feely_pona/feely_pona.cpp

441 lines
23 KiB
C++

#if defined(__clang__)
#pragma once
#include "feely_pona_unity.h"
#endif
extern "C" __declspec(dllexport)
void TELY_DLL_Reload(void *user_data)
{
TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data;
Dqn_Library_SetPointer(platform->core.dqn_lib);
}
extern "C" __declspec(dllexport)
void TELY_DLL_Init(void *user_data)
{
TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data;
TELY_DLL_Reload(user_data);
{
Dqn_Arena_TempMemoryScope(&platform->arena);
TELY_ChunkPool pool = {};
pool.arena = &platform->arena;
void *bytes16 = TELY_ChunkPool_Alloc(&pool, 16);
TELY_ChunkPool_Dealloc(&pool, bytes16);
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b] == DQN_CAST(void *)(DQN_CAST(char *)bytes16 - sizeof(TELY_ChunkPoolSlot)));
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b]->next == nullptr);
void *bytes17 = TELY_ChunkPool_Alloc(&pool, 17);
TELY_ChunkPool_Dealloc(&pool, bytes17);
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_32b] == DQN_CAST(void *)(DQN_CAST(char *)bytes17 - sizeof(TELY_ChunkPoolSlot)));
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_32b]->next == nullptr);
void *bytes1 = TELY_ChunkPool_Alloc(&pool, 1);
void *bytes2 = TELY_ChunkPool_Alloc(&pool, 1);
TELY_ChunkPool_Dealloc(&pool, bytes1);
TELY_ChunkPool_Dealloc(&pool, bytes2);
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b] == DQN_CAST(void *)(DQN_CAST(char *)bytes2 - sizeof(TELY_ChunkPoolSlot)));
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b]->next == DQN_CAST(void *)(DQN_CAST(char *)bytes1 - sizeof(TELY_ChunkPoolSlot)));
void *bytes128k = TELY_ChunkPool_Alloc(&pool, DQN_KILOBYTES(128));
TELY_ChunkPool_Dealloc(&pool, bytes128k);
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_128k] == DQN_CAST(void *)(DQN_CAST(char *)bytes128k - sizeof(TELY_ChunkPoolSlot)));
DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_128k]->next == nullptr);
}
// NOTE: TELY Game =============================================================================
TELY_Assets *assets = &platform->assets;
Feely_Pona *pona = Dqn_Arena_New(&platform->arena, Feely_Pona, Dqn_ZeroMem_Yes);
TELY_Game *game = &pona->game;
game->chunk_pool.arena = &platform->arena;
platform->user_data = game;
{
TELY_AssetSpriteSheet *sheet = &pona->hero_sprite_sheet;
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/adventurer-v1.5-sheet.png", DQN_STRING_FMT(assets->textures_dir));
sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Hero"), sheet_path);
sheet->sprite_count = 109;
sheet->sprites_per_row = 7;
sheet->sprite_size = Dqn_V2I_InitNx2(50, 37);
TELY_AssetSpriteAnimation hero_anims[] = {
{DQN_STRING8("Everything"), /*index*/ 0, /*count*/ sheet->sprite_count},
{DQN_STRING8("Idle"), /*index*/ 0, /*count*/ 3},
{DQN_STRING8("Run"), /*index*/ 8, /*count*/ 6},
{DQN_STRING8("Jump"), /*index*/ 14, /*count*/ 10},
{DQN_STRING8("Floor slide"), /*index*/ 24, /*count*/ 5},
{DQN_STRING8("Unknown"), /*index*/ 29, /*count*/ 9},
{DQN_STRING8("Attack A"), /*index*/ 38, /*count*/ 11},
{DQN_STRING8("Attack B"), /*index*/ 49, /*count*/ 4},
{DQN_STRING8("Attack C"), /*index*/ 53, /*count*/ 6},
{DQN_STRING8("Hurt A"), /*index*/ 59, /*count*/ 5},
{DQN_STRING8("Hurt B"), /*index*/ 64, /*count*/ 5},
{DQN_STRING8("Unsheath sword"), /*index*/ 69, /*count*/ 4},
{DQN_STRING8("Sheath sword"), /*index*/ 73, /*count*/ 4},
{DQN_STRING8("Air drift"), /*index*/ 77, /*count*/ 2},
{DQN_STRING8("Air drop"), /*index*/ 79, /*count*/ 2},
{DQN_STRING8("Ladder climb"), /*index*/ 81, /*count*/ 4},
{DQN_STRING8("Chi push"), /*index*/ 85, /*count*/ 8},
{DQN_STRING8("Leap slice A"), /*index*/ 93, /*count*/ 7},
{DQN_STRING8("Leap slice B"), /*index*/ 100, /*count*/ 3},
{DQN_STRING8("Leap slice C"), /*index*/ 103, /*count*/ 6},
};
pona->hero_sprite_anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(hero_anims), Dqn_ZeroMem_No);
DQN_MEMCPY(pona->hero_sprite_anims.data, &hero_anims, sizeof(hero_anims[0]) * DQN_ARRAY_UCOUNT(hero_anims));
}
game->entities = Dqn_VArray_Init<TELY_GameEntity>(&platform->arena, 1024 * 8);
game->root_entity = Dqn_VArray_Make(&game->entities, 1, Dqn_ZeroMem_No);
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
