Merge branch 'master' into master

This commit is contained in:
Noel Berry 2021-03-23 15:45:19 -07:00 committed by GitHub
commit 6c13753c64
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81 changed files with 3134 additions and 1798 deletions

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@ -9,28 +9,26 @@ add_library(blah
src/core/app.cpp
src/core/filesystem.cpp
src/core/log.cpp
src/core/common.cpp
src/core/time.cpp
src/graphics/batch.cpp
src/graphics/blend.cpp
src/graphics/framebuffer.cpp
src/graphics/material.cpp
src/graphics/mesh.cpp
src/graphics/renderpass.cpp
src/graphics/shader.cpp
src/graphics/spritefont.cpp
src/graphics/subtexture.cpp
src/graphics/texture.cpp
src/input/input.cpp
src/input/virtual_stick.cpp
src/input/virtual_button.cpp
src/input/virtual_axis.cpp
src/input/binding.cpp
src/input/binding_registry.cpp
src/containers/str.cpp
src/drawing/batch.cpp
src/drawing/spritefont.cpp
src/drawing/subtexture.cpp
src/images/aseprite.cpp
src/images/font.cpp
src/images/image.cpp
@ -54,11 +52,11 @@ add_library(blah
src/streams/memorystream.cpp
src/streams/stream.cpp
src/internal/graphics_backend_gl.cpp
src/internal/graphics_backend_d3d11.cpp
src/internal/graphics_backend_dummy.cpp
src/internal/platform_backend_sdl2.cpp
src/internal/platform_backend_win32.cpp
)
target_include_directories(blah
@ -69,34 +67,49 @@ target_include_directories(blah
)
# Platform Variables
set(SDL2_ENABLED true CACHE BOOL "Use SDL2 as the System implementation")
set(OPENGL_ENABLED true CACHE BOOL "Use OpenGL graphics implementation")
set(D3D11_ENABLED false CACHE BOOL "Use D3D11 graphics implementation")
set(PLATFORM_SDL2 true CACHE BOOL "Use SDL2 Platform Backend")
set(PLATFORM_WIN32 false CACHE BOOL "Use Win32 Platform Backend")
set(GRAPHICS_OPENGL true CACHE BOOL "Use OpenGL Graphics Backend")
set(GRAPHICS_D3D11 false CACHE BOOL "Use D3D11 Graphics Backend")
set(LIBS "")
# add OpenGL definition if we're using it
if (OPENGL_ENABLED)
add_compile_definitions(BLAH_USE_OPENGL)
endif()
# use the OpenGL Graphics Backend
if (GRAPHICS_OPENGL)
# add D3D11 definition if we're using it
if (D3D11_ENABLED)
add_compile_definitions(BLAH_USE_D3D11)
add_compile_definitions(BLAH_GRAPHICS_OPENGL)
# use the D3D11 Graphics Backend
elseif (GRAPHICS_D3D11)
add_compile_definitions(BLAH_GRAPHICS_D3D11)
set(LIBS ${LIBS} d3d11.lib dxguid.lib D3Dcompiler.lib)
endif()
# Link and create SDL2 Definition if we're using it
if (SDL2_ENABLED)
add_compile_definitions(BLAH_USE_SDL2)
# use the SDL2 Platform Backend
# Link and create SDL2 Definition
if (PLATFORM_SDL2)
add_compile_definitions(BLAH_PLATFORM_SDL2)
# Emscripten can import SDL2 directly
if (EMSCRIPTEN)
set_target_properties(blah PROPERTIES COMPILE_FLAGS "-s USE_SDL=2")
# Load SDL2 Normally
else()
# Try to find SDL2
if (DEFINED SDL2_LIBRARIES AND DEFINED SDL2_INCLUDE_DIRS)
set(SDL2_FOUND true)
else()
# Attempt to find SDL2
find_package(SDL2 QUIET)
endif()
# If CMake cannot find SDL2 library, then it gets downloaded and compiled that way
if (NOT ${SDL2_FOUND})
include(FetchContent)
FetchContent_Declare(
SDL2
@ -108,11 +121,20 @@ if (SDL2_ENABLED)
FetchContent_Populate(SDL2)
add_subdirectory(${sdl2_SOURCE_DIR} ${sdl2_BINARY_DIR})
endif()
endif()
# Either way we are linking to SDL2
set(LIBS ${LIBS} SDL2)
# Add Library and Include Dirs
set(LIBS ${LIBS} ${SDL2_LIBRARIES})
target_include_directories(blah PUBLIC ${SDL2_INCLUDE_DIRS})
endif()
# use the Win32 Platform Backend
elseif (PLATFORM_WIN32)
add_compile_definitions(BLAH_PLATFORM_WIN32)
endif()
target_link_libraries(blah PUBLIC ${LIBS})

