
- 9 segment ui system
|
||||
- audio playing
|
||||
- network interface, with a lib to work with rack backends (and generic socket api)
|
||||
- persistence store
|
||||
- rng helpers
|
||||
But each of these systems have different interfaces:
|
||||
|
||||
## Embedded scripting language choice.
|
||||
For example this is how the api works on windows:
|
||||
|
||||
```c
|
||||
// Register the window class.
|
||||
const wchar_t CLASS_NAME[] = L"Sample Window Class";
|
||||
|
||||
WNDCLASS wc = { };
|
||||
|
||||
wc.lpfnWndProc = WindowProc;
|
||||
wc.hInstance = hInstance;
|
||||
wc.lpszClassName = CLASS_NAME;
|
||||
|
||||
RegisterClass(&wc);
|
||||
|
||||
// Create the window.
|
||||
|
||||
HWND hwnd = CreateWindowEx(
|
||||
0, // Optional window styles.
|
||||
CLASS_NAME, // Window class
|
||||
L"Learn to Program Windows", // Window text
|
||||
WS_OVERLAPPEDWINDOW, // Window style
|
||||
|
||||
// Size and position
|
||||
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
|
||||
|
||||
NULL, // Parent window
|
||||
NULL, // Menu
|
||||
hInstance, // Instance handle
|
||||
NULL // Additional application data
|
||||
);
|
||||
|
||||
if (hwnd == NULL)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
ShowWindow(hwnd, nCmdShow);
|
||||
```
|
||||
|
||||
source: https://learn.microsoft.com/en-us/windows/win32/learnwin32/creating-a-window
|
||||
|
||||
x11:
|
||||
|
||||
```c
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <X11/Xlib.h>
|
||||
|
||||
bool quited = false;
|
||||
|
||||
void on_delete(Display * display, Window window)
|
||||
{
|
||||
XDestroyWindow(display, window);
|
||||
quited = true;
|
||||
}
|
||||
|
||||
extern int main(int argc, char *argv[])
|
||||
{
|
||||
Display * display = XOpenDisplay(NULL);
|
||||
if (NULL == display) {
|
||||
fprintf(stderr, "Failed to initialize display");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
Window root = DefaultRootWindow(display);
|
||||
if (None == root) {
|
||||
fprintf(stderr, "No root window found");
|
||||
XCloseDisplay(display);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
Window window = XCreateSimpleWindow(display, root, 0, 0, 800, 600, 0, 0, 0xffffffff);
|
||||
if (None == window) {
|
||||
fprintf(stderr, "Failed to create window");
|
||||
XCloseDisplay(display);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
XMapWindow(display, window);
|
||||
|
||||
Atom wm_delete_window = XInternAtom(display, "WM_DELETE_WINDOW", False);
|
||||
XSetWMProtocols(display, window, & wm_delete_window, 1);
|
||||
|
||||
XEvent event;
|
||||
while (!quited) {
|
||||
XNextEvent(display, &event);
|
||||
|
||||
switch(event.type) {
|
||||
case ClientMessage:
|
||||
if(event.xclient.data.l[0] == wm_delete_window) {
|
||||
on_delete(event.xclient.display, event.xclient.window);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
XCloseDisplay(display);
|
||||
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
source: https://gist.github.com/m1nuz/8f8f10a7f8715b62fe79#file-simple-x11-window-c
|
||||
|
||||
wayland:
|
||||
|
||||
https://github.com/zezba9000/WaylandClientWindow
|
||||
https://wayland-book.com/protocol-design/wire-protocol.html
|
||||
As wayland is much more structured as a protocol than just a library setting a window up for it requires much more boilerplate if done from scratch.
|
||||
And it requires much more in depth knowledge of how the protocol works, which would be out of the scope of what this project aims for.
|
||||
|
||||
As you can see each one has a vastly different setup and hardcoding each one manually would take time and focus away from more neccessary parts of the project.
