#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(&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(&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); }