Brainstorm is now fully in ruby
This commit is contained in:
parent
5b9369a197
commit
406b2b491f
1
Makefile
1
Makefile
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@ -11,7 +11,6 @@ UNAME_P != uname -m
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CCACHE = ccache
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#CC specifies which compiler we're using
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CC = $(CCACHE) clang -DSDL_DISABLE_IMMINTRIN_H
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CLINK = clang
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@ -20,6 +20,11 @@ unsigned char temp_bitmap[512 * 512];
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struct sFont *font;
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static struct mShader *shader;
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/*
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mfont = MakeFont("notosans.ttf", 300);
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text_settype(mfont);
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*/
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void font_init(struct mShader *textshader) {
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shader = textshader;
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@ -3,12 +3,14 @@
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#include "mruby.h"
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#include "mruby/compile.h"
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#include "mruby/string.h"
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#include "mruby/hash.h"
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#include "font.h"
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#include "script.h"
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#include "string.h"
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#include "window.h"
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extern mrb_state *mrb;
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@ -97,6 +99,40 @@ mrb_value mrb_ui_rendertext(mrb_state *mrb, mrb_value self) {
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}
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mrb_value mrb_c_reload(mrb_state *mrb, mrb_value self) {
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return self;
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}
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mrb_value mrb_win_make(mrb_state *mrb, mrb_value self) {
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char name[50] = "New Window";
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struct mSDLWindow *new = MakeSDLWindow(name, 500, 500, 0);
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return mrb_float_value(mrb, new->id);
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}
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mrb_value mrb_nuke_cb(mrb_state *mrb, mrb_value self) {
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mrb_float win;
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mrb_sym cb;
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mrb_get_args(mrb, "fn", &win, &cb);
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window_i((int)win)->nuke_cb = cb;
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return self;
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}
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mrb_value mrb_gui_cb(mrb_state *mrb, mrb_value self) {
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mrb_float win;
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mrb_sym cb;
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mrb_get_args(mrb, "fn", &win, &cb);
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window_i((int)win)->gui_cb = cb;
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return self;
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}
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mrb_value mrb_sound_make(mrb_state *mrb, mrb_value self) {
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mrb_value vals;
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mrb_get_args(mrb, "H", &vals);
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char *name = mrb_str_to_cstr(mrb, mrb_hash_fetch(mrb, vals, mrb_symbol_value(mrb_intern_cstr(mrb, "name")), mrb_str_new_cstr(mrb, "New Window")));
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printf("Window name is %s.\n", name);
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return self;
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}
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mrb_value mrb_sound_cmd(mrb_state *mrb, mrb_value self) {
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}
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@ -115,5 +151,12 @@ void ffi_load() {
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mrb_define_method(mrb, mrb->object_class, "ui_rendertext", mrb_ui_rendertext, MRB_ARGS_REQ(5));
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mrb_define_method(mrb, mrb->object_class, "c_reload", mrb_c_reload, MRB_ARGS_REQ(1));
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mrb_define_method(mrb, mrb->object_class, "win_make", mrb_win_make, MRB_ARGS_REQ(1));
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mrb_define_method(mrb, mrb->object_class, "nuke_cb", mrb_nuke_cb, MRB_ARGS_REQ(2));
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mrb_define_method(mrb, mrb->object_class, "gui_cb", mrb_gui_cb, MRB_ARGS_REQ(2));
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mrb_define_method(mrb, mrb->object_class, "sound_make", mrb_sound_make, MRB_ARGS_REQ(1));
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mrb_define_method(mrb, mrb->object_class, "sound_cmd", mrb_sound_cmd, MRB_ARGS_REQ(2));
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}
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@ -10,6 +10,7 @@
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#define NK_KEYSTATE_BASED_INPUT
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#include "nuke.h"
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#include "nuklear_glfw_gl3.h"
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#include "window.h"
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@ -2,7 +2,7 @@
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#define NUKE_H
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#include "nuklear.h"
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#include "nuklear_glfw_gl3.h"
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extern struct nk_context *ctx;
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@ -172,33 +172,40 @@ void openglInit()
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}
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void openglRender(struct mSDLWindow *window, struct mCamera *mcamera)
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static struct mCamera mcamera = {0};
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void openglRender(struct mSDLWindow *window)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.3f, 0.3f, 0.3f, 1.f);
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//////////// 2D projection
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mfloat_t projection[16] = { 0.f };
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mat4_ortho(projection, mcamera->transform.position[0],
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window->width + mcamera->transform.position[0],
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mcamera->transform.position[1],
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window->height + mcamera->transform.position[1], -1.f, 1.f);
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mat4_ortho(projection, mcamera.transform.position[0],
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window->width + mcamera.transform.position[0],
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mcamera.transform.position[1],
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window->height + mcamera.transform.position[1], -1.f, 1.f);
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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shader_setmat4(vid_shader, "projection", projection);
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//shader_setmat4(vid_shader, "projection", projection);
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glEnable(GL_DEPTH_TEST);
