inital commit
This commit is contained in:
@@ -0,0 +1,4 @@
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BasedOnStyle: LLVM
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||||
IndentWidth: 4
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TabWidth: 4
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UseTab: Never
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||||
@@ -0,0 +1,5 @@
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CompileFlags:
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Remove:
|
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- "-fmodules-ts"
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- "-fdeps-format=*"
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- "-fmodule-mapper=*"
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+11
@@ -0,0 +1,11 @@
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# output dir
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build/
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build-desktop/
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build-web/
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bin/
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web/
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debug/
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||||
|
||||
# artifacts
|
||||
compile_commands.json
|
||||
web*
|
||||
@@ -0,0 +1,31 @@
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cmake_minimum_required(VERSION 4.4.0)
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||||
|
||||
|
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project(my_app LANGUAGES CXX)
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||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# set(CMAKE_CXX_STANDARD_REQUIRED ON)
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||||
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file( GLOB_RECURSE
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SRC
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CONFIGURE
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"src/*cpp"
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"src/*.hpp"
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)
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message(VERBOSE ${SRC})
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||||
|
||||
add_executable(my_app ${SRC})
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||||
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||||
INCLUDE_DIRECTORIES("src")
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set_target_properties( my_app PROPERTIES
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CXX_STANDARD 23
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||||
CXX_STANDARD_REQUIRED ON
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||||
CXX_EXTENXSIONS OFF
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||||
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||||
)
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|
||||
target_link_libraries(my_app PRIVATE stdc++exp )
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||||
@@ -0,0 +1,9 @@
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||||
HTML Template Files
|
||||
===================
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||||
|
||||
The files in this directory are html templates used by emscripten when
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||||
generating html output. These are only used when the output of the compiler
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||||
has the `.html` suffix (or when `-oformat=html` is specified).
|
||||
|
||||
By default the `shell.html` file in this directory is used but an alternative
|
||||
can be specified using the `--shell-file` flag.
|
||||
@@ -0,0 +1,96 @@
|
||||
body {
|
||||
font-family: arial;
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||||
margin: 0;
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||||
padding: none;
|
||||
}
|
||||
|
||||
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
|
||||
div.emscripten { text-align: center; }
|
||||
div.emscripten_border { border: 1px solid black; }
|
||||
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
|
||||
canvas.emscripten { border: 0px none; background-color: black; }
|
||||
|
||||
#emscripten_logo {
|
||||
display: inline-block;
|
||||
margin: 0;
|
||||
padding: 6px;
|
||||
width: 265px;
|
||||
}
|
||||
|
||||
.spinner {
|
||||
height: 30px;
|
||||
width: 30px;
|
||||
margin: 0;
|
||||
margin-top: 20px;
|
||||
margin-left: 20px;
|
||||
display: inline-block;
|
||||
vertical-align: top;
|
||||
|
||||
-webkit-animation: rotation .8s linear infinite;
|
||||
-moz-animation: rotation .8s linear infinite;
|
||||
-o-animation: rotation .8s linear infinite;
|
||||
animation: rotation 0.8s linear infinite;
|
||||
|
||||
border-left: 5px solid rgb(235, 235, 235);
|
||||
border-right: 5px solid rgb(235, 235, 235);
|
||||
border-bottom: 5px solid rgb(235, 235, 235);
|
||||
border-top: 5px solid rgb(120, 120, 120);
|
||||
|
||||
border-radius: 100%;
|
||||
background-color: rgb(189, 215, 46);
|
||||
}
|
||||
|
||||
@-webkit-keyframes rotation {
|
||||
from {-webkit-transform: rotate(0deg);}
|
||||
to {-webkit-transform: rotate(360deg);}
|
||||
}
|
||||
@-moz-keyframes rotation {
|
||||
from {-moz-transform: rotate(0deg);}
|
||||
to {-moz-transform: rotate(360deg);}
|
||||
}
|
||||
@-o-keyframes rotation {
|
||||
from {-o-transform: rotate(0deg);}
|
||||
to {-o-transform: rotate(360deg);}
|
||||
}
|
||||
@keyframes rotation {
|
||||
from {transform: rotate(0deg);}
|
||||
to {transform: rotate(360deg);}
|
||||
}
|
||||
|
||||
#status {
|
||||
display: inline-block;
|
||||
vertical-align: top;
|
||||
margin-top: 30px;
|
||||
margin-left: 20px;
|
||||
font-weight: bold;
|
||||
color: rgb(120, 120, 120);
|
||||
}
|
||||
|
||||
#progress {
|
||||
height: 20px;
|
||||
width: 300px;
|
||||
}
|
||||
|
||||
#controls {
|
||||
display: inline-block;
|
||||
float: right;
|
||||
vertical-align: top;
|
||||
margin-top: 30px;
|
||||
margin-right: 20px;
|
||||
}
|
||||
|
||||
#output {
|
||||
width: 100%;
|
||||
height: 200px;
|
||||
margin: 0 auto;
|
||||
margin-top: 10px;
|
||||
border-left: 0px;
|
||||
border-right: 0px;
|
||||
padding-left: 0px;
|
||||
padding-right: 0px;
|
||||
display: block;
|
||||
background-color: black;
|
||||
color: white;
|
||||
font-family: 'Lucida Console', Monaco, monospace;
|
||||
outline: none;
|
||||
}
|
||||
+115
@@ -0,0 +1,115 @@
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<!doctype html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||
<title>Emscripten-Generated Code</title>
|
||||
<style>{{{ SHELL_CSS }}}</style>
|
||||
</head>
|
||||
<body>
|
||||
<a href="http://emscripten.org">{{{ SHELL_LOGO }}}</a>
|
||||
|
||||
<div class="spinner" id='spinner'></div>
|
||||
<div class="emscripten" id="status">Downloading...</div>
|
||||
|
||||
<span id='controls'>
|
||||
<span><input type="checkbox" id="resize">Resize canvas</span>
|
||||
<span><input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer </span>
|
||||
<span><input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
|
||||
document.getElementById('resize').checked)">
|
||||
</span>
|
||||
</span>
|
||||
|
||||
<div class="emscripten">
|
||||
<progress value="0" max="100" id="progress" hidden=1></progress>
|
||||
</div>
|
||||
|
||||
<div class="emscripten_border">
|
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
|
||||
</div>
|
||||
<textarea id="output" rows="8"></textarea>
|
||||
|
||||
<script type='text/javascript'>
|
||||
var statusElement = document.getElementById('status');
|
||||
var progressElement = document.getElementById('progress');
|
||||
var spinnerElement = document.getElementById('spinner');
|
||||
var canvasElement = document.getElementById('canvas');
|
||||
var outputElement = document.getElementById('output');
|
||||
if (outputElement) outputElement.value = ''; // clear browser cache
|
||||
|
||||
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
|
||||
// application robust, you may want to override this behavior before shipping!