// NOTE: Unit test DFS pre-order and post-order walk
{
// NOTE: Setup entity-tree =================================================================
TELY_GameEntity *f = TELY_Game_MakeEntityPointerF(game, "F");
TELY_Game_PushParentEntity(game, f->handle);
TELY_GameEntity *b = TELY_Game_MakeEntityPointerF(game, "B");
TELY_GameEntity *g = TELY_Game_MakeEntityPointerF(game, "G");
TELY_Game_PushParentEntity(game, b->handle);
TELY_GameEntity *a = TELY_Game_MakeEntityPointerF(game, "A");
TELY_GameEntity *d = TELY_Game_MakeEntityPointerF(game, "D");
TELY_Game_PushParentEntity(game, d->handle);
TELY_GameEntity *c = TELY_Game_MakeEntityPointerF(game, "C");
TELY_GameEntity *e = TELY_Game_MakeEntityPointerF(game, "E");
TELY_Game_PopParentEntity(game);
TELY_Game_PopParentEntity(game);
TELY_Game_PushParentEntity(game, g->handle);
TELY_GameEntity *i = TELY_Game_MakeEntityPointerF(game, "I");
TELY_Game_PushParentEntity(game, i->handle);
TELY_GameEntity *h = TELY_Game_MakeEntityPointerF(game, "H");
TELY_Game_PopParentEntity(game);
TELY_Game_PopParentEntity(game);
TELY_Game_PopParentEntity(game);
// NOTE: Pre order test ====================================================================
TELY_GameEntity *pre_order_walk[9] = {};
Dqn_usize pre_order_walk_count = 0;
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity);) {
DQN_ASSERT(pre_order_walk_count < DQN_ARRAY_UCOUNT(pre_order_walk));
pre_order_walk[pre_order_walk_count++] = it.entity;
}
DQN_ASSERT(pre_order_walk_count == DQN_ARRAY_UCOUNT(pre_order_walk));
DQN_ASSERT(pre_order_walk[0] == f);
DQN_ASSERT(pre_order_walk[1] == b);
DQN_ASSERT(pre_order_walk[2] == a);
DQN_ASSERT(pre_order_walk[3] == d);
DQN_ASSERT(pre_order_walk[4] == c);
DQN_ASSERT(pre_order_walk[5] == e);
DQN_ASSERT(pre_order_walk[6] == g);
DQN_ASSERT(pre_order_walk[7] == i);
DQN_ASSERT(pre_order_walk[8] == h);
// NOTE: Post order test ===================================================================
TELY_GameEntity *post_order_walk[9] = {};
Dqn_usize post_order_walk_count = 0;
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity);) {
DQN_ASSERT(post_order_walk_count < DQN_ARRAY_UCOUNT(post_order_walk));
post_order_walk[post_order_walk_count++] = it.entity;
}
DQN_ASSERT(post_order_walk_count == DQN_ARRAY_UCOUNT(post_order_walk));
DQN_ASSERT(post_order_walk[0] == a);
DQN_ASSERT(post_order_walk[1] == c);
DQN_ASSERT(post_order_walk[2] == e);
DQN_ASSERT(post_order_walk[3] == d);
DQN_ASSERT(post_order_walk[4] == b);
DQN_ASSERT(post_order_walk[5] == h);
DQN_ASSERT(post_order_walk[6] == i);
DQN_ASSERT(post_order_walk[7] == g);
DQN_ASSERT(post_order_walk[8] == f);
// NOTE: Cleanup ===========================================================================
TELY_Game_DeleteEntity(game, game->root_entity->handle);
DQN_ASSERT(game->root_entity->first_child == nullptr);
DQN_ASSERT(game->root_entity->last_child == nullptr);
DQN_ASSERT(game->root_entity->next == nullptr);
DQN_ASSERT(game->root_entity->prev == nullptr);
DQN_ASSERT(game->root_entity->parent == nullptr);
}
// NOTE: Test sprite animation entity
{
TELY_GameEntity *first_entity = TELY_Game_MakeEntityPointerF(game, "Hero");
first_entity->local_pos = Dqn_V2_InitNx2(100.f, 100.f);
first_entity->size_scale = Dqn_V2_InitNx1(4);
first_entity->sprite_sheet = &pona->hero_sprite_sheet;
first_entity->sprite_anims = pona->hero_sprite_anims;
first_entity->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
first_entity->flags |= TELY_EntityFlag_Clickable;
first_entity->flags |= TELY_EntityFlag_MoveByKeyboard;
first_entity->flags |= TELY_EntityFlag_MoveByMouse;
}
uint16_t font_size = 18;
game->camera.scale = Dqn_V2_InitNx1(1);
pona->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), font_size);
pona->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size);
pona->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
pona->test_audio = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
// NOTE: TELY audio ============================================================================
TELY_Audio *audio = &platform->audio;
audio->chunk_pool = &game->chunk_pool;
// NOTE: TELY ui ===============================================================================
TELY_UI *ui = &game->ui;
ui->arena.allocs_are_allowed_to_leak = true;