|
||||
|
||||
But if i instead use a library that automatically detects and uses the appropriate system on the device, it would make building the core process of the project far simpler instead of wasting time building seperate rendering systems for each of these manually.
|
||||
|
||||
#### why use SDL3 / what options there are
|
||||
|
||||
- raylib vs sdl - https://gist.github.com/raysan5/17392498d40e2cb281f5d09c0a4bf798
|
||||
- & glfw
|
||||
|
||||
(industry standard)
|
||||
|
||||
#### SDL_TTF and SDL_Image & SDL_mixer / why i use them
|
||||
|
||||
(talk about custom harbuzz / open type fonts setup and hwo it is much more complicated than using such a library that simplifies it.)
|
||||
(and ffmpeg for image and audio)
|
||||
|
||||
|
||||
#### how i will use sdl3 exactly
|
||||
|
||||
(as a system managed package, actual way of integrating it through the single file that blends in with SDL api so it can be switched out in the future.)
|
||||
|
||||
### Embedded Scripting
|
||||
|
||||
#### why do i need an embedded scripting system
|
||||
|
||||
This engine does not use a UI based builder. And so all gameplay logic, entity behaviour, definitions etc. must be implemented directly through code.
|
||||
Because of this it is important to use a well established language in which the developer can write their code.
|
||||
|
||||
Embedded scripting languages are programming lanaguges that are designed to be embedded in a host programming language. The embedded language is often an interpreted language which the host is a compiled static typed language. They allow adding code to the program that can be modified and interpreted at runtime. They are often used to extend on the functionality of the host language. And they also allow using functions defined in the host language which are usually much more performance optimized.
|
||||
|
||||
They are usually very lightweight (so that the final binary doesn't get bloated and runs fast enough). They are very useful for cuztom DSL/syntax.
|
||||
|
||||
And according to [this aticle](https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html) they are particularly useful for game engines.
|
||||
|
||||
(elaborate here on that based on how godot also does so)
|
||||
|
||||
We can also see a list [list](https://dbohdan.github.io/embedded-scripting-languages/) of embedded scripting languages that exist, common ones being Lua, javascript variants, squirrel, and ruby variants (mruby in particular).
|
||||
|
||||
These all have a C-ABI, meaning they can be used by almost any compiled language.
|
||||
|
||||
The author [here](https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html) (finish this sentence)
|
||||
|
||||
^ Rordrigues, C. (2023). Embedded Scripting Languages. [online] caiorss.github.io. Available at: https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html [Accessed 13 May 2026].
|
||||
^ Github. (2022). Embedded scripting languages. [online] Available at: https://dbohdan.github.io/embedded-scripting-languages/ [Accessed 13 May 2026].
|
||||
|
||||
#### What options do i have.
|
||||
|
||||
(https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html, and mention commonality of lua etc.)
|
||||
|
||||
#### Why use Mruby
|
||||
Why ruby is great for development for the runtime of this engine:
|
||||
|
||||
- Dynamic typing. it has almost no type declarations on variables, and duck typing means any object with particular behaviour can be treated the same.
|
||||
- Expressive syntax. ruby has one of the most expressive syntax that improves code readability by a lot, it allows operator overloading, very clean dsl structures, minimal puntuation neccessary, and a lot of syntactic shortcuts.
|
||||
- Very rich standard library. teh ruby std lib has a lot of helpers for json, sockets, networking, file management, multithreading, regex etc.
|
||||
- Very rich standard library. the ruby std lib has a lot of helpers for json, sockets, networking, file management, multithreading, regex etc.
|
||||
- It also has a lot of inbuilt datatypes with helper methods that allow doing a lot of stuff. it has integers with no hard maximum, floating point numbers, strings and arrays, but it also has symbols, hashmaps and regex etc. for much faster development.
|
||||
|
||||
And as its official website itself states, ruby is easy to write, easy to read with natural syntax like spoken language.
