Replaced vec.h with stb_ds.h arrays
This commit is contained in:
parent
ff4168d279
commit
02d4396010
2
Makefile
2
Makefile
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@ -91,7 +91,7 @@ INCLUDE = $(BIN)include
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LINK = $(LIBPATH) $(LINKER_FLAGS) $(LELIBS)
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engine: $(yuginec:.%.c=$(objprefix)%.o) $(ENGINE)
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engine: $(yuginec:.%.c=$(objprefix)%.o) $(ENGINE) tags
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@echo Linking engine
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$(CLINK) $< $(LINK) -o $@
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@echo Finished build
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@ -6,11 +6,11 @@
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#include "stdlib.h"
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#include "iir.h"
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#include "log.h"
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#include "vec.h"
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#include "stb_ds.h"
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#define PI 3.14159265
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struct vec filters;
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struct dsp_filter *filters;
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struct dsp_filter make_dsp(void *data, void (*in)(void *data, short *out, int n)) {
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struct dsp_filter new;
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@ -19,7 +19,7 @@ struct dsp_filter make_dsp(void *data, void (*in)(void *data, short *out, int n)
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return new;
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if (filters.len == 0) {
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if (arrlen(filters) == 0) {
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}
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}
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@ -763,9 +763,9 @@ startobjectgui:
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void editor_render() { editor_project_gui(); }
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void pickGameObject(int pickID) {
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if (pickID >= 0 && pickID < gameobjects->len) {
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if (pickID >= 0 && pickID < arrlen(gameobjects)) {
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selected_index = pickID;
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selectedobject = (struct mGameObject *)vec_get(gameobjects, pickID);
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selectedobject = &gameobjects[pickID];
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} else {
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selected_index = -1;
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selectedobject = NULL;
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@ -974,8 +974,8 @@ void editor_makenewobject() {}
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int obj_gui_hierarchy(struct mGameObject *selected) {
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for (int i = 0; i < gameobjects->len; i++) {
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struct mGameObject *go = (struct mGameObject *)vec_get(gameobjects, i);
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for (int i = 0; i < arrlen(gameobjects); i++) {
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struct mGameObject *go = &gameobjects[i];
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if (nk_select_label(ctx, go->editor.mname, NK_TEXT_LEFT, go == selected)) {
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if (go != selected)
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@ -32,7 +32,7 @@
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#include "resources.h"
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#include "timer.h"
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#include "script.h"
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#include "vec.h"
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#include "sound.h"
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// TODO: Init on the heap
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@ -61,10 +61,8 @@ void engine_init()
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resources_init();
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script_init();
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registry_init();
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init_gameobjects();
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prefabs = vec_make(MAXNAME, 25);
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stbi_set_flip_vertically_on_load(1);
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//stbi_set_flip_vertically_on_load(1);
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phys2d_init();
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gui_init();
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sound_init();
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@ -5,26 +5,22 @@
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#include "registry.h"
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#include "2dphysics.h"
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#include "script.h"
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#include "vec.h"
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#include "input.h"
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#include <string.h>
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#include <chipmunk/chipmunk.h>
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#include "resources.h"
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#include "nuke.h"
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struct vec *gameobjects = NULL;
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#include "stb_ds.h"
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struct mGameObject *gameobjects = NULL;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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void init_gameobjects()
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{
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gameobjects = vec_make(sizeof(struct mGameObject), 100);
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}
