tely: Fix DLL build using wrong DLL nameg

This commit is contained in:
doyle 2023-10-29 15:14:07 +11:00
parent 989b0d30cc
commit b4438c1510
4 changed files with 28 additions and 27 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit 77f354ae49aa6421c7d86d6f2254c926fceef9bc Subproject commit d82244653e856bbf4f83c6338207405aa4595e46

View File

@ -397,6 +397,7 @@ TELY_OS_DLL_FUNCTION
void TELY_OS_DLLReload(TELY_OS *os) void TELY_OS_DLLReload(TELY_OS *os)
{ {
Dqn_Library_SetPointer(os->core.dqn_lib); Dqn_Library_SetPointer(os->core.dqn_lib);
g_tely = os->funcs;
os->funcs.set_window_title(DQN_STR8("Terry Cherry")); os->funcs.set_window_title(DQN_STR8("Terry Cherry"));
} }
@ -2791,7 +2792,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
if (game->play.hot_entity == entity->handle) { if (game->play.hot_entity == entity->handle) {
if (entity->name.size) { if (entity->name.size) {
Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size); Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
Dqn_f32 line_height = TELY_Render_FontHeight(renderer); Dqn_f32 line_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_V2 draw_p = world_mouse_p; Dqn_V2 draw_p = world_mouse_p;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STR_FMT(entity->name)); draw_p.y += line_height; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STR_FMT(entity->name)); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Pos: (%.1f, %.1f)", world_pos.x, world_pos.y); draw_p.y += line_height; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Pos: (%.1f, %.1f)", world_pos.x, world_pos.y); draw_p.y += line_height;
@ -2821,7 +2822,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
switch (state) { switch (state) {
case FP_EntityBillboardState_Attack: { case FP_EntityBillboardState_Attack: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.6f, 0.2f)); Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.6f, 0.2f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, colour_accent_yellow); TELY_Render_PushColourV4(renderer, colour_accent_yellow);
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -2829,7 +2830,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
case FP_EntityBillboardState_Dash: { case FP_EntityBillboardState_Dash: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.505f, -0.08f)); Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.505f, -0.08f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFFE726)); TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFFE726));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->dash, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->dash, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -2840,7 +2841,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
case FP_EntityBillboardState_RangeAttack: { case FP_EntityBillboardState_RangeAttack: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.20f, -0.13f)); Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.20f, -0.13f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0x364659)); TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0x364659));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->range_attack, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->range_attack, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -2848,7 +2849,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
case FP_EntityBillboardState_Strafe: { case FP_EntityBillboardState_Strafe: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.36f, -0.15f)); Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.36f, -0.15f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8)); TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->strafe, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->strafe, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -2856,25 +2857,25 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
case FP_EntityBillboardState_Build: { case FP_EntityBillboardState_Build: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.065f, 0.2f)); Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.065f, 0.2f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, colour_accent_yellow); TELY_Render_PushColourV4(renderer, colour_accent_yellow);
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->build_mode, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->build_mode, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.35f, 0.2f)); draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.35f, 0.2f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8)); TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_left, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_left, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.44f, 0.2f)); draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.44f, 0.2f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8)); TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_right, draw_p, false /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_right, draw_p, false /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.665f, 0.2f)); draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.665f, 0.2f));
draw_p.y += TELY_Render_FontHeight(renderer) * player_index; draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4); TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/); FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -3021,7 +3022,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
else else
join_game_key = DQN_STR8("<Gamepad: B>"); join_game_key = DQN_STR8("<Gamepad: B>");
Dqn_f32 font_height = TELY_Render_FontHeight(renderer); Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_V2 base_p = player_avatar_base_pos[game->play.players.size]; Dqn_V2 base_p = player_avatar_base_pos[game->play.players.size];
TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "Press %.*s", DQN_STR_FMT(join_game_key)); base_p.y += font_height; TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "Press %.*s", DQN_STR_FMT(join_game_key)); base_p.y += font_height;
