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doyle 2023-09-17 18:14:51 +10:00
commit 56d53cb509
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Data filter=lfs diff=lfs merge=lfs -text

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Build/

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[submodule "External/tely"]
path = External/tely
url = ssh://gitea@git.doylet.dev:8110/doylet/tely.git

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Subproject commit 502c8dca126566cd603b83f047851787144b0b8f

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@echo off
setlocal
set script_dir_backslash=%~dp0
set script_dir=%script_dir_backslash:~0,-1%
set build_dir=%script_dir%\Build
set code_dir=%script_dir%
set tely_dir=%code_dir%\External\tely
REM ================================================================================================
mkdir %build_dir% 2>nul
pushd %build_dir%
mkdir %build_dir%\Data 2>nul
REM ================================================================================================
set robocopy_cmd=robocopy /MIR /NJH /NJS /NDL /NP %code_dir%\Data %build_dir%\Data
call powershell -Command "$duration = Measure-Command {%robocopy_cmd% | Out-Default}; Write-Host 'robocopy:' $duration.TotalSeconds 'seconds'"
REM ================================================================================================
REM TODO: Raylib seems to have problems shutting down fsanitize=address?
set common_compile_flags=/W4 /Z7 /MT /EHsc /nologo /I %tely_dir%
set common_link_flags=/link /incremental:no
REM raylib =========================================================================================
set raylib_dir=%tely_dir%\external\raylib
if not exist %build_dir%\rcore.obj (
cl %common_compile_flags% ^
/w ^
/c ^
/D _DEFAULT_SOURCE ^
/D PLATFORM_DESKTOP ^
/I %raylib_dir% ^
/I %raylib_dir%\external\glfw\include ^
/I %raylib_dir%\glfw\deps\mingw ^
%raylib_dir%\rcore.c ^
%raylib_dir%\utils.c ^
%raylib_dir%\raudio.c ^
%raylib_dir%\rmodels.c ^
%raylib_dir%\rtext.c ^
%raylib_dir%\rtextures.c ^
%raylib_dir%\rshapes.c ^
%raylib_dir%\rglfw.c
)
REM raylib flags =========================================================================================
set raylib_compile_flags=%common_compile_flags% ^
/Tp %tely_dir%\tely_platform_raylib_unity.h ^
/I "%raylib_dir%"
set raylib_link_flags=%common_link_flags% ^
%build_dir%\rcore.obj ^
%build_dir%\utils.obj ^
%build_dir%\raudio.obj ^
%build_dir%\rmodels.obj ^
%build_dir%\rtext.obj ^
%build_dir%\rtextures.obj ^
%build_dir%\rshapes.obj ^
%build_dir%\rglfw.obj ^
gdi32.lib opengl32.lib winmm.lib user32.lib shell32.lib
REM DLL flags ======================================================================================
set dll_compile_flags=%common_compile_flags% /LD /Tp %code_dir%\playground_unity.h
set dll_link_flags=%common_link_flags%
REM MSVC commands ==================================================================================
set msvc_exe_name=playground_msvc
set msvc_cmd=cl %raylib_compile_flags% /Fo%msvc_exe_name% /Fe%msvc_exe_name% %raylib_link_flags%
set msvc_dll_cmd=cl %dll_compile_flags% /Fotely_dll_msvc /Fetely_dll_msvc %dll_link_flags%
REM CLANG commands =================================================================================
set clang_exe_name_sdl=playground_clang
set clang_cmd_sdl=clang-cl %compile_flags% /Fo%clang_exe_name_sdl% /Fe%clang_exe_name_sdl% %link_flags%
set clang_dll_cmd=clang-cl %dll_compile_flags% /Fotely_dll_clang /Fetely_dll_clang %dll_link_flags%
REM MSVC build =====================================================================================
set msvc_build_platform=$platform_time = Measure-Command {%msvc_cmd% ^| Out-Default};
set msvc_build_dll=$dll_time = Measure-Command {%msvc_dll_cmd% ^| Out-Default};
set msvc_print_dll_time=Write-Host 'msvc dll:'$dll_time.TotalSeconds's'
set msvc_print_platform_and_dll_time=Write-Host 'msvc (platform+dll):'($platform_time.TotalSeconds + $dll_time.TotalSeconds)'s ('$platform_time.TotalSeconds + $dll_time.TotalSeconds')'
set msvc_check_if_exe_locked=$File = [System.IO.File]::Open('%build_dir%\%msvc_exe_name%.exe', 'Open', 'Write'); $File.Close(); $File.Dispose()
set msvc_exe_is_locked=0
if exist %build_dir%\%msvc_exe_name%.exe (
powershell -Command "%msvc_check_if_exe_locked%" 2>nul && set msvc_exe_is_locked=0 || set msvc_exe_is_locked=1
)
echo foo> %msvc_exe_name%.lock
if %msvc_exe_is_locked% == 1 (
powershell -Command "%msvc_build_dll% %msvc_print_dll_time%"
) else (
powershell -Command "%msvc_build_platform% %msvc_build_dll% %msvc_print_platform_and_dll_time%"
)
del %msvc_exe_name%.lock
REM CLANG build ====================================================================================
popd
exit /B 1

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#if defined(__clang__)
#pragma once
#include "tely_dll_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;
TELY_Game *game = Dqn_Arena_New(&platform->arena, TELY_Game, Dqn_ZeroMem_Yes);
game->chunk_pool.arena = &platform->arena;
platform->user_data = game;
{
TELY_AssetSpriteSheet *sheet = &game->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},
};
game->hero_sprite_anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(hero_anims), Dqn_ZeroMem_No);
DQN_MEMCPY(game->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 = &game->hero_sprite_sheet;
first_entity->sprite_anims = game->hero_sprite_anims;
first_entity->local_hit_box_size = Dqn_V2_InitV2I(game->hero_sprite_sheet.sprite_size);
first_entity->flags |= TELY_EntityFlag_Clickable;
first_entity->flags |= TELY_EntityFlag_MoveByKeyboard;
first_entity->flags |= TELY_EntityFlag_MoveByMouse;
}
// NOTE: Freya's Game Dev Math Lecture 01
TELY_FreyaGameMath *freya_gm = &game->freya_game_math;
{