}
extern "C" __declspec(dllexport)
void TELY_DLL_FrameUpdate(void *user_data)
{
TELY_Platform *platform = DQN_CAST(TELY_Platform *) user_data;
TELY_PlatformInput *input = &platform->input;
TELY_Assets *assets = &platform->assets;
TELY_Renderer *renderer = &platform->renderer;
Feely_Pona *pona = DQN_CAST(Feely_Pona *) platform->user_data;
TELY_Game *game = &pona->game;
TELY_UI *ui = &game->ui;
TELY_UI_FrameSetup(ui, assets, &platform->frame_arena);
TELY_UI_PushFont(ui, pona->jetbrains_mono_font);
TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb);
TELY_Render_PushFont(renderer, pona->jetbrains_mono_font);
{
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8Builder builder = {};
builder.allocator = scratch.allocator;
Dqn_String8Builder_AppendF(&builder, "TELY");
if (Dqn_String8_IsValid(platform->core.os_name))
Dqn_String8Builder_AppendF(&builder, " | %.*s", DQN_STRING_FMT(platform->core.os_name));
Dqn_String8Builder_AppendF(&builder,
" | %dx%d %.1fHz | TSC %.1f GHz",
platform->core.display.size.w,
platform->core.display.size.h,
platform->core.display.refresh_rate,
platform->core.tsc_per_second / 1'000'000'000.0);
if (platform->core.ram_mb)
Dqn_String8Builder_AppendF(&builder, " | RAM %.1fGB", platform->core.ram_mb / 1024.0);
Dqn_String8Builder_AppendF(&builder,
" | Work %04.1fms/f (%04.1f%%) | %05.1f FPS | Frame %'I64u | Timer %.1fs",
input->work_ms,
input->work_ms * 100.0 / input->delta_ms,
1000.0 / input->delta_ms,
input->frame_counter,
input->timer_s);
Dqn_String8 info_label = Dqn_String8Builder_Build(&builder, scratch.allocator);
TELY_Render_Text(renderer, /*position*/ Dqn_V2_InitNx1(10), /*align*/ Dqn_V2_InitNx1(0), info_label);
}
// =============================================================================================
game->prev_clicked_entity = game->clicked_entity;
game->prev_hot_entity = game->hot_entity;
game->prev_active_entity = game->active_entity;
game->hot_entity = {};
game->active_entity = {};
Dqn_FArray_Clear(&game->parent_entity_stack);
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
Dqn_M2x3 model_view = {};
{
Dqn_V2 rotate_origin = game->camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
model_view = Dqn_M2x3_Identity();
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Translate(rotate_origin));
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Rotate(game->camera.rotate_rads));
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Scale(game->camera.scale));
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Translate((rotate_origin * -1) + game->camera.world_pos));
TELY_Render_PushTransform(renderer, model_view);
}
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p);
// =============================================================================================
TELY_Audio *audio = &platform->audio;
if (audio->playback_size == 0) {
TELY_Audio_Play(audio, pona->test_audio, 1.f /*volume*/);
}
// =============================================================================================
if (TELY_Platform_InputKeyWasDown(input->mouse_left) && TELY_Platform_InputKeyIsDown(input->mouse_left)) {
if (game->prev_active_entity.id)
game->active_entity = game->prev_active_entity;
} else {
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
TELY_GameEntity *entity = it.entity;
if (entity->local_hit_box_size.x <= 0 || entity->local_hit_box_size.y <= 0)
continue;
if ((entity->flags & TELY_EntityFlag_Clickable) == 0)
continue;
Dqn_Rect world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, entity->handle);
if (!Dqn_Rect_ContainsPoint(world_hit_box, world_mouse_p))
continue;
game->hot_entity = entity->handle;
if (TELY_Platform_InputKeyIsPressed(input->mouse_left)) {
game->active_entity = entity->handle;
game->clicked_entity = entity->handle;
}
}
}
if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
game->clicked_entity = game->prev_active_entity;
Dqn_V2 dir_vector = {};
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
dir_vector.y = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
dir_vector.x = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
dir_vector.y = +1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
dir_vector.x = +1.f;