|
||||
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
|
||||
canvasElement.addEventListener('webglcontextlost', (e) => {
|
||||
alert('WebGL context lost. You will need to reload the page.');
|
||||
e.preventDefault();
|
||||
}, false);
|
||||
|
||||
var setStatus = (text) => {
|
||||
if (!setStatus.last) setStatus.last = { time: Date.now(), text: '' };
|
||||
if (text === setStatus.last.text) return;
|
||||
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
|
||||
var now = Date.now();
|
||||
// if this is a progress update, skip it if too soon
|
||||
if (m && now - setStatus.last.time < 30) return;
|
||||
setStatus.last.time = now;
|
||||
setStatus.last.text = text;
|
||||
if (m) {
|
||||
text = m[1];
|
||||
progressElement.value = parseInt(m[2])*100;
|
||||
progressElement.max = parseInt(m[4])*100;
|
||||
progressElement.hidden = false;
|
||||
spinnerElement.hidden = false;
|
||||
} else {
|
||||
progressElement.value = null;
|
||||
progressElement.max = null;
|
||||
progressElement.hidden = true;
|
||||
if (!text) spinnerElement.style.display = 'none';
|
||||
}
|
||||
statusElement.innerHTML = text;
|
||||
};
|
||||
|
||||
#if MODULARIZE && !EXPORT_ES6
|
||||
var moduleArgs = {
|
||||
#else
|
||||
var Module = {
|
||||
#endif
|
||||
print(...args) {
|
||||
console.log(...args);
|
||||
// These replacements are necessary if you render to raw HTML
|
||||
//text = text.replace(/&/g, "&");
|
||||
//text = text.replace(/</g, "<");
|
||||
//text = text.replace(/>/g, ">");
|
||||
//text = text.replace('\n', '<br>', 'g');
|
||||
if (outputElement) {
|
||||
var text = args.join(' ');
|
||||
outputElement.value += text + "\n";
|
||||
outputElement.scrollTop = outputElement.scrollHeight; // focus on bottom
|
||||
}
|
||||
},
|
||||
canvas: canvasElement,
|
||||
setStatus: setStatus,
|
||||
totalDependencies: 0,
|
||||
monitorRunDependencies(left) {
|
||||
this.totalDependencies = Math.max(this.totalDependencies, left);
|
||||
setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
|
||||
}
|
||||
};
|
||||
setStatus('Downloading...');
|
||||
window.onerror = window.onunhandledrejection = () => {
|
||||
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
|
||||
setStatus('Exception thrown, see JavaScript console');
|
||||
spinnerElement.style.display = 'none';
|
||||
setStatus = (text) => {
|
||||
if (text) console.error('[post-exception status] ' + text);
|
||||
};
|
||||
};
|
||||
</script>
|
||||
{{{ SCRIPT }}}
|
||||
#if MODULARIZE && !EXPORT_ES6
|
||||
<script type='text/javascript'>
|
||||
{{{ EXPORT_NAME }}}(moduleArgs);
|
||||
</script>
|
||||
#endif
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,51 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
|
||||
<title>Flappy Bird Bullet Hell</title>
|
||||
<style>
|
||||
/* Dark theme, removes scrollbars, and blocks standard browser drag behaviors */
|
||||
html, body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background-color: #111111;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
overflow: hidden;
|
||||
touch-action: none;
|
||||
}
|
||||
|
||||
/* Dynamically fits the container window while preserving your Raylib aspect ratio */
|
||||
canvas {
|
||||
border: none;
|
||||
outline: none;
|
||||
background-color: #000000;
|
||||
display: block;
|
||||
image-rendering: pixelated; /* Keeps 2D pixel-art crisp if it stretches */
|
||||
image-rendering: crisp-edges;
|
||||
max-width: 100%;
|
||||
max-height: 100%;
|
||||
object-fit: contain;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex="-1"></canvas>
|
||||
|
||||
<script type='text/javascript'>
|
||||
var Module = {
|
||||
canvas: (function() {
|
||||
var canvas = document.getElementById('canvas');
|
||||
return canvas;
|
||||
})()
|
||||
};
|
||||
</script>
|
||||
|
||||
{{{ SCRIPT }}}
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,152 @@
|
||||
<!doctype html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||
<title>Emscripten-Generated Code</title>
|
||||
<style>
|
||||
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
|
||||
textarea.emscripten { font-family: monospace; width: 80%; }
|
||||
div.emscripten { text-align: center; }
|
||||
div.emscripten_border { border: 1px solid black; }
|
||||
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
|
||||
canvas.emscripten { border: 0px none; background-color: black; }
|
||||
|
||||
.spinner {
|
||||
height: 50px;
|
||||
width: 50px;
|
||||
margin: 0px auto;
|
||||
-webkit-animation: rotation .8s linear infinite;
|
||||
-moz-animation: rotation .8s linear infinite;
|
||||
-o-animation: rotation .8s linear infinite;
|
||||
animation: rotation 0.8s linear infinite;
|
||||
border-left: 10px solid rgb(0,150,240);
|
||||
border-right: 10px solid rgb(0,150,240);
|
||||
border-bottom: 10px solid rgb(0,150,240);
|
||||
border-top: 10px solid rgb(100,0,200);
|
||||
border-radius: 100%;
|
||||
background-color: rgb(200,100,250);
|
||||
}
|
||||
@-webkit-keyframes rotation {
|
||||
from {-webkit-transform: rotate(0deg);}
|
||||
to {-webkit-transform: rotate(360deg);}
|
||||
}
|
||||
@-moz-keyframes rotation {
|
||||
from {-moz-transform: rotate(0deg);}
|
||||
to {-moz-transform: rotate(360deg);}
|
||||
}
|
||||
@-o-keyframes rotation {
|
||||
from {-o-transform: rotate(0deg);}
|
||||
to {-o-transform: rotate(360deg);}
|
||||
}
|
||||
@keyframes rotation {
|
||||
from {transform: rotate(0deg);}
|
||||
to {transform: rotate(360deg);}
|
||||
}
|
||||
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<hr/>
|
||||
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
|
||||
<div class="emscripten" id="status">Downloading...</div>
|
||||
<div class="emscripten">
|
||||
<progress value="0" max="100" id="progress" hidden=1></progress>
|
||||
</div>
|
||||
<div class="emscripten_border">
|
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
|
||||
</div>
|
||||
<hr/>
|
||||
<div class="emscripten">
|
||||
<input type="checkbox" id="resize">Resize canvas
|
||||
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
|
||||
|
||||
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
|
||||
document.getElementById('resize').checked)">
|
||||
</div>
|
||||
|
||||
<hr/>
|
||||
<textarea class="emscripten" id="output" rows="8"></textarea>
|
||||
<hr>
|
||||
<script type='text/javascript'>
|
||||
var statusElement = document.getElementById('status');
|
||||
var progressElement = document.getElementById('progress');
|
||||
var spinnerElement = document.getElementById('spinner');
|
||||
var canvasElement = document.getElementById('canvas');
|
||||
var outputElement = document.getElementById('output');
|
||||
if (outputElement) outputElement.value = ''; // clear browser cache
|
||||
|
||||
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
|
||||
// application robust, you may want to override this behavior before shipping!