FP_ListenForNewPlayer(input, game); FP_ListenForNewPlayer(input, game);
@ -3288,13 +3289,13 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
0.f /*rotation*/, 0.f /*rotation*/,
tex_mod_colour); tex_mod_colour);
} else { } else {
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
TELY_AssetFontSizeHandle font_size = TELY_Render_ActiveFont(renderer); TELY_AssetFontSizeHandle font_size = TELY_Render_ActiveFont(renderer);
Dqn_Str8 key_bind_label = FP_ScanKeyToLabel(scratch.arena, key_bind.scan_key); Dqn_Str8 key_bind_label = FP_ScanKeyToLabel(scratch.arena, key_bind.scan_key);
interact_btn_rect.size = TELY_Asset_MeasureText(assets, font_size, key_bind_label); interact_btn_rect.size = TELY_Asset_MeasureText(assets, font_size, key_bind_label);
Dqn_Rect key_bind_rect = interact_btn_rect; Dqn_Rect key_bind_rect = interact_btn_rect;
key_bind_rect.pos.y += interact_btn_rect.size.y * .3f; key_bind_rect.pos.y += interact_btn_rect.size.y * .3f;
TELY_Render_RectColourV4(renderer, Dqn_Rect_Expand(key_bind_rect, 2.f), TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(keybind_btn_shadow_colour, tex_mod_colour.a)); TELY_Render_RectColourV4(renderer, Dqn_Rect_Expand(key_bind_rect, 2.f), TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(keybind_btn_shadow_colour, tex_mod_colour.a));
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(colour_accent_yellow, tex_mod_colour.a)); TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(colour_accent_yellow, tex_mod_colour.a));
@ -3408,7 +3409,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
DQN_DEFER { TELY_Render_PopFont(renderer); }; DQN_DEFER { TELY_Render_PopFont(renderer); };
next_pos = Dqn_Rect_InterpolatedPoint(player_avatar_rect, Dqn_V2_InitNx2(1.f, 0)); next_pos = Dqn_Rect_InterpolatedPoint(player_avatar_rect, Dqn_V2_InitNx2(1.f, 0));
Dqn_f32 font_height = TELY_Render_FontHeight(renderer); Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
// NOTE: Health bar ==================================================== // NOTE: Health bar ====================================================
Dqn_f32 bar_height = font_height * .75f; Dqn_f32 bar_height = font_height * .75f;
@ -3714,7 +3715,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); }; DQN_DEFER { TELY_Render_PopTransform(renderer); };
Dqn_f32 font_height = TELY_Render_FontHeight(renderer); Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_f32 bar_height = font_height * 1.25f; Dqn_f32 bar_height = font_height * 1.25f;
{ {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart); TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
@ -3900,11 +3901,11 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
} else if (game->play.state == FP_GameState_Pause) { } else if (game->play.state == FP_GameState_Pause) {
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size); TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Paused"); draw_p.y += TELY_Render_FontHeight(renderer); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Paused"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size); TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to resume"); draw_p.y += TELY_Render_FontHeight(renderer); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to resume"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -3913,13 +3914,13 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
} else { } else {
DQN_ASSERT(game->play.state == FP_GameState_WinGame); DQN_ASSERT(game->play.state == FP_GameState_WinGame);
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size); TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontHeight(renderer); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); draw_p.y += TELY_Render_FontHeight(renderer); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size); TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "He lives for yet another day and another love"); draw_p.y += TELY_Render_FontHeight(renderer); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "He lives for yet another day and another love"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontHeight(renderer); TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@ -4002,7 +4003,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
info_column.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute; info_column.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute;
info_column.widget->semantic_position[TELY_RFuiAxis_X].value = next_y; info_column.widget->semantic_position[TELY_RFuiAxis_X].value = next_y;
info_column.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute; info_column.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute;
info_column.widget->semantic_position[TELY_RFuiAxis_Y].value = os->core.window_size.h - TELY_Render_FontHeight(renderer); info_column.widget->semantic_position[TELY_RFuiAxis_Y].value = os->core.window_size.h - TELY_Render_FontSize(renderer) * os->core.dpi_scale;
{ {
TELY_RFuiResult row = TELY_RFui_Row(rfui, DQN_STR8("Info Bar")); TELY_RFuiResult row = TELY_RFui_Row(rfui, DQN_STR8("Info Bar"));

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@ -1,7 +1,7 @@
// NOTE: feely_pona ================================================================================ // NOTE: feely_pona ================================================================================
// Unity build header to compile the entire application as a single translation unit // Unity build header to compile the entire application as a single translation unit
#define TELY_PLATFORM_DLL_FILE_NAME "terry_cherry_dev_dll_msvc" #define TELY_PLATFORM_DLL_FILE_NAME "terry_cherry_dev_dll"
#include "External/tely/tely_os_raylib_unity.h" #include "External/tely/tely_os_raylib_unity.h"
// NOTE: feely_pona ================================================================================ // NOTE: feely_pona ================================================================================

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