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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////// TEXT && GUI
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script_call_sym(window->gui_cb);
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///// Sprites
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glDepthFunc(GL_LESS);
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shader_use(spriteShader);
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sprite_draw_all();
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glDepthFunc(GL_ALWAYS);
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shader_use(textShader);
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shader_setmat4(textShader, "projection", projection);
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glDepthFunc(GL_ALWAYS);
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shader_use(textShader);
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shader_setmat4(textShader, "projection", projection);
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}
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@ -43,7 +43,7 @@ enum RenderMode {
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};
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void openglInit();
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void openglRender(struct mSDLWindow *window, struct mCamera *camera);
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void openglRender(struct mSDLWindow *window);
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void openglInit3d(struct mSDLWindow *window);
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void openglRender3d(struct mSDLWindow *window, struct mCamera *camera);
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@ -3,7 +3,7 @@
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#include "stdio.h"
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#include "log.h"
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#include "mruby.h"
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#include "mruby/compile.h"
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#include "mrbffi.h"
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@ -34,8 +34,8 @@ void script_dofile(const char *file) {
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fclose(mrbf);
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}
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void script_update() {
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mrb_funcall(mrb, obj, "update", 0);
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void script_update(double dt) {
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mrb_funcall(mrb, obj, "update", 1, mrb_float_value(mrb, dt));
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mrb_print_error(mrb);
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}
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@ -50,6 +50,16 @@ void script_editor() {
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}
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void script_call(const char *f) {
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mrb_funcall(mrb, obj, f, 0);
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script_call_sym(mrb_intern_cstr(mrb, f));
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}
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void script_call_sym(mrb_sym sym)
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{
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if (mrb_respond_to(mrb, obj, sym)) mrb_funcall_argv(mrb, obj, sym, 0, NULL);
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mrb_print_error(mrb);
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}
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int script_has_sym(mrb_sym sym) {
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return mrb_respond_to(mrb, obj, sym);
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}
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@ -1,12 +1,16 @@
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#ifndef SCRIPT_H
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#define SCRIPT_H
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#include "mruby.h"
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void script_init();
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void script_run(const char *script);
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void script_dofile(const char *file);
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void script_update();
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void script_update(double dt);
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void script_draw();
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void script_editor();
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void script_call(const char *f);
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void script_call_sym(mrb_sym sym);
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int script_has_sym(mrb_sym sym);
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#endif
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@ -54,6 +54,34 @@ void window_close_callback(GLFWwindow *w)
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quit = 1;
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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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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, "_down");
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break;
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case GLFW_RELEASE:
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strcat(keystr, "_up");
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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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script_call(keystr);
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/* Example callback function
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if (key == GLFW_KEY_F && action == GLFW_PRESS) {
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printf("Pressed F.\n");
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if (w == customerWindow->window) window_togglefullscreen(customerWindow);
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}
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*/
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}
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struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height, uint32_t flags)
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{
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struct mSDLWindow *w;
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glfwSetWindowSizeCallback(w->window, window_size_callback);
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glfwSetFramebufferSizeCallback(w->window, window_framebuffer_size_cb);
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glfwSetWindowFocusCallback(w->window, window_focus_callback);
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glfwSetKeyCallback(w->window, win_key_callback);
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nuke_init(w);
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w->nuke_cb = 0;
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w->gui_cb = 0;
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return w;
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}
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@ -106,7 +140,9 @@ void window_destroy(struct mSDLWindow *w)
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vec_delete(&windows, w->id);
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}
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struct mSDLWindow *window_i(int index) {
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return vec_get(&windows, index);
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}
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void window_handle_event(struct mSDLWindow *w)
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{
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return glfwGetWindowAttrib(w->window, GLFW_FOCUSED);
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}
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double frame_time()
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{
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return glfwGetTime();