|
||||
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
|
||||
canvasElement.addEventListener("webglcontextlost", (e) => {
|
||||
alert('WebGL context lost. You will need to reload the page.');
|
||||
e.preventDefault();
|
||||
}, false);
|
||||
|
||||
function setStatus(text) {
|
||||
if (!setStatus.last) setStatus.last = { time: Date.now(), text: '' };
|
||||
if (text === setStatus.last.text) return;
|
||||
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
|
||||
var now = Date.now();
|
||||
if (m && now - setStatus.last.time < 30) return; // if this is a progress update, skip it if too soon
|
||||
setStatus.last.time = now;
|
||||
setStatus.last.text = text;
|
||||
if (m) {
|
||||
text = m[1];
|
||||
progressElement.value = parseInt(m[2])*100;
|
||||
progressElement.max = parseInt(m[4])*100;
|
||||
progressElement.hidden = false;
|
||||
spinnerElement.hidden = false;
|
||||
} else {
|
||||
progressElement.value = null;
|
||||
progressElement.max = null;
|
||||
progressElement.hidden = true;
|
||||
if (!text) spinnerElement.hidden = true;
|
||||
}
|
||||
statusElement.innerHTML = text;
|
||||
}
|
||||
|
||||
#if MODULARIZE && !EXPORT_ES6
|
||||
var moduleArgs = {
|
||||
#else
|
||||
var Module = {
|
||||
#endif
|
||||
print(...args) {
|
||||
// These replacements are necessary if you render to raw HTML
|
||||
//text = text.replace(/&/g, "&");
|
||||
//text = text.replace(/</g, "<");
|
||||
//text = text.replace(/>/g, ">");
|
||||
//text = text.replace('\n', '<br>', 'g');
|
||||
console.log(...args);
|
||||
if (outputElement) {
|
||||
var text = args.join(' ');
|
||||
outputElement.value += text + "\n";
|
||||
outputElement.scrollTop = outputElement.scrollHeight; // focus on bottom
|
||||
}
|
||||
},
|
||||
canvas: canvasElement,
|
||||
setStatus: setStatus,
|
||||
totalDependencies: 0,
|
||||
monitorRunDependencies(left) {
|
||||
this.totalDependencies = Math.max(this.totalDependencies, left);
|
||||
setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
|
||||
}
|
||||
};
|
||||
setStatus('Downloading...');
|
||||
window.onerror = window.onunhandledrejection = () => {
|
||||
setStatus('Exception thrown, see JavaScript console');
|
||||
spinnerElement.style.display = 'none';
|
||||
setStatus = (text) => {
|
||||
if (text) console.error('[post-exception status] ' + text);
|
||||
};
|
||||
};
|
||||
</script>
|
||||
{{{ SCRIPT }}}
|
||||
#if MODULARIZE && !EXPORT_ES6
|
||||
<script type='text/javascript'>
|
||||
{{{ EXPORT_NAME }}}(moduleArgs);
|
||||
</script>
|
||||
#endif
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,26 @@
|
||||
<!doctype html><html lang="en-us"><head><meta charset="utf-8"></head>
|
||||
<body>
|
||||
<canvas style='display:block; margin:auto;'></canvas>
|
||||
<script>
|
||||
|
||||
#if !MODULARIZE
|
||||
var {{{ EXPORT_NAME }}} = {};
|
||||
#endif
|
||||
|
||||
#if WASM == 2
|
||||
var supportsWasm = window.WebAssembly && location.search.indexOf('_rwasm=0') < 0;
|
||||
#endif
|
||||
|
||||
// Depending on the build flags that one uses, different files need to be downloaded
|
||||
// to load the compiled page. The right set of files will be expanded to be downloaded
|
||||
// via the directive below.