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struct mGameObject *get_gameobject_from_id(int id)
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{
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return vec_get(gameobjects, id - 1);
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return &gameobjects[id];
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}
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static void gameobject_setpickcolor(struct mGameObject *go)
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@ -40,36 +36,46 @@ static void gameobject_setpickcolor(struct mGameObject *go)
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struct mGameObject *MakeGameobject()
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{
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struct mGameObject *go = vec_add(gameobjects, NULL);
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go->editor.id = gameobjects->len - 1;
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go->transform.scale = 1.f;
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gameobject_setpickcolor(go);
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strncpy(go->editor.mname, "New object", MAXNAME);
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go->scale = 1.f;
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go->bodytype = CP_BODY_TYPE_STATIC;
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go->mass = 1.f;
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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struct mGameObject go = {
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.editor.id = arrlen(gameobjects),
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.transform.scale = 1.f,
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.scale = 1.f,
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.bodytype = CP_BODY_TYPE_STATIC,
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.mass = 1.f
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};
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go->components = vec_make(sizeof(struct component), 10);
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gameobject_setpickcolor(&go);
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strncpy(go.editor.mname, "New object", MAXNAME);
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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return go;
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arrput(gameobjects, go);
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return &arrlast(gameobjects);
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}
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void gameobject_addcomponent(struct mGameObject *go, struct component *c)
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{
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struct component *newc = vec_add(go->components, c);
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arrput(go->components, *c);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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}
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void gameobject_delete(int id)
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{
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vec_delete(gameobjects, id);
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struct mGameObject *go = &gameobjects[id];
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for (int i = 0; i < arrlen(go->components); i++) {
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free(go->components[i].data);
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}
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arrfree(go->components);
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arrdelswap(gameobjects, id);
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}
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void gameobject_delcomponent(struct mGameObject *go, int n)
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{
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vec_del_order(go->components, n);
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arrdel(go->components, n);
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}
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void setup_model_transform(struct mTransform *t, struct mShader *s, float scale)
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@ -88,10 +94,10 @@ void gameobject_save(struct mGameObject *go, FILE * file)
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{
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fwrite(go, sizeof(*go), 1, file);
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vec_store(go->components, file);
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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fwrite(c->data, c->datasize, 1, file);
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fwrite(arrlen(go->components), sizeof(int), 1, file);
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for (int i = 0; i < arrlen(go->components); i++) {
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fwrite(go->components[i].id, sizeof(int), 1, file);
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fwrite(go->components[i].data, go->components[i].datasize, 1, file);
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}
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}
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@ -103,26 +109,30 @@ void gameobject_makefromprefab(char *path)
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}
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struct mGameObject *new = MakeGameobject();
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struct vec *hold = new->components;
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fread(new, sizeof(*new), 1, fprefab);
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new->components = hold;
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new->editor.id = gameobjects->len - 1;
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new->components = NULL;
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gameobject_init(new, fprefab);
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fclose(fprefab);
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new->editor.id = arrlen(gameobjects);
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arrput(gameobjects, *new);
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}