TELY_GameEntity *group_box = TELY_Game_MakeEntityPointerF(game, "Lecture 01 Group Box");
TELY_Game_PushParentEntity(game, group_box->handle);
DQN_DEFER { TELY_Game_PopParentEntity(game); };
{
group_box->local_pos = Dqn_V2_InitNx2(70, 609);
group_box->flags |= TELY_EntityFlag_DrawHitBox;
group_box->flags |= TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox;
group_box->flags |= TELY_EntityFlag_Clickable;
group_box->flags |= TELY_EntityFlag_MoveByKeyboard;
group_box->flags |= TELY_EntityFlag_MoveByMouse;
freya_gm->lec01_group_box = group_box->handle;
}
TELY_GameEntity *coordinate_axis = TELY_Game_MakeEntityPointerF(game, "Coordinate Axis");
DQN_ASSERT(coordinate_axis->parent == group_box);
{
coordinate_axis->local_hit_box_size = Dqn_V2_InitNx1(24);
coordinate_axis->flags |= TELY_EntityFlag_Clickable;
coordinate_axis->flags |= TELY_EntityFlag_MoveByKeyboard;
coordinate_axis->flags |= TELY_EntityFlag_MoveByMouse;
Dqn_f32 const axis_length = platform->core.window_size.y * 0.25f;
TELY_GameShape *axis_y = Dqn_FArray_Make(&coordinate_axis->shapes, Dqn_ZeroMem_Yes);
axis_y->type = TELY_GameShapeType_Line;
axis_y->p2 = Dqn_V2_InitNx2(0, -axis_length);
axis_y->line_thickness = 2.f;
axis_y->colour = TELY_COLOUR_RED_TOMATO_V4;
TELY_GameShape *axis_x = Dqn_FArray_Make(&coordinate_axis->shapes, Dqn_ZeroMem_Yes);
axis_x->type = TELY_GameShapeType_Line;
axis_x->p2 = Dqn_V2_InitNx2(axis_length, 0);
axis_x->line_thickness = 2.f;
axis_x->colour = TELY_COLOUR_GREEN_DARK_KHAKI_V4;
freya_gm->lec01_axis = coordinate_axis->handle;
}
// =========================================================================================
Dqn_f32 const point_radius = 8.f;
Dqn_f32 const point_diameter = point_radius * 2.f;
TELY_GameEntity *point_a = TELY_Game_MakeEntityPointerF(game, "A");
{
point_a->local_pos = Dqn_V2_InitNx2(400, -100);
point_a->local_hit_box_size = Dqn_V2_InitNx1(point_diameter);
point_a->flags |= TELY_EntityFlag_Clickable;
point_a->flags |= TELY_EntityFlag_MoveByKeyboard;
point_a->flags |= TELY_EntityFlag_MoveByMouse;
point_a->parent = coordinate_axis;
TELY_GameShape *circle = Dqn_FArray_Make(&point_a->shapes, Dqn_ZeroMem_Yes);
circle->type = TELY_GameShapeType_Circle;
circle->circle_radius = point_radius;
circle->colour = TELY_COLOUR_RED_PALE_VIOLET_V4;
freya_gm->lec01_point_a = point_a->handle;
}
TELY_GameEntity *point_b = TELY_Game_MakeEntityPointerF(game, "B");
{
point_b->local_pos = Dqn_V2_InitNx2(300, -300);
point_b->local_hit_box_size = Dqn_V2_InitNx1(point_diameter);
point_b->flags |= TELY_EntityFlag_Clickable;
point_b->flags |= TELY_EntityFlag_MoveByKeyboard;
point_b->flags |= TELY_EntityFlag_MoveByMouse;
TELY_GameShape *circle = Dqn_FArray_Make(&point_b->shapes, Dqn_ZeroMem_Yes);
circle->type = TELY_GameShapeType_Circle;
circle->circle_radius = point_radius;
circle->colour = TELY_COLOUR_BLUE_CADET_V4;
freya_gm->lec01_point_b = point_b->handle;
}
}
uint16_t font_size = 18;
// NOTE: Freya's Game Dev Math Lecture 01 Assignment 01
{
TELY_GameEntity *group_box = TELY_Game_MakeEntityPointerF(game, "Assignment 01 Group Box");
TELY_Game_PushParentEntity(game, group_box->handle);
DQN_DEFER { TELY_Game_PopParentEntity(game); };
{
group_box->local_pos = Dqn_V2_InitNx2(659, 404);
group_box->flags |= TELY_EntityFlag_DrawHitBox;
group_box->flags |= TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox;
group_box->flags |= TELY_EntityFlag_Clickable;
group_box->flags |= TELY_EntityFlag_MoveByKeyboard;
group_box->flags |= TELY_EntityFlag_MoveByMouse;
freya_gm->lec01_task01_group_box = group_box->handle;
}
// NOTE: Radial trigger
{
TELY_GameEntity *radial_trigger = TELY_Game_MakeEntityPointerF(game, "Radial trigger");
freya_gm->lec01_task01_radial_trigger = radial_trigger->handle;
freya_gm->lec01_task01_radial_trigger_radius = 100.f;
radial_trigger->local_hit_box_size = Dqn_V2_InitNx1(font_size);
radial_trigger->flags |= TELY_EntityFlag_Clickable;
radial_trigger->flags |= TELY_EntityFlag_MoveByKeyboard;
radial_trigger->flags |= TELY_EntityFlag_MoveByMouse;
// NOTE: Draw the "sensor"
TELY_GameShape *circle = Dqn_FArray_Make(&radial_trigger->shapes, Dqn_ZeroMem_Yes);
circle->type = TELY_GameShapeType_Circle;
circle->circle_radius = radial_trigger->local_hit_box_size.w * .5f;
circle->colour = TELY_COLOUR_BLUE_CADET_V4;
// NOTE: Draw the trigger range
TELY_GameShape *trigger_circle = Dqn_FArray_Make(&radial_trigger->shapes, Dqn_ZeroMem_Yes);
trigger_circle->type = TELY_GameShapeType_Circle;
trigger_circle->circle_radius = freya_gm->lec01_task01_radial_trigger_radius;
trigger_circle->colour = TELY_COLOUR_BLUE_CADET_V4;
}
// NOTE: Movable dot that will trigger the radial trigger
{
TELY_GameEntity *player = TELY_Game_MakeEntityPointerF(game, "Player");
freya_gm->lec01_task01_player = player->handle;
player->local_pos = Dqn_V2_InitNx2(118, 0);
player->local_hit_box_size = Dqn_V2_InitNx1(font_size * 2.f);
player->flags |= TELY_EntityFlag_Clickable;
player->flags |= TELY_EntityFlag_MoveByKeyboard;
player->flags |= TELY_EntityFlag_MoveByMouse;
// NOTE: Draw the player
TELY_GameShape *rect = Dqn_FArray_Make(&player->shapes, Dqn_ZeroMem_Yes);
rect->type = TELY_GameShapeType_Rect;
rect->p2 = player->local_hit_box_size;
rect->colour = TELY_COLOUR_GREEN_DARK_SEA_V4;
}
}
{
TELY_GameEntity *group_box = TELY_Game_MakeEntityPointerF(game, "Assignment 02 Group Box");
TELY_Game_PushParentEntity(game, group_box->handle);
DQN_DEFER { TELY_Game_PopParentEntity(game); };
{
group_box->local_pos = Dqn_V2_InitNx2(761, 590);
group_box->flags |= TELY_EntityFlag_DrawHitBox;
group_box->flags |= TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox;
group_box->flags |= TELY_EntityFlag_Clickable;
group_box->flags |= TELY_EntityFlag_MoveByKeyboard;
group_box->flags |= TELY_EntityFlag_MoveByMouse;
freya_gm->lec01_task02_group_box = group_box->handle;