|
||||
{{{ DOWNLOAD_JS_AND_WASM_FILES }}}
|
||||
|
||||
#if SINGLE_FILE
|
||||
// If we are doing a SINGLE_FILE=1 build, inlined JS runtime code follows here:
|
||||
{{{ JS_CONTENTS_IN_SINGLE_FILE_BUILD }}}
|
||||
#endif
|
||||
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,189 @@
|
||||
#include "engine/asset/asset.hpp"
|
||||
#include "engine/asset/raylib-asset.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <raylib.h>
|
||||
#include <asset_packer/asset.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <filesystem>
|
||||
#include <variant>
|
||||
#include <ranges>
|
||||
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
// Helper to determine if the asset path implies streaming music
|
||||
bool should_stream_as_music(const std::filesystem::path& asset_path) {
|
||||
for (const auto& part : asset_path) {
|
||||
if (part == "music" || part == "bgm") {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
namespace varicle {
|
||||
|
||||
AssetLoader::AssetLoader(std::string asset_data) : asset_reader(asset_data){
|
||||
if (!asset_reader.load_index()){
|
||||
std::cerr << "Failed to load assets!!!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
AssetReader AssetLoader::get_reader(){
|
||||
return asset_reader;
|
||||
}
|
||||
|
||||
RaylibAssetLoader::RaylibAssetLoader(std::string asset_data) : AssetLoader(asset_data) {
|
||||
|
||||
}
|
||||
|
||||
RaylibAssetLoader::~RaylibAssetLoader(){
|
||||
unload_all_assets();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void RaylibAssetLoader::load_asset(std::string path){
|
||||
fs::path file_path(path);
|
||||
Asset new_asset;
|
||||
new_asset.name = file_path.filename().string() ;
|
||||
|
||||
// std::cout << file_path.extension() << std::endl;
|
||||
auto bytes = get_reader().extract_asset(path);
|
||||
|
||||
if (file_path.extension() == ".png"){
|
||||
Image img = LoadImageFromMemory(".png", bytes.data(), bytes.size());
|
||||
auto texture = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
new_asset.data = ImageData { new Texture(texture)};
|
||||
|
||||
|
||||
}else if(file_path.extension() == ".ogg"){
|
||||
|
||||
if (should_stream_as_music(file_path)){
|
||||
auto music = LoadMusicStreamFromMemory(".ogg",bytes.data(),bytes.size());
|
||||
new_asset.data = MusicData{new Music(music)};
|
||||
}else{
|
||||
auto wave = LoadWaveFromMemory(".ogg", bytes.data(),bytes.size());
|
||||
auto sound = LoadSoundFromWave(wave);
|
||||
UnloadWave(wave);
|
||||
new_asset.data = SoundData{new Sound(sound)};
|
||||
}
|
||||
|
||||
}
|
||||
else if(file_path.extension() == ".mp3"){
|
||||
if (should_stream_as_music(file_path)){
|
||||
auto music = LoadMusicStreamFromMemory(".mp3",bytes.data(),bytes.size());
|
||||
new_asset.data = MusicData{new Music(music)};
|
||||
}else{
|
||||
auto wave = LoadWaveFromMemory(".mp3", bytes.data(),bytes.size());
|
||||
auto sound = LoadSoundFromWave(wave);
|
||||
UnloadWave(wave);
|
||||
new_asset.data = SoundData{new Sound(sound)};
|
||||
}
|
||||
|
||||
}
|
||||
else if(file_path.extension() == ".wav"){
|
||||
if (should_stream_as_music(file_path)){
|
||||
auto music = LoadMusicStreamFromMemory(".wav",bytes.data(),bytes.size());
|
||||
new_asset.data = MusicData{new Music(music)};
|
||||
}else{
|
||||
auto wave = LoadWaveFromMemory(".wav", bytes.data(),bytes.size());
|
||||
auto sound = LoadSoundFromWave(wave);
|
||||
UnloadWave(wave);
|
||||
new_asset.data = SoundData{new Sound(sound)};
|
||||
}
|
||||
}
|
||||
|
||||
else if(file_path.extension() == ".json"){
|
||||
auto json = std::string(bytes.begin(),bytes.end());
|
||||
new_asset.data = JsonData {json};
|
||||
}
|
||||
|
||||
assets[path] = new_asset;
|
||||
}
|
||||
|
||||
void RaylibAssetLoader::unload_asset(std::string path){
|
||||
if (!assets.contains(path)) return;
|
||||
Asset asset = assets[path];
|
||||
|
||||
std::visit([](auto&& arg) {
|
||||
using T = std::decay_t<decltype(arg)>;
|
||||
|
||||
if constexpr (std::is_same_v<T, ImageData>) {
|
||||
Texture* tex = static_cast<Texture*>(arg.texture);
|
||||
UnloadTexture(*tex);
|
||||
delete tex;
|
||||
arg.texture = nullptr;
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, SoundData>) {
|
||||
Sound* sound = static_cast<Sound*>(arg.sound);
|
||||
UnloadSound(*sound);
|
||||
delete sound;
|
||||
arg.sound = nullptr;
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, MusicData>) {
|
||||
Music* music = static_cast<Music*>(arg.music);
|
||||
UnloadMusicStream(*music);
|
||||
delete music;
|
||||
arg.music = nullptr;
|
||||
}
|
||||
// JsonData requires no manual step because std::string cleans itself up!
|
||||
}, asset.data);
|
||||
|
||||
assets.erase(path);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void RaylibAssetLoader::unload_all_assets(){
|
||||
std::vector<std::string> assets_to_unload;
|
||||
std::ranges::copy(std::views::keys(assets),std::back_inserter(assets_to_unload));
|
||||
for (const auto &path : assets_to_unload){
|
||||
unload_asset(path);
|
||||
}
|
||||
}
|
||||
|
||||
Asset RaylibAssetLoader::get_asset(std::string path){
|
||||
if (assets.contains(path)){
|
||||
return assets[path];
|
||||
}else{
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Texture* RaylibAssetLoader::get_texture(std::string path){
|
||||
Asset asset = get_asset(path);
|
||||
if (auto* ptr = std::get_if<ImageData>(&asset.data)) {
|
||||
return (Texture*)ptr->texture;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Sound* RaylibAssetLoader::get_sound(std::string path){
|
||||
Asset asset = get_asset(path);
|
||||
if (auto* ptr = std::get_if<SoundData>(&asset.data)) {
|
||||
return (Sound*)ptr->sound;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
Music* RaylibAssetLoader::get_music(std::string path){
|
||||
Asset asset = get_asset(path);
|
||||
if (auto* ptr = std::get_if<MusicData>(&asset.data)) {
|
||||
return (Music*)ptr->music;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string RaylibAssetLoader::get_json(std::string path){
|
||||
Asset asset = get_asset(path);
|
||||
if (auto* ptr = std::get_if<JsonData>(&asset.data)) {
|
||||