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void gameobject_init(struct mGameObject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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vec_load(go->components, fprefab);
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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arrsetlen(go->components, comp_n);
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int n;
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for (int i = 0; i < go->components->len; i++) {
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vec_set(go->components, i, &components[((struct component *) vec_get(go->components, i))->id]);
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struct component *newc = vec_get(go->components, i);
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for (int i = 0; i < comp_n; i++) {
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fread(&n, sizeof(int), 1, fprefab);
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arrput(go->components, components[n]);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = malloc(newc->datasize);
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fread(newc->data, newc->datasize, 1, fprefab);
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@ -176,10 +186,9 @@ void toggleprefab(struct mGameObject *go)
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void gameobject_update(struct mGameObject *go)
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{
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if (go->script) {
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if (go->script)
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script_run(go->script);
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}
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}
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void gameobject_move(struct mGameObject *go, float xs, float ys)
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{
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@ -197,7 +206,8 @@ void gameobject_rotate(struct mGameObject *go, float as)
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}
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void update_gameobjects() {
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vec_walk(gameobjects, &gameobject_update);
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for (int i = 0; i < arrlen(gameobjects); i++)
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gameobject_update(&gameobjects[i]);
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}
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@ -245,8 +255,8 @@ void object_gui(struct mGameObject *go)
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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for (int i = 0; i < arrlen(go->components); i++) {
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struct component *c = &go->components[i];
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if (c->draw_debug)
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c->draw_debug(c->data);
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@ -11,10 +11,6 @@
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struct mShader;
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struct mSprite;
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struct component;
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struct vec;
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extern struct mGameObject *updateGO;
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extern struct vec *gameobjects;
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struct editor {
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mfloat_t color[3];
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@ -36,10 +32,12 @@ struct mGameObject {
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cpBody *body;
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float f; /* friction */
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float e; /* elasticity */
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struct vec *components;
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struct component *components;
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char *script;
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};
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extern struct mGameObject *gameobjects;
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struct mGameObject *MakeGameobject();
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void init_gameobjects();
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void gameobject_delete(int id);
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@ -1,5 +1,6 @@
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#include "input.h"
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#include "vec.h"
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#include "stb_ds.h"
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int32_t mouseWheelX = 0;
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int32_t mouseWheelY = 0;
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@ -11,7 +12,7 @@ int quit = 0;
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static double c_xpos;
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static double c_ypos;
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static struct vec downkeys;
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static int *downkeys = NULL;
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static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos)
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{
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@ -55,44 +56,48 @@ void input_poll(double wait)
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//editor_input(&e);
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vec_walk(&downkeys, call_input_down);
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}
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int same_key(int *key1, int *key2) {
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return *key1 == *key2;
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for (int i = 0; i < arrlen(downkeys); i++)
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call_input_down(downkeys[i]);
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}
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void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods)
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{
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if (downkeys.data == NULL) {