}
TELY_GameEntity *ray_begin = TELY_Game_MakeEntityPointerF(game, "Ray Begin");
{
ray_begin->local_pos = Dqn_V2_InitNx2(0, 0);
ray_begin->local_hit_box_size = Dqn_V2_InitNx1(font_size);
ray_begin->flags |= TELY_EntityFlag_Clickable;
ray_begin->flags |= TELY_EntityFlag_MoveByKeyboard;
ray_begin->flags |= TELY_EntityFlag_MoveByMouse;
freya_gm->lec01_task02_ray_begin = ray_begin->handle;
// NOTE: Draw the ray origin
TELY_GameShape *circle = Dqn_FArray_Make(&ray_begin->shapes, Dqn_ZeroMem_Yes);
circle->type = TELY_GameShapeType_Circle;
circle->circle_radius = ray_begin->local_hit_box_size.w * .5f;
circle->colour = TELY_COLOUR_BLUE_CADET_V4;
}
TELY_GameEntity *ray_end = TELY_Game_MakeEntityPointerF(game, "Ray End");
{
ray_end->local_pos = Dqn_V2_InitNx2(100, 220);
ray_end->local_hit_box_size = Dqn_V2_InitNx1(font_size);
ray_end->flags |= TELY_EntityFlag_Clickable;
ray_end->flags |= TELY_EntityFlag_MoveByKeyboard;
ray_end->flags |= TELY_EntityFlag_MoveByMouse;
freya_gm->lec01_task02_ray_end = ray_end->handle;
// NOTE: Draw the ray origin
TELY_GameShape *circle = Dqn_FArray_Make(&ray_end->shapes, Dqn_ZeroMem_Yes);
circle->type = TELY_GameShapeType_Circle;
circle->circle_radius = ray_end->local_hit_box_size.w * .5f;
circle->colour = TELY_COLOUR_BLUE_CADET_V4;
}
TELY_GameEntity *surface = TELY_Game_MakeEntityPointerF(game, "Surface");
{
surface->local_pos = Dqn_V2_InitNx2(0, 200);
surface->local_hit_box_size = Dqn_V2_InitNx2(400, 25);
surface->flags |= TELY_EntityFlag_Clickable;
surface->flags |= TELY_EntityFlag_MoveByKeyboard;
surface->flags |= TELY_EntityFlag_MoveByMouse;
freya_gm->lec01_task02_surface = surface->handle;
TELY_GameShape *rect = Dqn_FArray_Make(&surface->shapes, Dqn_ZeroMem_Yes);
rect->type = TELY_GameShapeType_Rect;
rect->p2 = surface->local_hit_box_size;
rect->colour = TELY_COLOUR_BLUE_CADET_V4;
}
}
game->camera.scale = Dqn_V2_InitNx1(1);
game->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), font_size);
game->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size);
game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
game->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;
}
static void TELY_DLL_FreyaMathForGameDevs(TELY_Platform *platform)
{
TELY_Assets *assets = &platform->assets;
TELY_Renderer *renderer = &platform->renderer;
TELY_Game *game = DQN_CAST(TELY_Game *) platform->user_data;
TELY_AssetFont *font = TELY_Asset_GetFont(assets, game->jetbrains_mono_font);
Dqn_f32 line_thickness = 2.f;
TELY_Render_PushFont(renderer, font->handle);
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
DQN_DEFER {
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
};
TELY_FreyaGameMath *freya_gm = &game->freya_game_math;
// NOTE: Lecture 01: Numbers, Vectors & Dot Product ============================================
{
{
// NOTE: Render label onto the group box
TELY_GameEntity const *group_box = TELY_Game_GetEntity(game, freya_gm->lec01_group_box);
Dqn_Rect group_box_world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, group_box->handle);
TELY_Render_Text(renderer, group_box_world_hit_box.pos, Dqn_V2_InitNx2(0.f, 1.f), DQN_STRING8("Numbers, Vectors & Dot Product"));
}
TELY_GameEntity const *axis = TELY_Game_GetEntity(game, freya_gm->lec01_axis);
TELY_GameEntity const *point_a = TELY_Game_GetEntity(game, freya_gm->lec01_point_a);
TELY_GameEntity const *point_b = TELY_Game_GetEntity(game, freya_gm->lec01_point_b);
Dqn_V2 const axis_world_pos = TELY_Game_CalcEntityWorldPos(game, axis->handle);
Dqn_V2 const point_a_world_pos = TELY_Game_CalcEntityWorldPos(game, point_a->handle);
Dqn_V2 const point_b_world_pos = TELY_Game_CalcEntityWorldPos(game, point_b->handle);
// NOTE: Render line from axis -> 'A'
TELY_Render_LineColourV4(renderer, axis_world_pos, point_a_world_pos, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, line_thickness);
TELY_Render_Text(renderer, point_a_world_pos, Dqn_V2_InitNx1(0.f), DQN_STRING8("A"));
// NOTE: Render line from axis -> 'B'
TELY_Render_LineColourV4(renderer, axis_world_pos, point_b_world_pos, TELY_COLOUR_BLUE_CADET_V4, line_thickness);
TELY_Render_Text(renderer, point_b_world_pos, Dqn_V2_InitNx1(0.f), DQN_STRING8("B"));
// NOTE: Normalise point 'A'
Dqn_V2 point_a_norm = Dqn_V2_Normalise(point_a_world_pos - axis_world_pos);
Dqn_V2 point_a_norm_to_axis = axis_world_pos + (point_a_norm * font->pixel_height * 5.f);
// NOTE: Draw the normalised vector of 'A'
TELY_Render_CircleColourV4(renderer, point_a_norm_to_axis, (point_a->local_hit_box_size.w * .5f), TELY_RenderShapeMode_Fill, TELY_COLOUR_GREEN_DARK_SEA_V4);
TELY_Render_Text(renderer, point_a_norm_to_axis, Dqn_V2_InitNx1(0.5f), DQN_STRING8("A normalised"));
// NOTE: Draw the scalar projection of 'B' onto 'A'
Dqn_f32 scalar_proj = Dqn_V2_Dot(point_a_norm, point_b_world_pos - axis_world_pos);
TELY_Render_TextF(renderer,
Dqn_V2_InitNx2(axis_world_pos.x, axis_world_pos.y),
Dqn_V2_InitNx1(0.f),
"Scalar Projection: %.2f", scalar_proj);
// NOTE: Draw the vector projection of 'B' onto 'A'
Dqn_V2 vector_proj = axis_world_pos + (point_a_norm * scalar_proj);
TELY_Render_CircleColourV4(renderer, vector_proj, (point_a->local_hit_box_size.w * .5f), TELY_RenderShapeMode_Fill, TELY_COLOUR_GREEN_DARK_SEA_V4);
TELY_Render_Text(renderer, vector_proj, Dqn_V2_InitNx1(0.5f), DQN_STRING8("Vector Projection"));
// NOTE: Draw the line projection the vector 'B' onto 'A'
TELY_Render_LineColourV4(renderer, point_b_world_pos, vector_proj, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, line_thickness);
}
// NOTE: Lecture 01: Assignment 01 - Radial Trigger ============================================
{
// NOTE: Render label onto the group box
TELY_GameEntity const *group_box = TELY_Game_GetEntity(game, freya_gm->lec01_task01_group_box);