|
||||
@@ -279,31 +397,37 @@ And as its official website itself states, ruby is easy to write, easy to read w
|
||||
For these reasons and my personal familiarity with the languge i've planned to use ruby as the languge in which the game engine is written code for.
|
||||
More specifically we will use the `mruby` version as it allows for embedding a lightweight ruby VM into our engine that can run the scripts without needing an external interpreter.
|
||||
|
||||
`Mruby` is a very lightwieght impleemntation of teh ruby runtime and also supports semi-compiled bytecodes.
|
||||
The engine could compile the developers scripts into mruby bytecode when building the application and when it is to be used the teh mruby vm can run these bytecodes.
|
||||
`Mruby` is a very lightwieght impleemntation of the ruby runtime and also supports semi-compiled bytecodes.
|
||||
The engine could compile the developers scripts into mruby bytecode when building the application and when it is to be used the the mruby vm can run these bytecodes.
|
||||
|
||||
^ Mruby.org. (2026). mruby - Lightweight Ruby. [online] Available at: https://mruby.org/ [Accessed 13 May 2026].
|
||||
^ Ruby (2019). Ruby Programming Language. [online] Ruby-lang.org. Available at: https://www.ruby-lang.org/en/ [Accessed 13 May 2026].
|
||||
|
||||
##
|
||||
#### how i plan on using it along with all precompiling/packing plans i have.
|
||||
|
||||
- then a draft one of teh requirements with justification of each based on the previous sections
|
||||
(talk about teh planned packing and server etc. system i have)
|
||||
|
||||
Requirements v1:
|
||||
|
||||
- A game loop capable of handling any max fps given to it.
|
||||
## Requirements
|
||||
|
||||
- App, defined with fixed heght/width and aspect ratio is maintained with letterboxing, and fps
|
||||
|
||||
- A scene system
|
||||
- A scene is a set of scene elements used to create it,
|
||||
- For example, a scene for menu, for game over screen, and most importantly, for the main game scene.
|
||||
- A scene element can be one of,
|
||||
- A rectangle
|
||||
- A text
|
||||
- A text, with localization codes and text db
|
||||
- An image
|
||||
- A game world
|
||||
- A pixel scripted element, for stuff like minimaps (called Surface).
|
||||
- A sdl command batch element, for something that batches a bunch of image/rect/text into one element. (Called Render)
|
||||
- A scripted element, for stuff like minimaps
|
||||
- each element has coordinates on screen and z ordering.
|
||||
- And they can handle clicks / keyboard events and have scripts attached to each or the scene itself.
|
||||
- And they can handle clicks / keyboard events and have scripts attached to each.
|
||||
|
||||
- The bus
|
||||
- any event can be fired on the bus by any object and then used by other objects for actions like enemy attacking player or something,
|
||||
- they can be scoped with lifetime rules for tighter control and avoiding a event mess
|
||||
|
||||
- A game world is just the game world (everything is coordinates in the world map relative, and this object controls the camera), \
|
||||
and it can be defined as topdown or side (for z ordering rules).
|
||||
- everything is an entity
|
||||
@@ -312,10 +436,66 @@ Requirements v1:
|
||||
for empty it will automatically place the correct tile from that list.)
|
||||
- and support for maze generation and solving algorithms, which can be used with tiling entity to create maze maps but also just usable for anything.
|
||||
|
||||
##
|
||||
- Every entity is just a set of components added to it to form something in a game "world"
|
||||
- An entity joins together components to create an entity
|
||||
- Components are:
|
||||
1. Body
|
||||
- Shape (Dynamic or static)
|
||||
- Mass, physics interactions
|
||||
- Coordinates
|
||||
2. Spritesheet (state based or singleton)/(animated or static)
|
||||
- State based is for like player sprite can switch between states like facing direction etc.
|
||||
- It will have an api to load and manage game sprites with animations handled automatically.
|
||||
- The developer can define sprite locations for static and for dynamic a list of files or pixel \
|
||||
areas within a bitmap image for each animation frame and the fps of the animation.