return ptr->json;
|
||||
}
|
||||
return "{}";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#pragma once
|
||||
#include <asset_packer/asset.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <variant>
|
||||
#include <unordered_map>
|
||||
|
||||
|
||||
|
||||
namespace varicle {
|
||||
|
||||
struct ImageData {
|
||||
void* texture;
|
||||
};
|
||||
|
||||
struct SoundData {
|
||||
void* sound;
|
||||
};
|
||||
|
||||
struct MusicData {
|
||||
void* music;
|
||||
};
|
||||
|
||||
struct JsonData {
|
||||
std::string json;
|
||||
};
|
||||
|
||||
struct Asset {
|
||||
std::string name;
|
||||
std::variant<ImageData, SoundData, MusicData, JsonData> data;
|
||||
};
|
||||
|
||||
|
||||
class AssetLoader{
|
||||
|
||||
private:
|
||||
AssetReader asset_reader;
|
||||
|
||||
protected:
|
||||
std::unordered_map<std::string,Asset> assets;
|
||||
virtual void load_all_assets(std::string data_path) = 0;
|
||||
virtual void unload_all_assets() = 0;
|
||||
|
||||
public:
|
||||
AssetLoader(std::string asset_data);
|
||||
~AssetLoader() = default;
|
||||
virtual void load_asset(std::string path) = 0;
|
||||
virtual void unload_asset(std::string path) = 0;
|
||||
virtual Asset get_asset(std::string path) = 0;;
|
||||
AssetReader get_reader();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
// #include "asset_packer/asset.hpp"
|
||||
#include "engine/asset/asset.hpp"
|
||||
#include <raylib.h>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
|
||||
class RaylibAssetLoader : public AssetLoader{
|
||||
protected:
|
||||
void load_all_assets(std::string asset_list) override {};
|
||||
void unload_all_assets() override;
|
||||
|
||||
public:
|
||||
RaylibAssetLoader(std::string asset_data = "data.dat");
|
||||
~RaylibAssetLoader();
|
||||
|
||||
|
||||
void load_asset(std::string path) override;
|
||||
void unload_asset(std::string path) override;
|
||||
Asset get_asset(std::string path) override;
|
||||
|
||||
Texture* get_texture(std::string path);
|
||||
Sound* get_sound(std::string path);
|
||||
Music* get_music(std::string path);
|
||||
std::string get_json(std::string path);
|
||||
|
||||
};
|
||||
|
||||
|
||||
// extern RaylibAssetLoader asset_loader;
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
// src/engine/core/application.cpp
|
||||
|
||||
#include "engine/core/application.hpp"
|
||||
#include "engine/core/service-locator.hpp"
|
||||
#include "engine/asset/raylib-asset.hpp"
|
||||
|
||||
#include "engine/scene/scene.hpp"
|
||||
#include "raylib.h"
|
||||
#include "rlImGui.h"
|
||||
#include <memory>
|
||||
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
namespace varicle {
|
||||
|
||||
void game_loop(void){
|
||||
|
||||
auto& scene_manager = ServiceLocator::get<SceneManager>();
|
||||
|
||||
float dt = GetFrameTime();
|
||||
|
||||
// Update
|
||||
scene_manager.update(dt);
|
||||
|
||||
// Draw
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE); // Or a configurable engine default color
|
||||
|
||||
scene_manager.render();
|
||||
|
||||
rlImGuiBegin();
|
||||
scene_manager.ui();
|
||||
rlImGuiEnd();
|
||||
|
||||
EndDrawing();
|
||||
|
||||
scene_manager.process_scene_switch();
|
||||
}
|
||||
|
||||
void Application::run() {
|
||||
// 1. Initialize Raylib
|
||||
SetTraceLogLevel(LOG_NONE);
|
||||
SetConfigFlags(FLAG_VSYNC_HINT);
|
||||
InitWindow(m_window_width, m_window_height, m_window_title);
|
||||
SetTargetFPS(60);
|
||||
rlImGuiSetup(true); // initialize gui
|
||||
|
||||
ServiceLocator::provide(std::make_unique<RaylibAssetLoader>());
|
||||
ServiceLocator::provide(std::make_unique<SceneManager>());
|
||||
|
||||
// 2. Call game-specific startup (where the game creates its first scene)
|
||||
on_init();
|
||||
|
||||
auto& scene_manager = ServiceLocator::get<SceneManager>();
|
||||
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop(game_loop, 0, 1);
|
||||
#else
|
||||
while (!scene_manager.should_game_close()){
|
||||
game_loop();
|
||||
}
|
||||
#endif
|
||||
|
||||
// 4. Call game-specific cleanup
|
||||
on_shutdown();
|
||||
|
||||
ServiceLocator::shutdown(); // Clean up services
|
||||
|
||||
// 5. Close Raylib
|
||||
rlImGuiShutdown();
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
void Application::change_scene(std::string scene_id) {
|
||||
ServiceLocator::get<SceneManager>().switch_to_scene(scene_id);
|
||||
}
|
||||
|
||||
void Application::quit() {
|
||||
ServiceLocator::get<SceneManager>().quit();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
|
||||
#include "engine/scene/scene.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
namespace varicle {
|
||||
|
||||
class Application{
|
||||
|
||||
// Window configuration variables that a derived game can tweak in its constructor
|
||||
int m_window_width = 1280;
|
||||
int m_window_height = 720;
|
||||
const char* m_window_title = "My Raylib Engine Game";
|
||||
|
||||
public:
|
||||
Application() = default;
|
||||
virtual ~Application() = default;
|
||||
|
||||
virtual void on_init() = 0;
|
||||
virtual void on_shutdown() = 0;
|
||||
|
||||
void run();
|
||||
void change_scene(std::string scene_id);
|
||||
void quit();
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,109 @@
|
||||
#pragma once
|
||||
#include <variant>
|
||||
#include <string>
|
||||
#include <mutex>
|
||||
#include <iostream>
|
||||
|
||||
struct Vec2 {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
|
||||
bool operator==(const Vec2& o) const { return x == o.x && y == o.y; }
|
||||
bool operator!=(const Vec2& o) const { return !(*this == o); }
|
||||
Vec2 operator+(const Vec2& o) const { return { x + o.x, y + o.y }; }
|
||||
Vec2 operator-(const Vec2& o) const { return { x - o.x, y - o.y }; }
|
||||
Vec2 operator*(float scalar) const { return { x * scalar, y * scalar }; }
|
||||
};
|
||||
|
||||
struct Vec3 {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
bool operator==(const Vec3& o) const { return x == o.x && y == o.y && z == o.z; }
|
||||
bool operator!=(const Vec3& o) const { return !(*this == o); }
|
||||
Vec3 operator+(const Vec3& o) const { return { x + o.x, y + o.y, z + o.z }; }