Dqn_Rect group_box_world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, group_box->handle);
TELY_Render_Text(renderer, group_box_world_hit_box.pos, Dqn_V2_InitNx2(0.f, 1.f), DQN_STRING8("Assignment 01: Radial Trigger"));
// NOTE: Grab the radial trigger and player
TELY_GameEntity *radial_trigger = TELY_Game_GetEntity(game, freya_gm->lec01_task01_radial_trigger);
TELY_GameEntity *player = TELY_Game_GetEntity(game, freya_gm->lec01_task01_player);
Dqn_V2 player_world_pos = TELY_Game_CalcEntityWorldPos(game, player->handle);
Dqn_V2 radial_trigger_world_pos = TELY_Game_CalcEntityWorldPos(game, radial_trigger->handle);
Dqn_f32 player_to_radial_trigger_dist_sq = Dqn_V2_LengthSq_V2x2(player_world_pos, radial_trigger_world_pos);
Dqn_Rect player_bbox = TELY_Game_CalcEntityWorldBoundingBox(game, player->handle);
// NOTE: Sweep radius with player size (e.g. minkowski sum)
Dqn_f32 trigger_radius = freya_gm->lec01_task01_radial_trigger_radius + (player->local_hit_box_size.w * .5f);
// NOTE: Check if we trigger the radial trigger
if (player_to_radial_trigger_dist_sq < DQN_SQUARED(trigger_radius)) {
TELY_Render_Text(renderer,
Dqn_V2_InitNx2(player_bbox.pos.x + player_bbox.size.w * .5f, player_bbox.pos.y),
Dqn_V2_InitNx2(0.5f, 1),
DQN_STRING8("!"));
}
}
// NOTE: Lecture 01: Assignment 02 - Reflect ===================================================
{
// NOTE: Render label onto the group box
TELY_GameEntity const *group_box = TELY_Game_GetEntity(game, freya_gm->lec01_task02_group_box);
Dqn_Rect group_box_world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, group_box->handle);
TELY_Render_Text(renderer, group_box_world_hit_box.pos, Dqn_V2_InitNx2(0.f, 1.f), DQN_STRING8("Assignment 02: Reflect"));
TELY_GameEntity *ray_begin = TELY_Game_GetEntity(game, freya_gm->lec01_task02_ray_begin);
TELY_GameEntity *ray_end = TELY_Game_GetEntity(game, freya_gm->lec01_task02_ray_end);
TELY_GameEntity *surface = TELY_Game_GetEntity(game, freya_gm->lec01_task02_surface);
Dqn_V2 ray_begin_world_pos = TELY_Game_CalcEntityWorldPos(game, ray_begin->handle);
Dqn_V2 ray_end_world_pos = TELY_Game_CalcEntityWorldPos(game, ray_end->handle);
Dqn_Rect surface_rect = TELY_Game_CalcEntityWorldBoundingBox(game, surface->handle);
Dqn_V2 rect_x0y0 = Dqn_V2_InitNx2(surface_rect.pos.x, surface_rect.pos.y);
Dqn_V2 rect_x1y0 = Dqn_V2_InitNx2(surface_rect.pos.x + surface_rect.size.w, surface_rect.pos.y);
Dqn_V2 rect_x0y1 = Dqn_V2_InitNx2(surface_rect.pos.x, surface_rect.pos.y + surface_rect.size.h);
Dqn_V2 rect_x1y1 = Dqn_V2_InitNx2(surface_rect.pos.x + surface_rect.size.h, surface_rect.pos.y + surface_rect.size.h);
Dqn_V2 rect_x0y0_dir = rect_x1y0 - rect_x0y0;
Dqn_V2 ray_dir = ray_end_world_pos - ray_begin_world_pos;
Dqn_RaycastLineIntersectV2Result rect_top_raycast = Dqn_Raycast_LineIntersectV2(ray_begin_world_pos, ray_dir, rect_x0y0, rect_x0y0_dir);
if (rect_top_raycast.hit && rect_top_raycast.t_b >= 0 && rect_top_raycast.t_b <= 1.f && rect_top_raycast.t_a >= 0 && rect_top_raycast.t_a <= 1.f) {
Dqn_V2 intersect_p = rect_x0y0 + (rect_x0y0_dir * rect_top_raycast.t_b);
Dqn_V2 in = intersect_p - ray_begin_world_pos;
Dqn_V2 reflect = Dqn_V2_Reflect(in, rect_x0y0_dir);
TELY_Render_LineColourV4(renderer, ray_begin_world_pos, ray_end_world_pos, TELY_COLOUR_BLUE_CADET_V4, 2.f);
TELY_Render_LineColourV4(renderer, intersect_p, intersect_p + reflect, TELY_COLOUR_BLUE_CADET_V4, 2.f);
}
}
}
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;
TELY_Game *game = DQN_CAST(TELY_Game *) platform->user_data;
TELY_UI *ui = &game->ui;
TELY_UI_FrameSetup(ui, assets, &platform->frame_arena);
TELY_UI_PushFont(ui, game->jetbrains_mono_font);
TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb);
TELY_Render_PushFont(renderer, game->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, game->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->anim.index;
Dqn_usize sprite_index = (sprite_anim->index + (entity->anim.frame % 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);
}
}
}
// =============================================================================================
#if 0
Dqn_Rect entity_ui_layout = Dqn_Rect_InitNx4(game->entity.pos.x, game->entity.pos.y, 0, 0);
TELY_UI_LayoutScope(ui, entity_ui_layout) {
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Bottom) {
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "Anim: %.*s [%I32u, %I32u], Frame %I64u", DQN_STRING_FMT(hero_anim_label), hero_frame_offset, hero_frame_count, hero_frame);
TELY_UICommand *ticks_per_anim_frame_label = TELY_UI_TextF(ui, TELY_UI_GenerateID(), "Ticks Per Anim Frame: %I32u", hero_ticks_per_anim_frame);
TELY_UI_LayoutScope(ui, ticks_per_anim_frame_label->offcut_rect) {
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
if (TELY_UI_Button(ui, TELY_UI_GenerateID(), DQN_STRING8("-"))->interacted) {
hero_ticks_per_anim_frame--;
}
if (TELY_UI_Button(ui, TELY_UI_GenerateID(), DQN_STRING8("+"))->interacted) {
hero_ticks_per_anim_frame++;
}
}
}
TELY_UICommand *button = TELY_UI_Button(ui, TELY_UI_GenerateID(), DQN_STRING8("Apply"));
static char count_hero_frame[3] = {};
static Dqn_usize count_hero_frame_size = 0;
TELY_UICommand *count_input_box = TELY_UI_InputBox(ui, TELY_UI_GenerateID(), count_hero_frame, sizeof(count_hero_frame), &count_hero_frame_size);
TELY_UI_LayoutScope(ui, count_input_box->offcut_rect) {
TELY_UI_Text(ui, TELY_UI_GenerateID(), DQN_STRING8("Count"));
}
static char start_hero_frame[3] = {};
static Dqn_usize start_hero_frame_size = 0;
TELY_UICommand *start_sprite_input_box = TELY_UI_InputBox(ui, TELY_UI_GenerateID(), start_hero_frame, sizeof(start_hero_frame), &start_hero_frame_size);
TELY_UI_LayoutScope(ui, start_sprite_input_box->offcut_rect) {
TELY_UI_Text(ui, TELY_UI_GenerateID(), DQN_STRING8("Start Frame"));
}
if (button->interacted) {