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downkeys = vec_init(sizeof(key), 10);
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}
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char keystr[50] = {'\0'};
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strcat(keystr, "input_");
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strcat(keystr, glfwGetKeyName(key, 0));
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switch (action) {
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case GLFW_PRESS:
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strcat(keystr, "_pressed");
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int *foundkey = vec_find(&downkeys, same_key, &key);
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if (foundkey == NULL) {
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vec_add(&downkeys, &key);
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int found = 0;
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for (int i = 0; i < arrlen(downkeys); i++) {
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if (downkeys[i] == key)
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goto SCRIPTCALL;
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}
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arrput(downkeys, key);
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break;
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case GLFW_RELEASE:
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strcat(keystr, "_released");
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int found = vec_find_n(&downkeys, same_key, &key);
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if (found != -1) {
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vec_delete(&downkeys, found);
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for (int i = 0; i < arrlen(downkeys); i++) {
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if (downkeys[i] == key) {
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arrdelswap(downkeys, i);
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goto SCRIPTCALL;
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}
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}
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break;
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case GLFW_REPEAT:
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strcat(keystr, "_rep");
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break;
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}
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SCRIPTCALL:
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script_call(keystr);
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}
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@ -108,12 +113,23 @@ void cursor_show()
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int action_down(int scancode)
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{
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int *foundkey = vec_find(&downkeys, same_key, &scancode);
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return foundkey != NULL;
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for (int i = 0; i < arrlen(downkeys); i++) {
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if (downkeys[i] == scancode)
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return 1;
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}
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return 0;
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}
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int action_up(int scancode)
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{
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int *foundkey = vec_find(&downkeys, same_key, &scancode);
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return foundkey == NULL;
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int found = 0;
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for (int i = 0; i < arrlen(downkeys); i++) {
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if (downkeys[i] == scancode) {
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found = 1;
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break;
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}
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}
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return !found;
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}
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@ -1,10 +1,11 @@
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#include "level.h"
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#include <stdio.h>
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#include <string.h>
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#include "vec.h"
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#include "gameobject.h"
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#include "resources.h"
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#include "stb_ds.h"
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void save_level(char name[MAXNAME])
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{
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FILE *lfile = res_open(name, "wb+");
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@ -12,41 +13,44 @@ void save_level(char name[MAXNAME])
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if (!lfile) return;
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int objs = gameobjects->len;
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int objs = arrlen(gameobjects);
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fwrite(&objs, sizeof(objs), 1, lfile);
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for (int i = 0; i < objs; i++) {
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gameobject_save(vec_get(gameobjects, i), lfile);
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}
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for (int i = 0; i < objs; i++)
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gameobject_save(&gameobjects[i], lfile);
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fclose(lfile);
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}
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void load_level(char name[MAXNAME])
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{
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FILE *lfile = fopen(name, "rb");
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if (!lfile) return;