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@ -1,17 +1,18 @@
## blah
A small C++ game framework for 2D games.
Goal is to be simple and use as few dependencies as possible, to maintain easy building and portability.
A small 2D C++ Game Framework, using few dependencies and simple code to mainain easy building and portability.
**☆ This will likely see breaking changes! Use at your own risk! ☆**
#### building
- Requires C++17 and CMake 3.12+
- Platform Backend
- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend_sdl2.cpp) can be enabled in CMake with `SDL2_ENABLED`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES`
- Graphics Backend
- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend_gl.cpp) can be enabled in CMake with `OPENGL_ENABLED`.
- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend_d3d11.cpp) (unfinished) can be enabled in CMake with `D3D11_ENABLED`.
- Other backends can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend.h) or [Graphics Backend](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend.h).
- A single *Platform* backend must be enabled:
- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend_sdl2.cpp) can be enabled in CMake with `PLATFORM_SDL2`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES`
- [WIN32](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend_win32.cpp) (UNFINISHED) can be enabled in CMake with `PLATFORM_WIN32`.
- Additional backends can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend.h)
- A single *Graphics* backend must be enabled:
- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend_gl.cpp) can be enabled in CMake with `GRAPHICS_OPENGL`.
- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend_d3d11.cpp) can be enabled in CMake with `GRAPHICS_D3D11`.
- Additional backends can be added by implementing the [Graphics Backend](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend.h).
#### notes
- There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/include/blah/drawing/batch.h) has hard-coded GLSL/HLSL. This will need to change.
@ -38,7 +39,7 @@ void render()
App::backbuffer->clear(Color::black);
auto center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
auto rotation = Time::elapsed * Calc::TAU;
auto rotation = Time::seconds * Calc::TAU;
auto transform = Mat3x2::create_transform(center, Vec2::zero, Vec2::one, rotation);
batch.push_matrix(transform);

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@ -2,16 +2,16 @@
#include "blah/core/app.h"
#include "blah/core/filesystem.h"
#include "blah/core/log.h"
#include "blah/core/common.h"
#include "blah/core/time.h"
#include "blah/containers/vector.h"
#include "blah/containers/stackvector.h"
#include "blah/containers/str.h"
#include "blah/drawing/batch.h"
#include "blah/drawing/spritefont.h"
#include "blah/drawing/subtexture.h"
#include "blah/graphics/batch.h"
#include "blah/graphics/spritefont.h"
#include "blah/graphics/subtexture.h"
#include "blah/graphics/blend.h"
#include "blah/graphics/framebuffer.h"
@ -28,9 +28,8 @@
#include "blah/images/packer.h"
#include "blah/input/input.h"
#include "blah/input/virtual_stick.h"
#include "blah/input/virtual_button.h"
#include "blah/input/virtual_axis.h"
#include "blah/input/binding.h"
#include "blah/input/binding_registry.h"
#include "blah/math/calc.h"
#include "blah/math/circle.h"

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@ -1,5 +1,5 @@
#pragma once
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <new>
#include <initializer_list>

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@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <stdarg.h>
#include <cstdio>
#include <blah/containers/vector.h>
@ -10,6 +10,7 @@ namespace Blah
class StrOf;
using String = StrOf<64>;
// A simple String implementation
class Str
{
public:
@ -78,7 +79,7 @@ namespace Blah
// Returns the unicode value at the given index.
// Assumes the index is a valid utf8 starting point.
uint32_t utf8_at(int index) const;
u32 utf8_at(int index) const;
// Returns the byte-length of the utf8 character.
// Assumes the index is a valid utf8 starting point.
@ -88,7 +89,7 @@ namespace Blah
Str& append(char c);
// appends the given unicode character
Str& append(uint32_t c);
Str& append(u32 c);
// appends the given c string
Str& append(const char* start, const char* end = nullptr);
@ -100,7 +101,7 @@ namespace Blah
Str& append_fmt(const char* fmt, ...);
// appends a utf16 string
Str& append_utf16(const uint16_t* start, const uint16_t* end = nullptr, bool swapEndian = false);
Str& append_utf16(const u16* start, const u16* end = nullptr, bool swapEndian = false);
// trims whitespace
Str& trim();
@ -138,8 +139,10 @@ namespace Blah
// returns a substring of the string
String substr(int start, int end) const;
// Splits the string into a vector of strings
Vector<String> split(char ch) const;
// replaces all occurances of old string with the new string
Str& replace(const Str& old_str, const Str& new_str);
// replaces all occurances of the given character in the string
@ -171,9 +174,14 @@ namespace Blah
// returns a pointer to the heap buffer or to our stack allocation
char* data() { return (m_buffer != nullptr ? m_buffer : ((char*)(this) + sizeof(Str))); }
// returns a pointer to the heap buffer or to our stack allocation
const char* data() const { return (m_buffer != nullptr ? m_buffer : ((char*)(this) + sizeof(Str))); }
// assigns the contents of the string
void set(const Str& str) { set(str.cstr(), str.cstr() + str.m_length); }
// assigns the contents of the string
void set(const char* start, const char* end = nullptr);
private:
@ -187,6 +195,7 @@ namespace Blah
// combine string
inline Str operator+(const Str& lhs, const Str& rhs) { Str str; str.append(lhs).append(rhs); return str; }
// A string with a local stack buffer of size T
template<int T>
class StrOf : public Str
{