Dqn_String8ToU64Result start_hero_frame_u64 = Dqn_String8_ToU64(Dqn_String8_Init(start_hero_frame, start_hero_frame_size), /*separator*/ 0);
Dqn_String8ToU64Result count_hero_frame_u64 = Dqn_String8_ToU64(Dqn_String8_Init(count_hero_frame, count_hero_frame_size), /*separator*/ 0);
if (start_hero_frame_u64.success && count_hero_frame_u64.success) {
hero_frame_offset = DQN_CAST(uint32_t)start_hero_frame_u64.value;
hero_frame_count = DQN_CAST(uint32_t)count_hero_frame_u64.value;
}
}
for (Dqn_usize anim_index = 0; anim_index < DQN_ARRAY_UCOUNT(hero_anims); anim_index++) {
TELY_AssetSpriteAnimation *anim = hero_anims + anim_index;
if (TELY_UI_Button(ui, TELY_UI_ID(__COUNTER__ + 1, DQN_CAST(uint16_t)anim_index), anim->label)->interacted) {
hero_frame_offset = anim->index;
hero_frame_count = anim->count;
hero_anim_label = anim->label;
}
}
}
}
#endif
// =============================================================================================
// NOTE: Overlay UI
Dqn_ProfilerZone profile_build_ui = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("Build UI"), TELY_ProfileZone_BuildUI);
#if 0
Dqn_Rect layout = Dqn_Rect_InitNx4(100, 100, DQN_CAST(Dqn_f32)platform->window_size.w, DQN_CAST(Dqn_f32)platform->window_size.h);
TELY_UI_PushRectCutSide(ui, Dqn_RectCutSide_Top);
TELY_UI_PushLayout(ui, layout);
TELY_UI_StringColourV4Scope(ui, Dqn_V4_InitNx4(0.8f, 0.8f, 0.8f, 1.f)) {
TELY_UI_Text(ui, TELY_UI_GenerateID(), info_label);
TELY_UI_Text(ui, TELY_UI_GenerateID(), info_label);
}
TELY_UI_InnerPaddingScope(ui, Dqn_V2_InitNx1(0)) {
TELY_UI_OuterPaddingScope(ui, Dqn_V2_InitNx1(0)) {
TELY_UIID container_id = TELY_UI_GenerateID();
TELY_UI_BoxScope(ui, container_id) {
for (size_t anchor_index = 1; anchor_index < TELY_ProfileZone_Count; anchor_index++) {
Dqn_ProfilerAnchor *anchor = Dqn_Profiler_AnchorBuffer(Dqn_ProfilerAnchorBuffer_Front) + anchor_index;
uint64_t tsc_exclusive = anchor->tsc_exclusive;
uint64_t tsc_inclusive = anchor->tsc_inclusive;
Dqn_f64 tsc_exclusive_percentage_of_frame = tsc_exclusive * 100 / DQN_CAST(Dqn_f64)input->delta_time_tsc;
Dqn_f64 tsc_exclusive_milliseconds = tsc_exclusive * 1000 / DQN_CAST(Dqn_f64)platform->tsc_per_second;
if (tsc_exclusive == tsc_inclusive) {
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "%.*s[%u]: %.1fms (%.1f%%)",
DQN_STRING_FMT(g_tely_profile_zone_names[anchor_index]),
anchor->hit_count,
tsc_exclusive_milliseconds,
tsc_exclusive_percentage_of_frame);
} else {
Dqn_f64 tsc_inclusive_percentage_of_frame = tsc_inclusive * 100 / DQN_CAST(Dqn_f64)input->delta_time_tsc;
Dqn_f64 tsc_inclusive_milliseconds = tsc_inclusive * 1000 / DQN_CAST(Dqn_f64)platform->tsc_per_second;
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "%.*s[%u]: %.1f/%.1fms (%.1f/%.1f%%)",
DQN_STRING_FMT(g_tely_profile_zone_names[anchor_index]),
anchor->hit_count,
tsc_exclusive_milliseconds,
tsc_inclusive_milliseconds,
tsc_exclusive_percentage_of_frame,
tsc_inclusive_percentage_of_frame);
}
}
}
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "mouse_p={%.2f, %.2f}", input->mouse_p.x, input->mouse_p.y);
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "mouse_p_delta={%.2f, %.2f}", input->mouse_p_delta.x, input->mouse_p_delta.y);
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "mouse_wheel={%.2f, %.2f}", input->mouse_wheel.x, input->mouse_wheel.y);
TELY_PlatformInputKey *left = input->scan_codes + TELY_PlatformInputScanCode_Left;
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "left={transition_count=%u}", left->transition_count);
}
}
if (TELY_UI_Button(ui, TELY_UI_GenerateID(), DQN_STRING8("Hello world, long button"))->interacted) {
Dqn_Log_DebugF("Button 2 clicked!");
}
// TODO(doyle): There's some padding issues here
static Dqn_f32 f32_val = {};
static Dqn_f64 f64_val = {};
TELY_UI_BeginBox(ui, TELY_UI_GenerateID());
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
TELY_UI_DragBoxF32(ui, TELY_UI_GenerateID(), &f32_val);
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "F32: %.1f", f32_val);
}
TELY_UI_EndBox(ui, TELY_UI_GenerateID());
TELY_UI_BeginBox(ui, TELY_UI_GenerateID());
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
TELY_UI_DragBoxF64(ui, TELY_UI_GenerateID(), &f64_val);
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "F64: %.1f", f64_val);
}
TELY_UI_EndBox(ui, TELY_UI_GenerateID());
TELY_UI_Text(ui, TELY_UI_GenerateID(), DQN_STRING8("Draw"));
TELY_UI_BeginBox(ui, TELY_UI_GenerateID());
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
TELY_UI_Checkbox(ui, TELY_UI_GenerateID(), &ui->debug_draw_bounding_rect);
TELY_UI_Text(ui, TELY_UI_GenerateID(), DQN_STRING8("Bounding Rect"));
}
TELY_UI_EndBox(ui, TELY_UI_GenerateID());
TELY_UI_BeginBox(ui, TELY_UI_GenerateID());
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
TELY_UI_Checkbox(ui, TELY_UI_GenerateID(), &ui->debug_draw_clip_rect);
TELY_UI_Text(ui, TELY_UI_GenerateID(), DQN_STRING8("Clip Rect"));
}
TELY_UI_EndBox(ui, TELY_UI_GenerateID());
TELY_UI_BeginBox(ui, TELY_UI_GenerateID());
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
TELY_UI_Checkbox(ui, TELY_UI_GenerateID(), &ui->debug_draw_content_rect);
TELY_UI_Text(ui, TELY_UI_GenerateID(), DQN_STRING8("Content Rect"));
}
TELY_UI_EndBox(ui, TELY_UI_GenerateID());
TELY_UI_BeginBox(ui, TELY_UI_GenerateID());
TELY_UI_RectCutSideScope(ui, Dqn_RectCutSide_Left) {
TELY_UI_Checkbox(ui, TELY_UI_GenerateID(), &ui->debug_draw_client_rect);
TELY_UI_Text(ui,TELY_UI_GenerateID(), DQN_STRING8("Client Rect"));
}
TELY_UI_EndBox(ui, TELY_UI_GenerateID());
static char buffer[16] = "012345678";
static Dqn_usize buffer_text_size = 9;
TELY_UI_InputBox(ui, TELY_UI_GenerateID(), buffer, sizeof(buffer), &buffer_text_size);
#endif
#if 0
// TODO(doyle): Drawing widgets after this window will draw it relative
// to the window's origin.