|
||||
3. Render, only for those that dont use a Spritesheet
|
||||
- Can be used for rendering a box or other simple shapes / text for fine grained control, this is automatically handled if a spritesheet exists.
|
||||
5. Light
|
||||
- Light level info for fog light shader
|
||||
- In debug mode the collisions will be visible and other info like coords etc. logged for that game "world"
|
||||
- Systems are scripts run every game loop on a set of entities (or globally) based on queries.
|
||||
|
||||
- then any limitations / problems that can arise with certain choices in that list and how i might tackle them or ignore them
|
||||
- It will have a physics engine for physics calculations like collisions, velocity, friction, forces, los, etc. attached to the game world
|
||||
- It applies to all objects with collision bodies
|
||||
- It has a center property that explains where the objects center is relative to the shape, and the size of the shape
|
||||
- it has a mass which shows its inertia
|
||||
- And they can be static or dynamic, rigid is used for walls and dynamic is for player / enemies etc. \
|
||||
with an api to simulate a force on a dynamic object, with collision handling with other static objects to stop it and with other dynamic \
|
||||
objects for firing collision events (for exmple checking if player collides with enemy)
|
||||
- it also has setting for adding gravity (added for side view games.), or defining friction force relative to a coefficient defined per object for texturing.
|
||||
- Calculations for interacting these objects in the world and updating their positions based on velocity / forces each game loop.
|
||||
|
||||
- then specifics of what ill need to actually make this, like the libaries, languages & hardware ill use with reasons of why, can have a big section on stuff like explaining why i chose sdl3 for rendering, or mruby (mostly because of mruby precompiling and how i can prepack the engine into a single binary)
|
||||
- Lighting support for fog based systems and shaders for common scenarios like clouds / fog and api to create custom shaders
|
||||
- A light system to render torches/light systems
|
||||
- With api to implement shaders for special effects
|
||||
- These are GPU accelerated shaders
|
||||
- owned by world
|
||||
- shaders, layers on top of the world, (per world, not possible per entity)
|
||||
|
||||
- and finally a rigid list of requirements of things it should be doing by the end with 2 priority levels and this time just the list and not any justifications this time
|
||||
- An api for game "world" persistence. and generic data store.
|
||||
|
||||
- Normal classes / logic can be written outside and reused in the system.
|
||||
|
||||
- And special predefined scenes for menu / settings types with settings having predefined settings for keybinds used.
|
||||
- And the godot style project settings where we can define key value pairs with datatype for value that can be used as globals. \
|
||||
and interfaced through autogenerated settings scene, or hidden but used as globals internally.
|
||||
|
||||
- Extra useful features:
|
||||
|
||||
- Localization
|
||||
- keymapping system (and settings)
|
||||
- tilesets
|
||||
- sprite system (tiled, animated, static etc.)
|
||||
- 9 segment ui system
|
||||
- audio playing
|
||||
- network interface, with a lib to stream data rom & a server instance also built into the packer binary (should allow scripting the backend)
|
||||
- rng helpers
|
||||
- tweening helpers
|
||||
- layout system (with tree like grouping of elements that inherit transform of parent)
|
||||
- video player (ffmpeg texture and audio streams) (requires ffmpeg at runtime)
|
||||
|
||||
###
|
||||
|
||||
- then any limitations / problems that can arise with the choices in this list and how i might tackle them or ignore them
|
||||
|
||||
- then define success criteria for major bits in the requirements as a final list (ie. how do i decide it that point is ticked off)
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
# Design
|
||||
|
||||
(then section on what kinds of ui should be buildable by the user)
|
||||
|
||||
(ecs implementation plan)
|
||||
|
||||
(design of how the cli/programming interface works)
|
||||
- in 2 sections,
|
||||
- about mruby/json scripting
|
||||
- and usage of packer
|
||||
|
||||
(architectural design and file structure etc. of teh project itself)
|
||||
Reference in New Issue
Block a user