tely: Fix DLL build using wrong DLL nameg
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989b0d30cc
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External/tely
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2
External/tely
vendored
@ -1 +1 @@
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Subproject commit 77f354ae49aa6421c7d86d6f2254c926fceef9bc
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Subproject commit d82244653e856bbf4f83c6338207405aa4595e46
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@ -397,6 +397,7 @@ TELY_OS_DLL_FUNCTION
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void TELY_OS_DLLReload(TELY_OS *os)
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{
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Dqn_Library_SetPointer(os->core.dqn_lib);
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g_tely = os->funcs;
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os->funcs.set_window_title(DQN_STR8("Terry Cherry"));
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}
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@ -2791,7 +2792,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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if (game->play.hot_entity == entity->handle) {
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if (entity->name.size) {
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Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
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Dqn_f32 line_height = TELY_Render_FontHeight(renderer);
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Dqn_f32 line_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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Dqn_V2 draw_p = world_mouse_p;
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STR_FMT(entity->name)); draw_p.y += line_height;
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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;
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@ -2821,7 +2822,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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switch (state) {
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case FP_EntityBillboardState_Attack: {
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Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.6f, 0.2f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, colour_accent_yellow);
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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@ -2829,7 +2830,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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case FP_EntityBillboardState_Dash: {
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Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.505f, -0.08f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFFE726));
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->dash, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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@ -2840,7 +2841,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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case FP_EntityBillboardState_RangeAttack: {
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Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.20f, -0.13f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0x364659));
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->range_attack, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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@ -2848,7 +2849,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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case FP_EntityBillboardState_Strafe: {
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Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.36f, -0.15f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->strafe, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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@ -2856,25 +2857,25 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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case FP_EntityBillboardState_Build: {
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Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.065f, 0.2f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, colour_accent_yellow);
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->build_mode, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.35f, 0.2f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_left, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.44f, 0.2f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_right, draw_p, false /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.665f, 0.2f));
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draw_p.y += TELY_Render_FontHeight(renderer) * player_index;
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draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
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TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
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FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/);
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TELY_Render_PopColourV4(renderer);
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@ -3021,7 +3022,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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else
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join_game_key = DQN_STR8("<Gamepad: B>");
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Dqn_f32 font_height = TELY_Render_FontHeight(renderer);
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Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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Dqn_V2 base_p = player_avatar_base_pos[game->play.players.size];
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TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "Press %.*s", DQN_STR_FMT(join_game_key)); base_p.y += font_height;
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FP_ListenForNewPlayer(input, game);
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@ -3408,7 +3409,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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DQN_DEFER { TELY_Render_PopFont(renderer); };
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next_pos = Dqn_Rect_InterpolatedPoint(player_avatar_rect, Dqn_V2_InitNx2(1.f, 0));
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Dqn_f32 font_height = TELY_Render_FontHeight(renderer);
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Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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// NOTE: Health bar ====================================================
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Dqn_f32 bar_height = font_height * .75f;
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@ -3714,7 +3715,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
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DQN_DEFER { TELY_Render_PopTransform(renderer); };
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Dqn_f32 font_height = TELY_Render_FontHeight(renderer);
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Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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Dqn_f32 bar_height = font_height * 1.25f;
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{
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
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@ -3900,11 +3901,11 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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} else if (game->play.state == FP_GameState_Pause) {
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TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Paused"); draw_p.y += TELY_Render_FontHeight(renderer);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Paused"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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TELY_Render_PopFont(renderer);
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TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to resume"); draw_p.y += TELY_Render_FontHeight(renderer);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to resume"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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TELY_Render_PopFont(renderer);
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TELY_Render_PopColourV4(renderer);
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@ -3913,13 +3914,13 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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} else {
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DQN_ASSERT(game->play.state == FP_GameState_WinGame);
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TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontHeight(renderer);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); draw_p.y += TELY_Render_FontHeight(renderer);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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TELY_Render_PopFont(renderer);
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TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size);
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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);
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontHeight(renderer);
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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;
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TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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TELY_Render_PopFont(renderer);
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TELY_Render_PopColourV4(renderer);
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@ -4002,7 +4003,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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info_column.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute;
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info_column.widget->semantic_position[TELY_RFuiAxis_X].value = next_y;
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info_column.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute;
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info_column.widget->semantic_position[TELY_RFuiAxis_Y].value = os->core.window_size.h - TELY_Render_FontHeight(renderer);
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info_column.widget->semantic_position[TELY_RFuiAxis_Y].value = os->core.window_size.h - TELY_Render_FontSize(renderer) * os->core.dpi_scale;
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{
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TELY_RFuiResult row = TELY_RFui_Row(rfui, DQN_STR8("Info Bar"));
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@ -1,7 +1,7 @@
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// NOTE: feely_pona ================================================================================
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// Unity build header to compile the entire application as a single translation unit
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#define TELY_PLATFORM_DLL_FILE_NAME "terry_cherry_dev_dll_msvc"
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#define TELY_PLATFORM_DLL_FILE_NAME "terry_cherry_dev_dll"
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#include "External/tely/tely_os_raylib_unity.h"
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// NOTE: feely_pona ================================================================================
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