static Dqn_Rect window_layout = Dqn_Rect_InitNx4(100, 100, 300, 300);
TELY_UI_BeginWindow(ui, TELY_UI_GenerateID(), DQN_STRING8("TSC Profiler"), &window_layout);
// TELY_UI_PushInnerPadding(ui, Dqn_V2_InitNx1(0));
// TELY_UI_PushOuterPadding(ui, Dqn_V2_InitNx1(0));
for (size_t anchor_index = 1; anchor_index < TELY_ProfileZone_Count; anchor_index++) {
Dqn_ProfilerAnchor *anchor = Dqn_Profiler_AnchorBuffer(Dqn_ProfilerAnchorBuffer_Front) + anchor_index;
uint64_t tsc_exclusive = anchor->tsc_exclusive;
uint64_t tsc_inclusive = anchor->tsc_inclusive;
Dqn_f64 tsc_exclusive_percentage_of_frame = tsc_exclusive * 100 / DQN_CAST(Dqn_f64)input->delta_time_tsc;
Dqn_f64 tsc_exclusive_milliseconds = tsc_exclusive * 1000 / DQN_CAST(Dqn_f64)platform->tsc_per_second;
Dqn_String8 zone_name = g_tely_profile_zone_names[anchor_index];
if (tsc_exclusive == tsc_inclusive) {
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "%.*s[%u]: %.1fms (%.1f%%)",
DQN_STRING_FMT(zone_name),
anchor->hit_count,
tsc_exclusive_milliseconds,
tsc_exclusive_percentage_of_frame);
} else {
Dqn_f64 tsc_inclusive_percentage_of_frame = tsc_inclusive * 100 / DQN_CAST(Dqn_f64)input->delta_time_tsc;
Dqn_f64 tsc_inclusive_milliseconds = tsc_inclusive * 1000 / DQN_CAST(Dqn_f64)platform->tsc_per_second;
TELY_UI_TextF(ui, TELY_UI_GenerateID(), "%.*s[%u]: %.1f/%.1fms (%.1f/%.1f%%)",
DQN_STRING_FMT(zone_name),
anchor->hit_count,
tsc_exclusive_milliseconds,
tsc_inclusive_milliseconds,
tsc_exclusive_percentage_of_frame,
tsc_inclusive_percentage_of_frame);
}
}
// TELY_UI_PopInnerPadding(ui);
// TELY_UI_PopOuterPadding(ui);
TELY_UI_EndWindow(ui, TELY_UI_GenerateID());
TELY_UI_Flush(ui, platform, renderer, frame_time);
#endif
// =============================================================================================
TELY_RFui *rfui = &game->rfui;
TELY_RFui_FrameSetup(rfui, &platform->frame_arena);
TELY_RFui_PushFont(rfui, game->jetbrains_mono_font);
#if 0
TELY_RFuiResult row = TELY_RFui_Row(rfui, DQN_STRING8("Row ID"));
TELY_RFui_PushParent(rfui, row.widget);
if (TELY_RFui_Button(rfui, DQN_STRING8("File")).clicked) {
Dqn_Log_DebugF("Hello Seaman");
}
if (TELY_RFui_Button(rfui, DQN_STRING8("Window")).clicked) {
Dqn_Log_DebugF("Hello Seaman");
}
if (TELY_RFui_Button(rfui, DQN_STRING8("Panel")).clicked) {
Dqn_Log_DebugF("Hello Seaman");
}
TELY_RFui_PopParent(rfui);
#endif
// =============================================================================================
TELY_DLL_FreyaMathForGameDevs(platform);
// =============================================================================================
TELY_Audio_MixPlaybackSamples(audio, assets);
// TELY_RFui_Flush(rfui, renderer, input, assets);
Dqn_Profiler_EndZone(profile_build_ui);
}

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@ -0,0 +1,423 @@
#if defined(__clang__)
#pragma once
#include "playground_unity.h"
#endif
static bool operator==(TELY_GameEntityHandle const &lhs, TELY_GameEntityHandle const &rhs)
{
bool result = lhs.id == rhs.id;
return result;
}
static bool operator!=(TELY_GameEntityHandle const &lhs, TELY_GameEntityHandle const &rhs)
{
bool result = !(lhs == rhs);
return result;
}
static Dqn_M2x3 TELY_Game_CameraModelViewM2x3(TELY_GameCamera camera, TELY_Platform *platform)
{
Dqn_M2x3 result = Dqn_M2x3_Identity();
if (platform) {
Dqn_V2 rotate_origin = camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(rotate_origin));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Rotate(camera.rotate_rads));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Scale(camera.scale));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate((rotate_origin * -1) + camera.world_pos));
}
return result;
}
static TELY_GameEntity *TELY_Game_GetEntity(TELY_Game *game, TELY_GameEntityHandle handle)
{
TELY_GameEntity *result = nullptr;
if (!game)
return result;
result = game->entities.data;
uint64_t index_from_handle = handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
if (index_from_handle >= game->entities.size)
return result;
TELY_GameEntity *candidate = game->entities.data + index_from_handle;
if (candidate->handle == handle)
result = candidate;
return result;
}
static bool TELY_Game_DFSPreOrderWalkEntityTree(TELY_Game *game, TELY_GameEntityIterator *it, TELY_GameEntity *root)
{
if (!game || !it || !root)
return false;
it->last_visited = it->entity;
if (it->init) {
it->iteration_count++;
} else {
it->init = true;
it->entity = root;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
if (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
} else {
while (it->entity->handle != root->handle) {
if (it->entity_next) {
it->entity = it->entity_next;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
break;
} else {
if (!it->entity_parent)
break;
it->entity = it->entity_parent;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
}
return it->entity->handle != root->handle;
}
static bool TELY_Game_DFSPostOrderWalkEntityTree(TELY_Game *game, TELY_GameEntityIterator *it, TELY_GameEntity *root)
{
if (!game || !it || !root)
return false;
bool ascending_tree = it->entity ? (it->last_visited == it->entity->last_child) : false;
it->last_visited = it->entity;
if (it->init) {
it->iteration_count++;
} else {
it->init = true;
it->entity = root;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
// NOTE: Descend to deepest leaf node
if (it->entity_first_child && !ascending_tree) {
while (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
} else {
// NOTE: We are at the leaf node, try going across
if (it->entity != root && it->entity_next) {
it->entity = it->entity_next;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
ascending_tree = false;
}
// NOTE: Try descend again
if (it->entity_first_child && !ascending_tree) {
while (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
// NOTE: If we could not move further across or down then we've
// exhausted the tree, start moving up.
if (it->last_visited == it->entity) {
it->entity = it->entity_parent;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
return it->entity->handle != root->handle;
}
// NOTE: Parent entity
static void TELY_Game_PushParentEntity(TELY_Game *game, TELY_GameEntityHandle handle)
{
DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
if (game)
Dqn_FArray_Add(&game->parent_entity_stack, handle);
}
static void TELY_Game_PopParentEntity(TELY_Game *game)
{
// NOTE: 0th slot is reserved for the nil entity
if (game && game->parent_entity_stack.size > 1)
Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
}
static TELY_GameEntityHandle TELY_Game_ActiveParentEntity(TELY_Game const *game)
{
TELY_GameEntityHandle result = {};
if (!game || !game->parent_entity_stack.size)
return result;
result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
return result;
}
static TELY_GameEntity *TELY_Game_ActiveParentEntityPointer(TELY_Game const *game)
{
TELY_GameEntityHandle handle = TELY_Game_ActiveParentEntity(game);
TELY_GameEntity *result = TELY_Game_GetEntity(DQN_CAST(TELY_Game *)game, handle);
return result;
}
static TELY_GameEntity *TELY_Game_MakeEntityPointerFV(TELY_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, va_list args)
{
TELY_GameEntity *result = nullptr;
if (!game)
return result;
DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
if (game->entity_free_list) {
result = game->entity_free_list;
game->entity_free_list = game->entity_free_list->next;
result->next = nullptr;
} else {
if (game->entities.size >= (TELY_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
return result;
result = Dqn_VArray_Make(&game->entities, 1, Dqn_ZeroMem_Yes);
if (!result)
return result;
result->handle.id = (game->entities.size - 1) & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
}
result->size_scale = Dqn_V2_InitNx1(1);
result->parent = TELY_Game_ActiveParentEntityPointer(game);
result->name = TELY_ChunkPool_AllocFmtFV(&game->chunk_pool, fmt, args);
result->waypoints = TELY_ChunkPool_New(&game->chunk_pool, TELY_GameWaypoint);
result->waypoints->next = result->waypoints;
result->waypoints->prev = result->waypoints;
// NOTE: Attach entity as a child to the parent
TELY_GameEntity *parent = result->parent;
if (parent->first_child)
parent->last_child->next = result;
else
parent->first_child = result;
result->prev = parent->last_child;
parent->last_child = result;
DQN_ASSERT(!result->next);
DQN_ASSERT(result->handle.id);
DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
return result;
}
static TELY_GameEntity *TELY_Game_MakeEntityPointerF(TELY_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
TELY_GameEntity *result = TELY_Game_MakeEntityPointerFV(game, fmt, args);
va_end(args);
return result;
}
static TELY_GameEntityHandle TELY_Game_MakeEntityF(TELY_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
TELY_GameEntity *entity = TELY_Game_MakeEntityPointerF(game, fmt, args);
va_end(args);
TELY_GameEntityHandle result = {};
if (entity)
result = entity->handle;
return result;
}
static bool TELY_Game_IsNilEntity(TELY_GameEntity *entity)
{
bool result = entity ? ((entity->handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
return result;
}
static void TELY_Game_DetachEntityIntoFreeList(TELY_Game *game, TELY_GameEntityHandle handle)
{
TELY_GameEntity *entity = TELY_Game_GetEntity(game, handle);
if (TELY_Game_IsNilEntity(entity))
return;
// NOTE: Entities in the entity tree always have a parent (except for the
// nil/root entity). If an entity is passed in to this function and there's
// no parent, it's most likely you passed in an entity already in the free
// list (in which case only the next pointer will be set). This is most
// likely a mistake so we guard against it here.
