add web
This commit is contained in:
@@ -1,15 +1,30 @@
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.PHONY: all build-gui build-game run
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.PHONY: all build-gui build-game run-desktop clean web
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CXX = g++
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WSL = wsl --shell-type login
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WEB_CXX = $(WSL) em++
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# EMSCRIPTE_H_PATH = "//wsl.localhost/archlinux/home/shadow/dev/external/emsdk/upstream/emscripten/system/include/emscripten.h"
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BROWSER = "C:\Program Files\Mozilla Firefox\firefox.exe"
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# upstream/emscripten/system/include/emscripten.h
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ASSETS = "data.dat"
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LDFLAGS = -L./external/raylib/lib \
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-L./external/box2d/build/src \
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-L./external/asset_packer/bin \
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WEB_LDFLAGS = -L./external/raylib-web/lib \
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-L./external/asset_packer/bin \
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-sUSE_GLFW=3 \
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--preload-file $(ASSETS)
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LIBS = -lraylib -lwinmm -lgdi32 -lbox2d -lassetpacker
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WEB_LIBS = -lraylib.web -lassetpacker.web
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CXXFLAGS = -std=c++20 -O2 \
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-MMD -MP
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-MMD -MP
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DEBUGFLAGS = -std=c++20 -g -O0
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@@ -22,6 +37,16 @@ INCLUDES = -I./external/raylib/include \
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-I./external/nhlohmann_json_3.12.0/ \
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-I./external/asset_packer/bin/include \
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WEB_INCLUDES = -I./external/raylib-web/include \
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-I./external/entt/single_include \
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-I./src/include \
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-I./external/imgui \
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-I./external/rlImGui \
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-I./external/box2d/include \
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-I./external/nhlohmann_json_3.12.0/ \
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-I./external/asset_packer/bin/include \
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# -I./external/emscripten/include \
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IMGUI_SRCS = ./external/imgui/imgui.cpp \
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./external/imgui/imgui_demo.cpp \
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./external/imgui/imgui_draw.cpp \
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@@ -50,7 +75,7 @@ OBJS_FILES = $(patsubst ./src/%.cpp,./bin/%.o,$(SRC_FILES))
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DEP_FILES = $(patsubst ./bin/%.o,./bin/%.d,$(OBJS_FILES))
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all: build-game run
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all: build-game run-desktop
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./bin/%.o: ./external/imgui/%.cpp
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@mkdir -p bin
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@@ -65,10 +90,18 @@ all: build-game run
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@mkdir -p $(dir $@)
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$(CXX) $(CXXFLAGS) $(INCLUDES) -c $< -o $@
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compile_commands.json: clean
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ccj: clean
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@echo "Generating compile_commands.json..."
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bear -- $(MAKE)
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ccj-web: clean
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@echo "Generating web compile_commands.json..."
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$(WSL) bear -- $(MAKE) web-native
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@sed -i '$$ s/,$$//' compile_commands.json
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@sed -i 's|"/home/|"\\\\\\\\wsl.localhost\\\\archlinux\\\\home\\\\|g' compile_commands.json
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@sed -i 's|=/home/|=\\\\\\\\wsl.localhost\\\\archlinux\\\\home\\\\|g' compile_commands.json
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@sed -i 's|"/mnt/c/|"C:/|g' compile_commands.json
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-include $(DEP_FILES)
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build-gui: $(IMGUI_OBJS)
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@@ -93,22 +126,42 @@ build-debug:
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$(CXX) $(DEBUGFLAGS) $(INCLUDES) $(ENTRY_POINT) $(SRC_FILES) $(IMGUI_OBJS) $(IMGUI_BACKEND_OBJS) $(LDFLAGS) $(LIBS) -o ./debug/d.exe
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cp ./data.dat ./debug -rf
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web:
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@mkdir -p web
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$(WEB_CXX) $(CXXFLAGS) $(WEB_INCLUDES) $(ENTRY_POINT) $(SRC_FILES) $(IMGUI_SRCS) $(IMGUI_BACKEND) $(WEB_LDFLAGS) $(WEB_LIBS) -o ./web/web.html
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web-native:
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@mkdir -p web
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em++ $(CXXFLAGS) $(WEB_INCLUDES) $(ENTRY_POINT) $(SRC_FILES) $(IMGUI_SRCS) $(IMGUI_BACKEND) $(WEB_LDFLAGS) $(WEB_LIBS) -o ./web/web.html
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clean:
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clean-desktop:
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@rm -r -f ./bin
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@rm -f compile_commands.json
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clean-debug:
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@rm -r -f ./debug
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clean-all: clean clean-debug
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clean-web:
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@rm -r -f ./web
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run:
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clean: clean-desktop clean-debug clean-web
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run-desktop:
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./bin/main.exe
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open-browser:
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$(BROWSER)
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start-server:
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$(WSL) python -m http.server 3000 -d ./web