|
||||
Vec3 operator-(const Vec3& o) const { return { x - o.x, y - o.y, z - o.z }; }
|
||||
Vec3 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar }; }
|
||||
};
|
||||
|
||||
struct Vec4 {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
float w = 1.0f;
|
||||
|
||||
bool operator==(const Vec4& o) const { return x == o.x && y == o.y && z == o.z && w == o.w; }
|
||||
bool operator!=(const Vec4& o) const { return !(*this == o); }
|
||||
Vec4 operator+(const Vec4& o) const { return { x + o.x, y + o.y, z + o.z, w + o.w }; }
|
||||
Vec4 operator-(const Vec4& o) const { return { x - o.x, y - o.y, z - o.z, w - o.w }; }
|
||||
Vec4 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar, w * scalar }; }
|
||||
};
|
||||
|
||||
|
||||
// Standalone Interpolation Helpers
|
||||
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 }; }
|
||||
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 }; }
|
||||
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 }; }
|
||||
|
||||
|
||||
|
||||
|
||||
enum class VariantType { Null, Float, Vector2, Vector3, Vector4, String };
|
||||
|
||||
class EngineVariant{
|
||||
|
||||
public:
|
||||
using InternalVariant = std::variant<std::monostate,float,Vec2,Vec3,Vec4,std::string>;
|
||||
|
||||
EngineVariant() : data(std::monostate{}), type(VariantType::Null){}
|
||||
EngineVariant(float v) : data(v), type(VariantType::Float){}
|
||||
EngineVariant(Vec2 v) : data(v), type(VariantType::Vector2){}
|
||||
EngineVariant(Vec3 v) : data(v), type(VariantType::Vector3){}
|
||||
EngineVariant(Vec4 v) : data(v), type(VariantType::Vector4){}
|
||||
EngineVariant(std::string v) : data(v), type(VariantType::String){}
|
||||
|
||||
VariantType GetType() const { return type; }
|
||||
|
||||
template<typename T>
|
||||
T Get() const {
|
||||
std::lock_guard<std::mutex> lock(v_mutex);
|
||||
return std::get<T>(data);
|
||||
}
|
||||
|
||||
void Print() const {
|
||||
|
||||
std::lock_guard<std::mutex> lock(v_mutex);
|
||||
std::cout << "[Variant " << TypeToString(type) << "]: ";
|
||||
std::visit([](auto &&arg){
|
||||
using T = std::decay_t<decltype(arg)>;
|
||||
if constexpr (std::is_same_v<T, std::monostate>) std::cout << "Null";
|
||||
else if constexpr (std::is_same_v<T, float>) std::cout << arg;
|
||||
else if constexpr (std::is_same_v<T, Vec2>) std::cout << "(" << arg.x << ", " << arg.y << ")";
|
||||
else if constexpr (std::is_same_v<T, Vec3>) std::cout << "(" << arg.x << ", " << arg.y << ", " << arg.z << ")";
|
||||
else if constexpr (std::is_same_v<T, Vec4>) std::cout << "(" << arg.x << ", " << arg.y << ", " << arg.z << ", " << arg.w << ")";
|
||||
else if constexpr (std::is_same_v<T, std::string>) std::cout << "\"" << arg << "\"";
|
||||
|
||||
},data);
|
||||
|
||||
std::cout << "\n";
|
||||
}
|
||||
|
||||
private:
|
||||
InternalVariant data;
|
||||
VariantType type;
|
||||
mutable std::mutex v_mutex;
|
||||
|
||||
static std::string TypeToString(VariantType t) {
|
||||
switch(t) {
|
||||
case VariantType::Float: return "Float";
|
||||
case VariantType::Vector2: return "Vector2";
|
||||
case VariantType::Vector3: return "Vector3";
|
||||
case VariantType::Vector4: return "Vector4";
|
||||
case VariantType::String: return "String";
|
||||
default: return "Null";
|
||||
}
|
||||
}
|
||||
|
||||
friend class VariantOpManager;
|
||||
};
|
||||
@@ -0,0 +1,74 @@
|
||||
#pragma once
|
||||
|
||||
#include <engine_variant.hpp>
|
||||
|
||||
template<class... Ts> struct overloaded : Ts... { using Ts::operator()...; };
|
||||
template<class... Ts> overloaded(Ts...) -> overloaded<Ts...>;
|
||||
|
||||
enum class OpType {
|
||||
Assign, // Replace the old value entirely
|
||||
Add, // Add to the current value
|
||||
Multiply, // Add to the current value
|
||||
Lerp // Smoothly blend toward a value
|
||||
};
|
||||
|
||||
struct VariantOpRequest {
|
||||
EngineVariant* target; // The variable we want to change
|
||||
OpType operation; // How we want to change it
|
||||
EngineVariant operand; // The value we are using to make the change
|
||||
float alpha; // Used ONLY for Lerp (0.0 to 1.0)
|
||||
};
|
||||
|
||||
class VariantOpManager{
|
||||
|
||||
public:
|
||||
VariantOpManager(){}
|
||||
void ExecuteOperation(const VariantOpRequest& req) {
|
||||
|
||||
if (req.target == nullptr) return;
|
||||
|
||||
switch (req.operation){
|
||||
|
||||
case OpType::Assign:
|
||||
req.target->data = req.operand.data;
|
||||
req.target->type = req.operand.type;
|
||||
break;
|
||||
case OpType::Add:
|
||||
req.target->data = std::visit(
|
||||
overloaded{
|
||||
[](float p, float n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
[](Vec2 p, Vec2 n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
[](Vec3 p, Vec3 n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
[](Vec4 p, Vec4 n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
|
||||
// Fallback
|
||||
[](auto p, auto n) -> EngineVariant::InternalVariant {return p;},
|
||||
},req.target->data,req.operand.data);
|
||||
break;
|
||||
|
||||
case OpType::Lerp:
|
||||
req.target->data = std::visit(overloaded{
|
||||
[&](float p, float n) -> EngineVariant::InternalVariant { return p + (n - p) * req.alpha; },
|
||||
[&](Vec2 p, Vec2 n) -> EngineVariant::InternalVariant { return Vec2Lerp(p, n, req.alpha); },
|
||||
[&](Vec3 p, Vec3 n) -> EngineVariant::InternalVariant { return Vec3Lerp(p, n, req.alpha); },
|
||||
[&](Vec4 p, Vec4 n) -> EngineVariant::InternalVariant { return Vec4Lerp(p, n, req.alpha); },
|
||||
[&](const std::string& p, const std::string& n) -> EngineVariant::InternalVariant {
|
||||
return req.alpha >= 0.5f ? n : p; // Discrete switch for strings
|
||||
},
|
||||
|
||||
// Fallback
|
||||
[](auto p, auto n) -> EngineVariant::InternalVariant { return p; }
|
||||
}, req.target->data, req.operand.data);
|
||||
break;
|
||||
|
||||
case OpType::Multiply:
|
||||
req.target->data = std::visit(overloaded{
|
||||
[](float p, float n) -> EngineVariant::InternalVariant { return p * n; },
|
||||
[](Vec2 p, float n) -> EngineVariant::InternalVariant { return p * n; }, // Scale a vector!