if (!DQN_CHECK(entity->parent))
return;
uint64_t const entity_index_from_handle = entity->handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
DQN_ASSERT(entity_index_from_handle < game->entities.size);
uint64_t const entity_generation_raw = entity->handle.id & TELY_GAME_ENTITY_HANDLE_GENERATION_MASK;
uint64_t const entity_generation = entity_generation_raw >> TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
uint64_t const new_entity_generation = entity_generation + 1;
// NOTE: De-attach entity from adjacent children
if (entity->prev)
entity->prev->next = entity->next;
if (entity->next)
entity->next->prev = entity->prev;
// NOTE: De-attach from parent
TELY_GameEntity *parent = entity->parent;
if (parent->first_child == entity)
parent->first_child = entity->next;
if (parent->last_child == entity)
parent->last_child = entity->prev;
if (entity->name.size)
TELY_ChunkPool_Dealloc(&game->chunk_pool, entity->name.data);
if (new_entity_generation > entity_generation) {
// NOTE: Update the incremented handle disassociating all prior handles
// to this entity which would reference older generation values
*entity = {};
entity->handle.id = entity_index_from_handle | (new_entity_generation << TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
// NOTE: Attach entity to the free list
entity->next = game->entity_free_list;
entity->prev = nullptr;
game->entity_free_list = entity;
} else {
// NOTE: We've cycled through all possible generations for this handle
// We will not increment it and freeze it so it is no longer allocated
// out. This prevents code that is still holding onto *really* old
// handles
}
}
static void TELY_Game_DeleteEntity(TELY_Game *game, TELY_GameEntityHandle handle)
{
uint64_t index_from_handle = handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
return;
TELY_GameEntity *root = game->entities.data + index_from_handle;
if (root->handle != handle)
return;
// NOTE: The iterator snaps a copy of all the internal n-ary tree pointers
// so as we delete we do not accidentally invalidate any of the pointers.
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, root); ) {
DQN_ASSERT(it.entity != root);
TELY_GameEntity *entity = it.entity;
TELY_Game_DetachEntityIntoFreeList(game, entity->handle);
}
TELY_Game_DetachEntityIntoFreeList(game, root->handle);
}
static Dqn_V2 TELY_Game_CalcEntityWorldPos(TELY_Game const *game, TELY_GameEntityHandle handle)
{
Dqn_V2 result = {};
if (!game)
return result;
for (TELY_GameEntity const *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
entity != game->root_entity;
entity = entity->parent) {
result += entity->local_pos;
}
return result;
}
static Dqn_Rect TELY_Game_CalcEntityLocalHitBox(TELY_Game const *game, TELY_GameEntityHandle handle)
{
TELY_GameEntity *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *)game, handle);
Dqn_V2 half_hit_box_size = entity->local_hit_box_size * .5f;
Dqn_Rect result = Dqn_Rect_InitV2x2(entity->local_hit_box_offset - half_hit_box_size, entity->local_hit_box_size);
return result;
}
static Dqn_Rect TELY_Game_CalcEntityWorldHitBox(TELY_Game const *game, TELY_GameEntityHandle handle)
{
TELY_GameEntity *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, handle);
Dqn_Rect local_hit_box = TELY_Game_CalcEntityLocalHitBox(game, entity->handle);
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + local_hit_box.pos, local_hit_box.size);
return result;
}
static Dqn_Rect TELY_Game_CalcEntityAttackWorldHitBox(TELY_Game const *game, TELY_GameEntityHandle handle)
{
TELY_GameEntity *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, handle);
Dqn_V2 half_hit_box_size = entity->attack_box_size * .5f;
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + entity->attack_box_offset - half_hit_box_size, entity->attack_box_size);
return result;
}
static Dqn_Rect TELY_Game_CalcEntityArrayWorldBoundingBox(TELY_Game const *game, TELY_GameEntityHandle const *handles, Dqn_usize count)
{
Dqn_Rect result = {};
if (!game || !handles)
return result;
DQN_FOR_UINDEX(index, count) {
TELY_GameEntityHandle handle = handles[index];
TELY_GameEntity const *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
Dqn_Rect bbox = TELY_Game_CalcEntityLocalHitBox(game, entity->handle);
for (TELY_GameShape const &shape_ : entity->shapes) {
TELY_GameShape const *shape = &shape_;
switch (shape->type) {
case TELY_GameShapeType_None: {
} break;
case TELY_GameShapeType_Circle: {
Dqn_Rect rect =
Dqn_Rect_InitV2x2(shape->p1 - shape->circle_radius, Dqn_V2_InitNx1(shape->circle_radius * 2.f));
bbox = Dqn_Rect_Union(bbox, rect);
} break;
case TELY_GameShapeType_Rect: /*FALLTHRU*/
case TELY_GameShapeType_Line: {
Dqn_V2 min = Dqn_V2_Min(shape->p1, shape->p2);
Dqn_V2 max = Dqn_V2_Max(shape->p1, shape->p2);
Dqn_Rect rect = Dqn_Rect_InitV2x2(min, max - min);
if (shape->type == TELY_GameShapeType_Rect)
rect.pos -= rect.size * .5f;
bbox = Dqn_Rect_Union(bbox, rect);
} break;
}
}
bbox.pos += TELY_Game_CalcEntityWorldPos(game, entity->handle);
if (index)
result = Dqn_Rect_Union(result, bbox);
else
result = bbox;
}
return result;
}
static Dqn_Rect TELY_Game_CalcEntityWorldBoundingBox(TELY_Game *game, TELY_GameEntityHandle handle)
{
Dqn_Rect result = TELY_Game_CalcEntityArrayWorldBoundingBox(game, &handle, 1);
return result;
}

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#if defined(__clang__)
#pragma once
#include "playground_unity.h"
#endif
enum TELY_EntityFlag
{
TELY_EntityFlag_Clickable = 1 << 0,
TELY_EntityFlag_MoveByKeyboard = 1 << 1,
TELY_EntityFlag_MoveByMouse = 1 << 2,
TELY_EntityFlag_DrawHitBox = 1 << 3,
TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 4,
};
enum TELY_GameShapeType
{
TELY_GameShapeType_None,
TELY_GameShapeType_Circle,
TELY_GameShapeType_Rect,
TELY_GameShapeType_Line,
};
struct TELY_GameShape
{
TELY_GameShapeType type;
Dqn_V2 p1;
Dqn_V2 p2;
Dqn_V4 colour;
Dqn_f32 line_thickness;
Dqn_f32 circle_radius;
