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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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							| @ -0,0 +1,994 @@ | ||||
| #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); | ||||
| } | ||||
							
								
								
									
										423
									
								
								playground_game.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										423
									
								
								playground_game.cpp
									
									
									
									
									
										Normal file
									
								
							| @ -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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							| @ -0,0 +1 @@ | ||||
| #include "playground_game.h" | ||||
							
								
								
									
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							| @ -0,0 +1,67 @@ | ||||
| // =================================================================================================
 | ||||
| 
 | ||||
| // 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" | ||||
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