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run-web:
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$(BROWSER) http://localhost:3000/web.html
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$(WSL) python -m http.server 3000 -d ./web
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# $(WSL) node ./web/web.js
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run-debug:
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./debug/d.exe
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run-test: build-test
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./bin/test.exe
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@@ -0,0 +1,22 @@
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#pragma once
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#include <string>
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class AnimationManager{
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private:
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unsigned int glboal_id;
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public:
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};
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// Component attacked to an object for playing animation
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struct AnimationComponent{
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unsigned int id;
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std::string track_key;
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float elapsed_time;
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bool is_playing;
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bool is_completed;
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float speed_scale;
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std::string group_name;
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};
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@@ -0,0 +1,109 @@
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#pragma once
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#include <variant>
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#include <string>
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#include <mutex>
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#include <iostream>
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struct Vec2 {
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float x = 0.0f;
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float y = 0.0f;
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bool operator==(const Vec2& o) const { return x == o.x && y == o.y; }
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bool operator!=(const Vec2& o) const { return !(*this == o); }
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Vec2 operator+(const Vec2& o) const { return { x + o.x, y + o.y }; }
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Vec2 operator-(const Vec2& o) const { return { x - o.x, y - o.y }; }
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Vec2 operator*(float scalar) const { return { x * scalar, y * scalar }; }
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};
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struct Vec3 {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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bool operator==(const Vec3& o) const { return x == o.x && y == o.y && z == o.z; }
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bool operator!=(const Vec3& o) const { return !(*this == o); }
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Vec3 operator+(const Vec3& o) const { return { x + o.x, y + o.y, z + o.z }; }
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Vec3 operator-(const Vec3& o) const { return { x - o.x, y - o.y, z - o.z }; }
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Vec3 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar }; }
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};
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struct Vec4 {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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float w = 1.0f;
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bool operator==(const Vec4& o) const { return x == o.x && y == o.y && z == o.z && w == o.w; }
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bool operator!=(const Vec4& o) const { return !(*this == o); }
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Vec4 operator+(const Vec4& o) const { return { x + o.x, y + o.y, z + o.z, w + o.w }; }
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Vec4 operator-(const Vec4& o) const { return { x - o.x, y - o.y, z - o.z, w - o.w }; }
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Vec4 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar, w * scalar }; }
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};
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// Standalone Interpolation Helpers
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inline Vec2 Vec2Lerp(const Vec2& s, const Vec2& e, float a) { return { s.x + (e.x - s.x) * a, s.y + (e.y - s.y) * a }; }
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inline Vec3 Vec3Lerp(const Vec3& s, const Vec3& e, float a) { return { s.x + (e.x - s.x) * a, s.y + (e.y - s.y) * a, s.z + (e.z - s.z) * a }; }
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inline Vec4 Vec4Lerp(const Vec4& s, const Vec4& e, float a) { return { s.x + (e.x - s.x) * a, s.y + (e.y - s.y) * a, s.z + (e.z - s.z) * a, s.w + (e.w - s.w) * a }; }
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enum class VariantType { Null, Float, Vector2, Vector3, Vector4, String };
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class EngineVariant{
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public:
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using InternalVariant = std::variant<std::monostate,float,Vec2,Vec3,Vec4,std::string>;
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EngineVariant() : data(std::monostate{}), type(VariantType::Null){}
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EngineVariant(float v) : data(v), type(VariantType::Float){}
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EngineVariant(Vec2 v) : data(v), type(VariantType::Vector2){}
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EngineVariant(Vec3 v) : data(v), type(VariantType::Vector3){}
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EngineVariant(Vec4 v) : data(v), type(VariantType::Vector4){}
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EngineVariant(std::string v) : data(v), type(VariantType::String){}
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VariantType GetType() const { return type; }
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template<typename T>
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T Get() const {
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std::lock_guard<std::mutex> lock(v_mutex);
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return std::get<T>(data);
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}
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void Print() const {
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std::lock_guard<std::mutex> lock(v_mutex);
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std::cout << "[Variant " << TypeToString(type) << "]: ";