TELY_RenderShapeMode render_mode;
};
const uint64_t TELY_GAME_ENTITY_HANDLE_GENERATION_MASK = 0xFFFF'0000'0000'0000;
const uint64_t TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT = 48;
const uint64_t TELY_GAME_ENTITY_HANDLE_GENERATION_MAX = TELY_GAME_ENTITY_HANDLE_GENERATION_MASK >> TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
const uint64_t TELY_GAME_ENTITY_HANDLE_INDEX_MASK = 0x0000'FFFF'FFFF'FFFF;
const uint64_t TELY_GAME_ENTITY_HANDLE_INDEX_MAX = TELY_GAME_ENTITY_HANDLE_INDEX_MASK - 1;
struct TELY_GameEntityHandle
{
uint64_t id;
};
enum TELY_GameEntityState
{
TELY_GameEntityState_Nil,
TELY_GameEntityState_Idle,
TELY_GameEntityState_Attack,
TELY_GameEntityState_Run,
};
struct TELY_GameEntityAnimation
{
uint16_t index;
uint16_t frame;
uint16_t ticks;
uint16_t ticks_per_frame;
};
struct TELY_GameWaypoint
{
Dqn_V2I pos;
TELY_GameWaypoint *next;
TELY_GameWaypoint *prev;
};
struct TELY_GameEntity
{
Dqn_String8 name;
TELY_GameEntityHandle handle;
TELY_AssetSpriteSheet *sprite_sheet;
Dqn_Slice<TELY_AssetSpriteAnimation> sprite_anims;
Dqn_V2 size_scale;
TELY_GameEntityAnimation anim;
TELY_GameEntityState state;
Dqn_V2 velocity;
TELY_GameEntityHandle stalk_entity;
Dqn_V2I stalk_entity_last_known_tile;
TELY_GameWaypoint *waypoints;
// NOTE: The entity hit box is positioned at the center of the entity.
Dqn_V2 local_hit_box_size;
Dqn_V2 local_hit_box_offset;
Dqn_V2 attack_box_size;
Dqn_V2 attack_box_offset;
uint64_t flags;
bool facing_left;
Dqn_V2 local_pos;
Dqn_f64 alive_time_s;
Dqn_FArray<TELY_GameShape, 4> shapes;
TELY_GameEntity *next;
TELY_GameEntity *prev;
TELY_GameEntity *first_child;
TELY_GameEntity *last_child;
TELY_GameEntity *parent;
};
struct TELY_GameEntityIterator
{
bool init;
Dqn_usize iteration_count;
TELY_GameEntity *entity;
TELY_GameEntity *last_visited;
TELY_GameEntity *entity_parent;
TELY_GameEntity *entity_next;
TELY_GameEntity *entity_first_child;
};
struct TELY_FreyaGameMath
{
TELY_GameEntityHandle lec01_group_box;
TELY_GameEntityHandle lec01_axis;
TELY_GameEntityHandle lec01_point_a;
TELY_GameEntityHandle lec01_point_b;
TELY_GameEntityHandle lec01_task01_group_box;
TELY_GameEntityHandle lec01_task01_radial_trigger;
Dqn_f32 lec01_task01_radial_trigger_radius;
TELY_GameEntityHandle lec01_task01_player;
TELY_GameEntityHandle lec01_task02_group_box;
TELY_GameEntityHandle lec01_task02_ray_begin;
TELY_GameEntityHandle lec01_task02_ray_end;
TELY_GameEntityHandle lec01_task02_surface;
};
struct TELY_GameCamera
{
Dqn_V2 world_pos;
Dqn_f32 rotate_rads;
Dqn_V2 scale;
};
struct TELY_Game
{
TELY_Platform *platform;
TELY_RFui rfui;
TELY_UI ui;
TELY_ChunkPool chunk_pool;
TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
TELY_AssetAudioHandle test_audio;
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
TELY_AssetSpriteSheet hero_sprite_sheet;
Dqn_FArray<TELY_GameEntityHandle, 8> parent_entity_stack;
Dqn_VArray<TELY_GameEntity> entities;
TELY_GameEntity *root_entity;
TELY_GameEntity *entity_free_list;
TELY_GameEntityHandle clicked_entity;
TELY_GameEntityHandle hot_entity;
TELY_GameEntityHandle active_entity;
TELY_GameEntityHandle prev_clicked_entity;
TELY_GameEntityHandle prev_hot_entity;
TELY_GameEntityHandle prev_active_entity;
TELY_FreyaGameMath freya_game_math;
TELY_GameCamera camera;
};

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#include "playground_game.h"

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// =================================================================================================
// NOTE(doyle): Work-around for clangd to correctly resolve symbols in unity
// builds by providing symbol definition and prototypes by including this
// mega-header in all files and using the "#pragma once" directive to
// avoid multiple defined symbols when compiling the unity build itself.
//
// See: https://www.frogtoss.com/labs/clangd-with-unity-builds.html
#pragma once
// NOTE: DQN =======================================================================================
// NOTE: C-strings declared in a ternary cause global-buffer-overflow in
// MSVC2022.
// stb_sprintf assumes c-string literals are 4 byte aligned which is always
// true, however, reading past the end of a string whose size is not a multiple
// of 4 is UB causing ASAN to complain.
#if defined(_MSC_VER) && !defined(__clang__)
#define STBSP__ASAN __declspec(no_sanitize_address)
#endif
#define DQN_ASAN_POISON 0
#define DQN_ASAN_VET_POISON 1
#define DQN_ONLY_RECT
#define DQN_ONLY_V2
#define DQN_ONLY_V3
#define DQN_ONLY_V4
#define DQN_ONLY_WIN
#define DQN_ONLY_FARRAY
#define DQN_ONLY_PROFILER
#define DQN_ONLY_SLICE
#define DQN_ONLY_LIST
#define DQN_ONLY_VARRAY
#define DQN_ONLY_FS
#define _CRT_SECURE_NO_WARNINGS
#define DQN_IMPLEMENTATION
#include "External/tely/External/dqn/dqn.h"
// NOTE: TELY ======================================================================================
DQN_MSVC_WARNING_DISABLE(4505) // warning C4505: unreferenced function with internal linkage has been removed
#include "External/tely/tely_profile.h"
#include "External/tely/tely_platform_input.h"
#include "External/tely/tely_asset.h"
#include "External/tely/tely_colour.h"
#include "External/tely/tely_render.h"
#include "External/tely/tely_tools.h"
#include "External/tely/tely_audio.h"
#include "External/tely/tely_platform.h"
#include "External/tely/tely_ui.h"
#include "External/tely/tely_rfui.h"
#include "External/tely/tely_tools.cpp"
#include "External/tely/tely_asset.cpp"
#include "External/tely/tely_audio.cpp"
#include "External/tely/tely_render.cpp"
#include "External/tely/tely_platform_input.cpp"
#include "External/tely/tely_ui.cpp"
#include "External/tely/tely_rfui.cpp"
// NOTE: PExternal/tely/layground ============================================================================
#include "playground_game.h"
#include "playground_game.cpp"
#include "playground.cpp"