if (game->clicked_entity.id) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
TELY_Game_DeleteEntity(game, game->clicked_entity);
} else {
game->camera.world_pos += dir_vector * 5.f;
}
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
TELY_GameEntity *entity = it.entity;
entity->alive_time_s += input->delta_s;
// NOTE: Move entity by keyboard ===========================================================
if (game->clicked_entity == entity->handle) {
if (entity->flags & TELY_EntityFlag_MoveByKeyboard) {
entity->local_pos += dir_vector * DQN_CAST(Dqn_f32)(300.f * input->delta_s);
if (dir_vector.x)
entity->facing_left = dir_vector.x < 0.f;
}
}
// NOTE: Move entity by mouse ==============================================================
if (game->active_entity == entity->handle && entity->flags & TELY_EntityFlag_MoveByMouse) {
if (entity->flags & TELY_EntityFlag_MoveByMouse)
entity->local_pos += input->mouse_p_delta;
}
if (entity->flags & TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
Dqn_Rect children_bbox = {};
// TODO(doyle): Is the hit box supposed to include the containing
// entity itself? Not sure
children_bbox.pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
for (TELY_GameEntityIterator child_it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) {
TELY_GameEntity *child = child_it.entity;
DQN_ASSERT(child != entity);
Dqn_Rect bbox = TELY_Game_CalcEntityWorldBoundingBox(game, child->handle);
children_bbox = Dqn_Rect_Union(children_bbox, bbox);
}
Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f);
entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f);
entity->local_hit_box_size = padded_bbox.size;
}
// NOTE: Render shapes in entity ===========================================================
Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
for (TELY_GameShape const &shape_ : entity->shapes) {
TELY_GameShape const *shape = &shape_;
Dqn_V2 local_to_world_p1 = world_pos + shape->p1;
Dqn_V2 local_to_world_p2 = world_pos + shape->p2;
switch (shape->type) {
case TELY_GameShapeType_None: {
} break;
case TELY_GameShapeType_Circle: {
TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour);
} break;
case TELY_GameShapeType_Rect: {
Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1);
rect.pos -= rect.size * .5f;
TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour);
} break;
case TELY_GameShapeType_Line: {
TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness);
} break;
}
}
// NOTE: Render entity sprites =============================================================
if (entity->sprite_sheet && entity->sprite_anims.size) {
TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->sprite_anim_index;
uint32_t ticks_per_anim_frame = 10;
uint64_t anim_frame_counter = input->frame_counter / ticks_per_anim_frame;
Dqn_usize sprite_index = (sprite_anim->index + (anim_frame_counter % sprite_anim->count)) % sprite_sheet->sprite_count;
Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
Dqn_Rect src_rect = {};
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
Dqn_Rect dest_rect = {};
dest_rect.size = src_rect.size * entity->size_scale;
dest_rect.pos = world_pos - (dest_rect.size * .5f);
if (entity->facing_left)
dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4);
}
// NOTE: Render world position =============================================================
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
// NOTE: Render hot/active entity ==========================================================
Dqn_Rect world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, entity->handle);
if (game->clicked_entity == entity->handle) {
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
} else if (game->hot_entity == entity->handle || (entity->flags & TELY_EntityFlag_DrawHitBox)) {
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
if (game->hot_entity == entity->handle && (entity->name.size)) {
Dqn_V2 entity_world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 label = Dqn_String8_InitF(scratch.allocator,
"%.*s (%.1f, %.1f)",
DQN_STRING_FMT(entity->name),
entity_world_pos.x,
entity_world_pos.y);
TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label);
}
}
}
TELY_Audio_MixPlaybackSamples(audio, assets);
}