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std::visit([](auto &&arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, std::monostate>) std::cout << "Null";
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else if constexpr (std::is_same_v<T, float>) std::cout << arg;
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else if constexpr (std::is_same_v<T, Vec2>) std::cout << "(" << arg.x << ", " << arg.y << ")";
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else if constexpr (std::is_same_v<T, Vec3>) std::cout << "(" << arg.x << ", " << arg.y << ", " << arg.z << ")";
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else if constexpr (std::is_same_v<T, Vec4>) std::cout << "(" << arg.x << ", " << arg.y << ", " << arg.z << ", " << arg.w << ")";
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else if constexpr (std::is_same_v<T, std::string>) std::cout << "\"" << arg << "\"";
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},data);
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std::cout << "\n";
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}
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private:
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InternalVariant data;
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VariantType type;
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mutable std::mutex v_mutex;
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static std::string TypeToString(VariantType t) {
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switch(t) {
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case VariantType::Float: return "Float";
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case VariantType::Vector2: return "Vector2";
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case VariantType::Vector3: return "Vector3";
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case VariantType::Vector4: return "Vector4";
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case VariantType::String: return "String";
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default: return "Null";
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}
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}
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friend class VariantOpManager;
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};
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@@ -0,0 +1,74 @@
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#pragma once
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#include <engine_variant.hpp>
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template<class... Ts> struct overloaded : Ts... { using Ts::operator()...; };
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template<class... Ts> overloaded(Ts...) -> overloaded<Ts...>;
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enum class OpType {
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Assign, // Replace the old value entirely
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Add, // Add to the current value
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Multiply, // Add to the current value
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Lerp // Smoothly blend toward a value
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};
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struct VariantOpRequest {
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EngineVariant* target; // The variable we want to change
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OpType operation; // How we want to change it
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EngineVariant operand; // The value we are using to make the change
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float alpha; // Used ONLY for Lerp (0.0 to 1.0)
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};
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class VariantOpManager{
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public:
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VariantOpManager(){}
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void ExecuteOperation(const VariantOpRequest& req) {
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if (req.target == nullptr) return;
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switch (req.operation){
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case OpType::Assign:
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req.target->data = req.operand.data;
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req.target->type = req.operand.type;
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break;
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case OpType::Add:
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req.target->data = std::visit(
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overloaded{
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[](float p, float n) -> EngineVariant::InternalVariant {return p + n;},
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[](Vec2 p, Vec2 n) -> EngineVariant::InternalVariant {return p + n;},
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[](Vec3 p, Vec3 n) -> EngineVariant::InternalVariant {return p + n;},
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[](Vec4 p, Vec4 n) -> EngineVariant::InternalVariant {return p + n;},
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// Fallback
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[](auto p, auto n) -> EngineVariant::InternalVariant {return p;},
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},req.target->data,req.operand.data);
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break;
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case OpType::Lerp:
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req.target->data = std::visit(overloaded{
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[&](float p, float n) -> EngineVariant::InternalVariant { return p + (n - p) * req.alpha; },
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[&](Vec2 p, Vec2 n) -> EngineVariant::InternalVariant { return Vec2Lerp(p, n, req.alpha); },
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[&](Vec3 p, Vec3 n) -> EngineVariant::InternalVariant { return Vec3Lerp(p, n, req.alpha); },
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[&](Vec4 p, Vec4 n) -> EngineVariant::InternalVariant { return Vec4Lerp(p, n, req.alpha); },
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[&](const std::string& p, const std::string& n) -> EngineVariant::InternalVariant {
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return req.alpha >= 0.5f ? n : p; // Discrete switch for strings
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},
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// Fallback
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[](auto p, auto n) -> EngineVariant::InternalVariant { return p; }
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}, req.target->data, req.operand.data);
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break;
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case OpType::Multiply:
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req.target->data = std::visit(overloaded{
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[](float p, float n) -> EngineVariant::InternalVariant { return p * n; },
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[](Vec2 p, float n) -> EngineVariant::InternalVariant { return p * n; }, // Scale a vector!