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new_level();
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int objs;
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fread(&objs, sizeof(objs), 1, lfile);
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vec_clear(gameobjects);
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arraddn(gameobjects, objs);
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for (int i = 0; i < objs; i++) {
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struct mGameObject *go = vec_add(gameobjects, NULL);
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struct mGameObject *go = &gameobjects[i];
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fread(go, sizeof(struct mGameObject), 1, lfile);
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go->components = vec_make(1,1);
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go->components = NULL;
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gameobject_init(go, lfile);
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}
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fclose(lfile);
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}
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void new_level()
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{
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vec_clear(gameobjects);
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for (int i = 0; i < arrlen(gameobjects); i++)
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gameobject_delete(i);
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arrfree(gameobjects);
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}
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@ -105,6 +105,8 @@ void openglInit()
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animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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shader_use(textShader);
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shader_setint(textShader, "text", 0);
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@ -114,7 +116,6 @@ void openglInit()
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sprite_initialize();
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debugdraw_init();
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//glEnable(GL_STENCIL_TEST);
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@ -33,6 +33,8 @@ char pathbuf[MAXPATH];
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void resources_init()
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{
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prefabs = vec_make(MAXNAME, 25);
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DATA_PATH = malloc(MAXPATH);
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getcwd(DATA_PATH, MAXPATH);
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strncat(DATA_PATH, "/", MAXPATH);
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@ -7,26 +7,24 @@
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#include <stdlib.h>
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#include "log.h"
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#include "resources.h"
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#include "vec.h"
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#include "stb_ds.h"
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#include "timer.h"
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#define SHADER_BUF 10000
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struct vec shaders;
|
||||
static struct mShader *shaders;
|
||||
|
||||
struct mShader *MakeShader(const char *vertpath, const char *fragpath)
|
||||
{
|
||||
if (shaders.data == NULL) shaders = vec_init(sizeof(struct mShader), 10);
|
||||
if (arrcap(shaders) == 0)
|
||||
arrsetcap(shaders, 20);
|
||||
|
||||
struct mShader init = { 0, vertpath, fragpath };
|
||||
struct mShader *new = vec_add(&shaders, NULL);
|
||||
memcpy(new, &init, sizeof(*new));
|
||||
shader_compile(new);
|
||||
return new;
|
||||
}
|
||||
|
||||
struct mShader *CreateShader(const char *vert, const char *frag)
|
||||
{
|
||||
return NULL;
|
||||
struct mShader init = {
|
||||
.vertpath = vertpath,
|
||||
.fragpath = fragpath };
|
||||
shader_compile(&init);
|
||||
arrput(shaders, init);
|
||||
return &arrlast(shaders);
|
||||
}
|
||||
|
||||
int shader_compile_error(GLuint shader)
|
||||
|
@ -90,6 +88,8 @@ GLuint load_shader_from_file(const char *path, int type)
|
|||
|
||||
void shader_compile(struct mShader *shader)
|
||||
{
|
||||
printf("Making shader with %s and %s.\n", shader->vertpath, shader->fragpath);
|
||||
|
||||
GLuint vert = load_shader_from_file(shader->vertpath, GL_VERTEX_SHADER);
|
||||
GLuint frag = load_shader_from_file(shader->fragpath, GL_FRAGMENT_SHADER);
|
||||
|
||||
|
@ -162,5 +162,5 @@ void shader_setUBO(struct mShader *shader, const char *name, unsigned int index)
|
|||
|
||||
void shader_compile_all()
|
||||
{
|
||||
vec_walk(&shaders, shader_compile);
|
||||
arrwalk(shaders, shader_compile);
|
||||
}
|
||||
|
|
|
@ -11,7 +11,6 @@ struct mShader {
|
|||
|
||||
void shader_compile_all();
|
||||
struct mShader *MakeShader(const char *vertpath, const char *fragpath);
|
||||
struct mShader *CreateShader(const char *vert, const char *frag);
|
||||
void shader_compile(struct mShader *shader);
|
||||
void shader_use(struct mShader *shader);
|
||||
|
||||
|
|
|
@ -9,41 +9,28 @@
|
|||
#include "datastream.h"
|
||||
#include "gameobject.h"
|
||||
#include <string.h>
|
||||
#include "vec.h"
|
||||
#include "stb_ds.h"
|
||||
|
||||
|
||||
static struct mGameObject *gui_go = NULL;
|
||||
|
||||
|
||||
/*
|
||||
static struct mShader *spriteShader = NULL;
|
||||
|
||||
static struct mShader *animSpriteShader = NULL;
|
||||
*/
|
||||
|
||||
struct TextureOptions TEX_SPRITE = { 1, 0, 0 };
|
||||
|
||||
struct vec sprites;
|
||||
struct mSprite *sprites;
|
||||
|
||||
static uint32_t quadVAO;
|
||||
|
||||
struct mSprite *MakeSprite(struct mGameObject *go)
|
||||
{
|
||||
// TODO: Init this once and never check again
|
||||
if (sprites.data == NULL) sprites = vec_init(sizeof(struct mSprite), 10);
|
||||
struct mSprite sprite = {
|
||||
.color = {1.f, 1.f, 1.f},
|
||||
.size = {1.f, 1.f},
|
||||
.tex = texture_loadfromfile("ph.png"),
|
||||
.index = arrlen(sprites) };
|
||||
|
||||
struct mSprite *sprite = vec_add(&sprites, NULL);
|
||||
sprite->color[0] = 1.f;
|
||||
sprite->color[1] = 1.f;
|
||||
sprite->color[2] = 1.f;
|
||||
sprite->pos[0] = 0.f;
|
||||
sprite->pos[1] = 0.f;
|
||||
sprite->size[0] = 1.f;
|
||||
sprite->size[1] = 1.f;