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void window_render(struct mSDLWindow *w) {
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window_makecurrent(w);
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openglRender(w);
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if (script_has_sym(w->nuke_cb)) {
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nuke_start();
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script_call_sym(w->nuke_cb);
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nuke_end();
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}
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window_swap(w);
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}
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int elapsed_time()
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{
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static double last_time;
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double elapsed;
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elapsed = frame_time() - last_time;
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last_time = frame_time();
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//printf("Elapsed: %d.\n", elapsed);
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return elapsed * 1000;
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}
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void window_renderall() {
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vec_walk(&windows, window_render);
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}
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@ -5,6 +5,8 @@
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#include <stdbool.h>
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#include <stdint.h>
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#include "mruby.h"
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struct mSDLWindow {
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GLFWwindow *window;
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int id;
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@ -19,6 +21,8 @@ struct mSDLWindow {
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bool iconified;
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bool shown;
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float projection[16];
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mrb_sym nuke_cb;
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mrb_sym gui_cb;
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};
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struct Texture;
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@ -37,8 +41,9 @@ void window_togglefullscreen(struct mSDLWindow *w);
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void window_swap(struct mSDLWindow *w);
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void window_seticon(struct mSDLWindow *w, struct Texture *icon);
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int window_hasfocus(struct mSDLWindow *w);
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struct mSDLWindow *window_i(int index);
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double frame_time();
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int elapsed_time();
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void window_render(struct mSDLWindow *w);
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void window_renderall();
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#endif
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@ -3,67 +3,47 @@
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#include "window.h"
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#include "engine.h"
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#include "input.h"
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#include "2dphysics.h"
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#include "openglrender.h"
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#include "gameobject.h"
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int physOn = 0;
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unsigned int frameCount = 0;
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double physMS = sFPS144;
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double physlag = 0;
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double renderMS = sFPS144;
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double renderlag = 0;
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struct mCamera camera = {0};
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int main(int argc, char **args)
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{
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camera.speed = 500;
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static double renderMS = 0.033;
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int main(int argc, char **args) {
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engine_init();
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struct mSDLWindow *window = MakeSDLWindow("Untitled Game", 1920, 1080, 0);
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window_set_icon("icon.png");
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script_dofile("game.rb");
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openglInit();
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editor_init(window);
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renderMS = 0.033;
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int quit = 0;
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double lastTick;
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double frameTick;
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//While application is running
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while (!quit) {
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deltaT = elapsed_time();
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double elapsed;
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double lastTick;
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frameTick = glfwGetTime();
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elapsed = frameTick - lastTick;
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lastTick = frameTick;
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physlag += deltaT;
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renderlag += deltaT;
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renderlag += elapsed;
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input_poll();
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input_poll();
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if (physlag >= physMS) {
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phys2d_update(physMS);
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window_all_handle_events();
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physlag -= physMS;
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}
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script_update(elapsed);
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if (renderlag >= renderMS) {
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if (physOn) {
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update_gameobjects();
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}
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if (renderlag >= renderMS) {
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renderlag -= renderMS;
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window_renderall();
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}
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camera_2d_update(&camera, renderMS);
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openglRender(window, &camera);
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editor_render();
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window_swap(window);
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renderlag -= renderMS;
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}
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}
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engine_stop();
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return 0;
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}
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