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[](auto p, auto n) -> EngineVariant::InternalVariant { return p; }
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}, req.target->data, req.operand.data);
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break;
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}
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}
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};
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+41
-25
@@ -12,23 +12,50 @@
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#include <iostream>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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// Globals
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EngineState g_Engine;
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RaylibAssetLoader asset_loader;
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entt::registry * registry;
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SceneManager* scene_manager;
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void UpdateDrawFrame(void) {
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// Update
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float dt = GetFrameTime();
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// cap dt just for now
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if (dt > 0.1f) dt = 0.1f;
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// Draw
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scene_manager->update(dt);
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BeginDrawing();
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ClearBackground(RAYWHITE);
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scene_manager->render();
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rlImGuiBegin();
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scene_manager->ui();
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rlImGuiEnd();
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EndDrawing();
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scene_manager->process_scene_switch(); // !!! After scene_manager is done with the current loop
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}
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int main(){
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//
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||||
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int screen_width = 1280;
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int screen_height = 800;
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||||
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||||
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||||
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||||
// initialized scene manager
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SceneManager scene_manager;
|
||||
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||||
entt::registry registry;
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scene_manager = new SceneManager();
|
||||
registry = new entt::registry();
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||||
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rlImGuiSetup(true);
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@@ -50,35 +77,24 @@ int main(){
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style.ScrollbarSize = 15.0f;
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||||
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SetTargetFPS(60);
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SetTraceLogLevel(TraceLogLevel::LOG_NONE);
|
||||
// SetTraceLogLevel(TraceLogLevel::LOG_NONE);
|
||||
|
||||
InitWindow(screen_width, screen_height, "Bullet bird");
|
||||
SetWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
while (!WindowShouldClose() && !g_Engine.shouldQuit){
|
||||
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||||
float dt = GetFrameTime();
|
||||
if (dt > 0.1f) dt = 0.1f; // cap dt just for now
|
||||
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||||
scene_manager.update(dt);
|
||||
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||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
scene_manager.render();
|
||||
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||||
rlImGuiBegin();
|
||||
scene_manager.ui();
|
||||
rlImGuiEnd();
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||||
|
||||
EndDrawing();
|
||||
|
||||
scene_manager.process_scene_switch(); // !!! After scene_manager is done with the current loop
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
#endif
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||||
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||||
CloseWindow();
|
||||
rlImGuiShutdown();
|
||||
delete scene_manager;
|
||||
delete registry;
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||||
return 0;
|
||||
}
|
||||
|
||||
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||||
+26
-43
@@ -1,3 +1,4 @@
|
||||
#include "engine_variant_operation.hpp"
|
||||
#include <asset/raylib_asset.hpp>
|
||||
#include <scene.hpp>
|
||||
#include <components.hpp>
|
||||
@@ -9,67 +10,49 @@
|
||||
#include <imgui.h>
|
||||
#include <entt/entt.hpp>
|
||||
#include <asset_packer/asset.hpp>
|
||||
#include <engine_variant.hpp>
|
||||
// #include <engine_math.hpp>
|
||||
|
||||
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
#include <variant>
|
||||
|
||||
// #include <windows.h>
|
||||
// #include <psapi.h>
|
||||
|
||||
EngineState g_Engine;
|
||||
RaylibAssetLoader asset_loader;
|
||||
|
||||
// size_t get_current_ram_usage() {
|
||||
// PROCESS_MEMORY_COUNTERS pmc;
|
||||
// if (GetProcessMemoryInfo(GetCurrentProcess(), &pmc, sizeof(pmc))) {
|
||||
// return pmc.WorkingSetSize;
|
||||
// }
|
||||
// return 0;
|
||||
// }
|
||||
void asset_thread(){
|
||||
// for (int i = 0; i < 1000000; i++){
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1000));
|
||||
asset_loader.load_asset("assets/bird.png");
|
||||
// asset_loader.unload_asset("assets/bird.png");
|
||||
// if (WindowShouldClose()) break;
|
||||
// }
|
||||
}
|
||||
class Counter {
|
||||
public:
|
||||
int value;
|
||||
|
||||
};
|
||||
|
||||
int main() {
|
||||
// std::variant<std::monostate,Counter, int,std::string> v1;
|
||||
|
||||
int* num = reinterpret_cast<int*>(new char[4]);
|
||||
SetTraceLogLevel(LOG_NONE);
|
||||
InitWindow(800,800,"test");
|
||||
// std::cout << "Starting Test..." << std::endl;
|
||||
// std::this_thread::sleep_for(std::chrono::milliseconds(5000));
|
||||
// v1 = "hero";
|
||||
|
||||
// std::thread t(asset_thread);
|
||||
// asset_loader.load_asset("assets/bird.png");
|
||||
// std::cout << v1.index();
|
||||
|
||||
while(!WindowShouldClose()){
|
||||
// size_t ram_bytes = get_current_ram_usage();
|
||||
asset_loader.load_asset("assets/bird.png");
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(10));
|
||||
asset_loader.unload_asset("assets/bird.png");
|
||||
Vec2 v1(1,2);
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
// auto tex = asset_loader.get_texture("assets/bird.png");
|
||||
// if (tex != nullptr){
|
||||
// DrawTexture(*tex, 0,0,WHITE);
|
||||
// }
|
||||
rlImGuiBegin();
|
||||
ImGui::TextUnformatted(std::format("hello {}","world").c_str());
|
||||
// ImGui::TextUnformatted(std::format("Memory usage: %.2f",ram_bytes/(1024*1024)).c_str());
|
||||
rlImGuiEnd();
|
||||
EndDrawing();
|
||||
}
|
||||
EngineVariant position(v1);
|
||||
|
||||
// t.join();
|
||||
CloseWindow();
|
||||
VariantOpRequest op{
|
||||
&position,
|
||||
OpType::Multiply,
|
||||
EngineVariant (2),
|
||||
0.0f
|
||||
|
||||
};
|
||||
VariantOpManager().ExecuteOperation(op);
|
||||
|
||||
position.Print();
|
||||
|
||||
// std::cout << var.Get<Vec2>();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user