|
||||
sprite->tex = texture_loadfromfile("ph.png");
|
||||
sprite_init(sprite, go);
|
||||
sprite->index = sprites.last;
|
||||
return sprite;
|
||||
sprite_init(&sprite, go);
|
||||
arrput(sprites, sprite);
|
||||
return &arrlast(sprites);
|
||||
}
|
||||
|
||||
void sprite_init(struct mSprite *sprite, struct mGameObject *go)
|
||||
|
@ -53,8 +40,8 @@ void sprite_init(struct mSprite *sprite, struct mGameObject *go)
|
|||
|
||||
void sprite_draw_all()
|
||||
{
|
||||
shader_use(spriteShader);
|
||||
vec_walk(&sprites, sprite_draw);
|
||||
//shader_use(spriteShader);
|
||||
arrwalk(sprites, sprite_draw);
|
||||
}
|
||||
|
||||
void sprite_loadtex(struct mSprite *sprite, const char *path)
|
||||
|
|
|
@ -86,3 +86,18 @@ void timer_settime(struct timer *t, double interval) {
|
|||
// TODO: timer_settime reacts to elapsed time
|
||||
}
|
||||
|
||||
void *arrfind(void *arr, int (*valid)(void *arr, void *cmp), void *cmp)
|
||||
{
|
||||
for (int i = 0; i < arrlen(arr); i++) {
|
||||
if (valid(&arr[i], cmp))
|
||||
return &arr[i];
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void arrwalk(void *arr, void (*fn)(void *data))
|
||||
{
|
||||
for (int i = 0; i < arrlen(arr); i++)
|
||||
fn(&arr[i]);
|
||||
}
|
|
@ -21,4 +21,10 @@ void timer_stop(struct timer *t);
|
|||
void timer_update(double s);
|
||||
void timer_settime(struct timer *t, double interval);
|
||||
|
||||
|
||||
|
||||
|
||||
void *arrfind(void *arr, int (*valid)(void *arr, void *cmp), void *cmp);
|
||||
void arrwalk(void *arr, void (*fn)(void *data));
|
||||
|
||||
#endif
|
|
@ -4,14 +4,16 @@
|
|||
#include "log.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <vec.h>
|
||||
#include "input.h"
|
||||
#include "script.h"
|
||||
#include "nuke.h"
|
||||
|
||||
#include "stb_ds.h"
|
||||
|
||||
struct mSDLWindow *mainwin;
|
||||
|
||||
static struct vec windows;
|
||||
static struct mSDLWindow *windows = NULL;
|
||||
|
||||
struct Texture *icon = NULL;
|
||||
|
||||
int is_win(struct mSDLWindow *s, GLFWwindow *w)
|
||||
|
@ -26,25 +28,25 @@ void window_size_callback(GLFWwindow *w)
|
|||
|
||||
void window_iconify_callback(GLFWwindow *w, int iconified)
|
||||
{
|
||||
struct mSDLWindow *win = vec_find(&windows, is_win, w);
|
||||
struct mSDLWindow *win = arrfind(windows, is_win, w);
|
||||
win->iconified = iconified;
|
||||
}
|
||||
|
||||
void window_focus_callback(GLFWwindow *w, int focused)
|
||||
{
|
||||
struct mSDLWindow *win = vec_find(&windows, is_win, w);
|
||||
struct mSDLWindow *win = arrfind(windows, is_win, w);
|
||||
win->keyboardFocus = focused;
|
||||
}
|
||||
|
||||
void window_maximize_callback(GLFWwindow *w, int maximized)
|
||||
{
|
||||
struct mSDLWindow *win = vec_find(&windows, is_win, w);
|
||||
struct mSDLWindow *win = arrfind(windows, is_win, w);
|
||||
win->minimized = !maximized;
|
||||
}
|
||||
|
||||
void window_framebuffer_size_cb(GLFWwindow *w, int width, int height)
|
||||
{
|
||||
struct mSDLWindow *win = vec_find(&windows, is_win, w);
|
||||
struct mSDLWindow *win = arrfind(windows, is_win, w);
|
||||
win->width = width;
|
||||
win->height = height;
|
||||
window_makecurrent(win);
|
||||
|
@ -60,51 +62,46 @@ void window_close_callback(GLFWwindow *w)
|
|||
|
||||
struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height, uint32_t flags)
|
||||
{
|
||||
struct mSDLWindow *w;
|
||||
if (arrcap(windows) == 0)
|
||||
arrsetcap(windows, 5);
|
||||
|
||||
GLFWwindow *sharewin = mainwin == NULL ? NULL : mainwin->window;
|
||||
|
||||
struct mSDLWindow w = {
|
||||
.width = width,
|
||||
.height = height,
|
||||
.id = arrlen(windows),
|
||||
.window = glfwCreateWindow(width, height, name, NULL, sharewin) };
|
||||
|
||||
|
||||
|
||||
if (windows.data == NULL) {
|
||||
windows = vec_init(sizeof(struct mSDLWindow), 5);
|
||||
w = vec_add(&windows, NULL);
|
||||
mainwin = w;
|
||||
} else {
|
||||
w = vec_add(&windows, NULL);
|
||||
}
|
||||
|
||||
GLFWwindow *sharewin = mainwin ? NULL : mainwin->window;
|
||||
|
||||
w->width = width;
|
||||
w->height = height;
|
||||
YughInfo("Number of windows: %d.\n", windows.len);
|
||||
w->id = windows.len-1;
|
||||
|
||||
w->window = glfwCreateWindow(width, height, name, NULL, sharewin);
|
||||
|
||||
if (!w->window) {
|
||||
if (!w.window) {
|
||||
YughError("Couldn't make GLFW window\n", 1);
|
||||
return w;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (icon) window_seticon(w, icon);
|
||||
|
||||
glfwMakeContextCurrent(w->window);
|
||||
|
||||
if (icon) window_seticon(&w, icon);
|
||||
|
||||
glfwMakeContextCurrent(w.window);
|
||||
gladLoadGL(glfwGetProcAddress);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// Set callbacks
|
||||
glfwSetWindowCloseCallback(w->window, window_close_callback);
|
||||
glfwSetWindowSizeCallback(w->window, window_size_callback);
|
||||
glfwSetFramebufferSizeCallback(w->window, window_framebuffer_size_cb);
|
||||
glfwSetWindowFocusCallback(w->window, window_focus_callback);
|
||||
glfwSetKeyCallback(w->window, win_key_callback);
|
||||
glfwSetWindowCloseCallback(w.window, window_close_callback);
|
||||
glfwSetWindowSizeCallback(w.window, window_size_callback);
|
||||
glfwSetFramebufferSizeCallback(w.window, window_framebuffer_size_cb);
|
||||
glfwSetWindowFocusCallback(w.window, window_focus_callback);
|
||||
glfwSetKeyCallback(w.window, win_key_callback);
|
||||
|
||||
nuke_init(w);
|
||||
nuke_init(&w);
|
||||
|
||||
w->nuke_cb = 0;
|
||||
w->gui_cb = 0;
|
||||
arrput(windows, w);
|
||||
|
||||
return w;
|
||||
if (arrlen(windows) == 1)
|
||||
mainwin = &windows[0];
|
||||
|
||||
return &arrlast(windows);
|
||||
}
|
||||
|
||||
void window_set_icon(const char *png)
|
||||
|
@ -115,11 +112,11 @@ void window_set_icon(const char *png)
|
|||
void window_destroy(struct mSDLWindow *w)
|
||||
{
|
||||
glfwDestroyWindow(w->window);
|
||||
vec_delete(&windows, w->id);
|
||||
arrdelswap(windows, w->id);
|
||||
}
|
||||
|
||||
struct mSDLWindow *window_i(int index) {
|
||||
return vec_get(&windows, index);
|
||||
return &windows[index];
|
||||
}
|
||||
|
||||
void window_handle_event(struct mSDLWindow *w)
|
||||
|
@ -207,7 +204,7 @@ void window_handle_event(struct mSDLWindow *w)
|
|||
|
||||
void window_all_handle_events()
|
||||
{
|
||||
vec_walk(&windows, window_handle_event);
|
||||
arrwalk(windows, window_handle_event);
|
||||
}
|
||||
|
||||
void window_makefullscreen(struct mSDLWindow *w)
|
||||
|
@ -285,5 +282,5 @@ void window_render(struct mSDLWindow *w) {
|
|||
}
|
||||
|
||||
void window_renderall() {
|
||||
vec_walk(&windows, window_render);
|
||||
arrwalk(windows, window_render);
|
||||
}
|
Loading…
Reference in a new issue