|
||||
[](auto p, auto n) -> EngineVariant::InternalVariant { return p; }
|
||||
}, req.target->data, req.operand.data);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,68 @@
|
||||
#pragma once
|
||||
|
||||
#include <cassert>
|
||||
#include<vector>
|
||||
#include<algorithm>
|
||||
#include <memory>
|
||||
#include <typeindex>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace varicle{
|
||||
|
||||
class ServiceLocator{
|
||||
private:
|
||||
|
||||
// generic storage
|
||||
struct ServiceContainerBase {
|
||||
virtual ~ServiceContainerBase() = default;
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
struct ServiceContainer : public ServiceContainerBase {
|
||||
std::unique_ptr<T> instance;
|
||||
ServiceContainer(std::unique_ptr<T> inst) : instance(std::move(inst)) {}
|
||||
};
|
||||
|
||||
|
||||
static inline std::unordered_map<std::type_index, std::unique_ptr<ServiceContainerBase>> s_services;
|
||||
|
||||
// Track registration order to ensure safe LIFO destruction
|
||||
static inline std::vector<std::type_index> s_registration_order;
|
||||
|
||||
public:
|
||||
// Wrap and pass ownership of a unique_ptr to the locator
|
||||
template <typename T>
|
||||
static void provide(std::unique_ptr<T> service) {
|
||||
s_services[typeid(T)] = std::make_unique<ServiceContainer<T>>(std::move(service));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static T& get(){
|
||||
auto it = s_services.find(typeid(T));
|
||||
|
||||
assert( it != s_services.end() && "Requested service was never provided!");
|
||||
|
||||
// Cast the container back, take a peek inside the container and send the address of the reference
|
||||
// auto container = static_cast <ServiceContainer<T>>(it->second);
|
||||
|
||||
auto* container = static_cast<ServiceContainer<T>*>(it->second.get());
|
||||
return *(container->instance);
|
||||
}
|
||||
|
||||
// Explicitly destroy a specific service
|
||||
template <typename T>
|
||||
static void remove() {
|
||||
s_services.erase(typeid(T)); // Automatically calls the destructor of T!
|
||||
auto it = std::find(s_registration_order.begin(), s_registration_order.end(), typeid(T));
|
||||
if (it != s_registration_order.end()) s_registration_order.erase(it);
|
||||
}
|
||||
|
||||
static inline void shutdown(){
|
||||
for (auto it = s_registration_order.rbegin(); it != s_registration_order.rend(); ++it) {
|
||||
s_services.erase(*it);
|
||||
}
|
||||
s_registration_order.clear();
|
||||
s_services.clear();
|
||||
}
|
||||
};
|
||||
};
|
||||
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
namespace varicle{
|
||||
|
||||
struct Position{
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
struct Velocity{
|
||||
float dx;
|
||||
float dy;
|
||||
};
|
||||
|
||||
struct Sprite{
|
||||
Texture *texture;
|
||||
float offset_x;
|
||||
float offset_y;
|
||||
float width;
|
||||
float height;
|
||||
bool flip_h;
|
||||
bool flip_v;
|
||||
float rotation;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
#include "engine/render/render-system.hpp"
|
||||
#include "engine/ecs/components.hpp"
|
||||
|
||||
#include<raylib.h>
|
||||
#include <entt/entt.hpp>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
void update_render_system(entt::registry ®istry){
|
||||
auto view = registry.view<const Sprite, const Position>();
|
||||
|
||||
for (entt::entity entity : view){
|
||||
const Sprite &sprite = view.get<Sprite>(entity);
|
||||
const Position &pos = view.get<Position>(entity);
|
||||
|
||||
if (sprite.texture){
|
||||
DrawTexturePro(
|
||||
*(sprite.texture),
|
||||
Rectangle{
|
||||
0,
|
||||
0,
|
||||
(float)sprite.texture->width,
|
||||
(float)sprite.texture->height,
|
||||
},
|
||||
Rectangle {
|
||||
sprite.offset_x + pos.x,
|
||||
sprite.offset_y + pos.y,
|
||||
sprite.width,
|
||||
sprite.height
|
||||
},
|
||||
Vector2 {sprite.width * 0.5f, sprite.height*0.5f},
|
||||
sprite.rotation,
|
||||
WHITE);
|
||||
|
||||
}else{
|
||||
DrawRectanglePro(Rectangle {
|
||||
sprite.offset_x + pos.x,
|
||||
sprite.offset_y + pos.y,
|
||||
sprite.width,
|
||||
sprite.height
|
||||
},
|
||||
Vector2 {sprite.width * 0.5f, sprite.height*0.5f},
|
||||
sprite.rotation,
|
||||
PURPLE
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include <entt/entt.hpp>
|
||||
#include <raylib.h>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
void update_render_system(entt::registry ®istry);
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#include "raylib.h"
|
||||
#include "engine/scene/scene.hpp"
|
||||
|
||||
namespace varicle {
|
||||
|
||||
|
||||
SceneManager::SceneManager(){
|
||||
// current_scene = std::make_unique<MenuScene>();
|
||||
}
|
||||
|
||||
SceneManager::~SceneManager(){
|
||||
// delete current_scene;
|
||||
}
|
||||
|
||||
Scene& SceneManager::get_current_scene(){
|
||||
return *current_scene;
|
||||
}
|
||||
|
||||
void SceneManager::process_scene_switch(){
|
||||
|
||||
if (next_scene_id.empty()) return;
|
||||
|
||||
auto it = scene_registry.find(next_scene_id);
|
||||
if (it != scene_registry.end()){
|
||||
|
||||
current_scene.reset();
|
||||
current_scene = it->second();
|
||||
current_scene->init();
|
||||
}
|
||||
|
||||
|
||||
next_scene_id.clear();
|
||||
}
|
||||
|
||||
void SceneManager::update(float dt){
|
||||
if (!current_scene) return;
|
||||
current_scene->update(dt);
|
||||
}
|
||||
|
||||
void SceneManager::render(){
|
||||
if (!current_scene) return;
|
||||
current_scene->render();
|
||||
}
|
||||
|
||||
void SceneManager::ui(){
|
||||
if (!current_scene) return;
|
||||
current_scene->ui();
|
||||
}
|
||||
|
||||
bool SceneManager::should_game_close(){
|
||||
return should_quit || WindowShouldClose();
|
||||
}
|
||||
|
||||
void SceneManager::switch_to_scene(std::string scene_id){
|
||||
next_scene_id = scene_id;
|
||||
}
|
||||
|
||||
void SceneManager::register_scene(std::string scene_id, SceneFactory factory){
|
||||
scene_registry[std::string(scene_id)] = factory;
|
||||
}
|
||||
|
||||
void SceneManager::quit(){
|
||||
should_quit = true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <entt/entt.hpp>
|
||||
#include <memory>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
|
||||
// enum class SceneType{
|
||||
// MENU,
|
||||
// GAMEPLAY
|
||||
// };
|
||||
//
|
||||
|
||||
|
||||
class Scene{
|
||||
|
||||
public:
|
||||
Scene() = default;
|
||||
virtual ~Scene() = default;
|
||||
|
||||
virtual void init() = 0;
|
||||
virtual void update(float dt) = 0;
|
||||
virtual void render() = 0;
|
||||
virtual void ui() = 0;
|
||||
};
|
||||
|
||||
// class GamePlayScene : public Scene{
|
||||
//
|
||||
// private:
|
||||
// entt::registry registry;
|
||||
//
|
||||
// public:
|
||||
// GamePlayScene();
|
||||
// ~GamePlayScene();
|
||||
//
|
||||
// void update(float dt) override;
|
||||
// void render() override;
|
||||
// void ui() override;
|
||||
//
|
||||
// };
|
||||
//
|
||||
// class MenuScene : public Scene{
|
||||
//
|
||||
// public:
|
||||
// MenuScene();
|
||||
// ~MenuScene() = default;
|
||||
//
|
||||
// void update(float dt) override;
|
||||
// void render() override;
|
||||
// void ui() override;
|
||||
//
|
||||
// };
|
||||
|
||||
class SceneManager{
|
||||
private:
|
||||
using SceneFactory = std::function<std::unique_ptr<Scene>()>;
|
||||
std::unordered_map<std::string, SceneFactory> scene_registry;
|
||||
|
||||
std::unique_ptr<Scene> current_scene = nullptr;
|
||||
std::string next_scene_id;
|
||||
bool pending_switch = false;
|
||||
bool should_quit = false;
|
||||
|
||||
public:
|
||||
|
||||
SceneManager();
|
||||
~SceneManager();
|
||||
|
||||
void update(float dt);
|
||||
void render();
|
||||
void ui();
|
||||
void process_scene_switch();
|
||||
bool should_game_close();
|
||||
void switch_to_scene(std::string scene_id);
|
||||
void register_scene(std::string scene_id, SceneFactory factory);
|
||||
void quit();
|
||||
Scene& get_current_scene();
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
#include <random>
|
||||
|
||||
|
||||
namespace varicle {
|
||||
// Generate a random float between min and max
|
||||
inline float RandomRange(float min, float max) {
|
||||
static std::random_device rd;
|
||||
static std::mt19937 gen(rd());
|
||||
std::uniform_real_distribution<float> dist(min, max);
|
||||
return dist(gen);
|
||||
}
|
||||
|
||||
// Generate a random int between min and max
|
||||
inline int RandomRange(int min, int max) {
|
||||
static std::random_device rd;
|
||||
static std::mt19937 gen(rd());
|
||||
std::uniform_int_distribution<int> dist(min, max);
|
||||
return dist(gen);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
#pragma once
|
||||
@@ -0,0 +1,30 @@
|
||||
#include "engine/core/application.hpp"
|
||||
#include "engine/core/service-locator.hpp"
|
||||
#include "engine/scene/scene.hpp"
|
||||
|
||||
#include "game/scenes/game-over-scene/game-over.hpp"
|
||||
#include "game/scenes/main-scene/main-scene.hpp"
|
||||
#include "game/scenes/menu-scene/menu.hpp"
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
class Game : public varicle::Application {
|
||||
|
||||
public:
|
||||
void on_init() override {
|
||||
auto &scene_manager =
|
||||
varicle::ServiceLocator::get<varicle::SceneManager>();
|
||||
scene_manager.register_scene(
|
||||
"menu", []() { return std::make_unique<MenuScene>(); });
|
||||
|
||||
change_scene("menu");
|
||||
}
|
||||
|
||||
void on_shutdown() override {}
|
||||
};
|
||||
|
||||
int main() {
|
||||
Game game;
|
||||
game.run();
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
#include "menu.hpp"
|
||||
|
||||
#include "engine/core/service-locator.hpp"
|
||||
#include "raylib.h"
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
void MenuScene::init() {}
|
||||
|
||||
void MenuScene::update(float dt) {}
|
||||
|
||||
void MenuScene::render() {}
|
||||
|
||||
void MenuScene::ui() {
|
||||
|
||||
// Get the current screen/viewport size
|
||||
ImVec2 screen_size = ImGui::GetIO().DisplaySize;
|
||||
|
||||
// size of button container
|
||||
ImVec2 vbox_size = ImVec2(200.0f, 250.0f);
|
||||
|
||||
// set next container to be center of the screen
|
||||
ImVec2 screen_center = ImVec2(screen_size.x * 0.5f, screen_size.y * 0.5f);
|
||||
ImGui::SetNextWindowPos(screen_center, ImGuiCond_Always,
|
||||
ImVec2(0.5f, 0.5f));
|
||||
ImGui::SetNextWindowSize(vbox_size);
|
||||
|
||||
// remove sub window decoration
|
||||
ImGuiWindowFlags flags =
|
||||
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground;
|
||||
|
||||
ImGui::Begin("VBoxContainer", nullptr, flags);
|
||||
|
||||
// set button width to be size fill container
|
||||
ImVec2 button_size = ImVec2(ImGui::GetContentRegionAvail().x, 50.0f);
|
||||
|
||||
// ImGui::SetCursorPos(centeredPos);
|
||||
if (ImGui::Button("Play", button_size)) {
|
||||
v::ServiceLocator::get<v::SceneManager>().switch_to_scene("main");
|
||||
}
|
||||
|
||||
ImGui::Dummy(ImVec2(0, 10)); // Gap
|
||||
|
||||
if (ImGui::Button("Quit", button_size)) {
|
||||
v::ServiceLocator::get<v::SceneManager>().quit();
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "engine/scene/scene.hpp"
|
||||
|
||||
namespace v = varicle;
|
||||
|
||||
class MenuScene : public v::Scene {
|
||||
public:
|
||||
void init() override;
|
||||
void update(float dt) override;
|
||||
void render() override;
|
||||
void ui() override;
|
||||
};
|
||||
Reference in New Issue
Block a user