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@ -1,10 +1,12 @@
#pragma once
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <type_traits>
#include <initializer_list>
#include <new>
namespace Blah
{
// A lightweight Vector implementation
template<class T>
class Vector
{
@ -19,6 +21,7 @@ namespace Blah
Vector(int capacity);
Vector(const Vector& src);
Vector(Vector&& src) noexcept;
Vector(std::initializer_list<T> list);
~Vector();
Vector& operator=(const Vector& src);
@ -95,6 +98,17 @@ namespace Blah
src.m_count = 0;
}
template<class T>
inline Vector<T>::Vector(std::initializer_list<T> list)
{
m_buffer = nullptr;
m_count = m_capacity = 0;
reserve(list.size());
for (auto& it : list)
push_back(std::move(it));
}
template<class T>
inline Vector<T>::~Vector()
{

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@ -1,31 +1,72 @@
#pragma once
#include <memory>
#include <functional>
#include <blah/core/log.h>
#include <blah/core/common.h>
namespace Blah
{
// Application Event Functions
using AppEventFn = std::function<void()>;
// Application Logging Functions
using AppLogFn = std::function<void(const char* message, Log::Category category)>;
// Application Configuration
struct Config
{
// Application name.
// This has no default and must be set.
const char* name;
// Starting width, in pixels.
// Depending on the OS DPI, the true window size may be a multiple of this.
// This has no default and must be set.
int width;
// Starting height, in pixels.
// Depending on the OS DPI, the true window size may be a multiple of this.
// This has no default and must be set.
int height;
// maximum updates to run before "giving up" and reducing frame rate.
// this avoids the 'spiral of death'.
// defaults to 5.
int max_updates;
// target framerate.
// defaults to 60.
int target_framerate;
// Callback on application startup
// Defaults to nothing.
AppEventFn on_startup;
// Callback on application shutdown
// Defaults to nothing.
AppEventFn on_shutdown;
// Callback on application update
// Defaults to nothing.
AppEventFn on_update;
// Callback on application render
// Defaults to nothing.
AppEventFn on_render;
// Callback when the user has requested the application close.
// For example, pressing the Close button
// By default this calls `App::exit()`
AppEventFn on_exit_request;
// Callback when the application logs info/warning/errors
// Defaults to printf.
AppLogFn on_log;
// Default config setup
Config();
};
// Renderer the Application is using
enum class Renderer
{
None = -1,
@ -35,16 +76,24 @@ namespace Blah
Count
};
// Features available on the current Renderer
struct RendererFeatures
{
// Whether Mesh Instancing is available
bool instancing = false;
// Whether the Texture origin is the bottom left.
// This is true for OpenGL.
bool origin_bottom_left = false;
// Maximum Texture Size available
int max_texture_size = 0;
};
class FrameBuffer;
using FrameBufferRef = std::shared_ptr<FrameBuffer>;
// Application
namespace App
{
// Runs the application
@ -53,7 +102,9 @@ namespace Blah
// Returns whether the application is running
bool is_running();
// Exits the application
// Exits the application.
// This only signals for the application to close, it will not stop
// until the current update and render calls are finished.
void exit();
// Gets the config data used to run the application
@ -71,16 +122,20 @@ namespace Blah
// Gets the height of the window
int height();
// Gets the drawable width of the window
// Gets the drawable width of the window, in pixels.
// This may differ from the width when on platforms with High DPI Displays.
int draw_width();
// Gets the drawable height of the window
// Gets the drawable height of the window, in pixels.
// This may differ from the height when on platforms with High DPI Displays.
int draw_height();
// Gets the content scale based on the OS
// Gets the content scale based on the platform.
// macOS is usually 2.0, other platforms vary.
float content_scale();
// Toggles fullscreen
// Toggles fullscreen if supported on the platform.
// Otherwise this function does nothing.
void fullscreen(bool enabled);
// Returns the Rendering API in use

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@ -1,4 +1,5 @@
#pragma once
#include <cstdint>
// error / abort
#if defined(DEBUG) || defined(_DEBUG)
@ -33,6 +34,16 @@
namespace Blah
{
using i8 = int8_t;
using i16 = int16_t;
using i32 = int32_t;
using i64 = int64_t;
using u8 = uint8_t;
using u16 = uint16_t;
using u32 = uint32_t;
using u64 = uint64_t;
namespace Log
{
enum class Category
@ -42,8 +53,8 @@ namespace Blah
Error
};
void print(const char* info, ...);
void warn(const char* info, ...);
void error(const char* info, ...);
void info(const char* message, ...);
void warn(const char* message, ...);
void error(const char* message, ...);
}
}

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@ -5,40 +5,71 @@
namespace Blah
{
using FilePath = StrOf<265>;
class FileStream;
enum class FileMode
{
None = 0,
Read = 1 << 1,
Write = 1 << 2,
Read = 1 << 0,
Write = 1 << 1,
ReadWrite = Read | Write,
};
namespace Directory
{
// Creates a new directory at the given location.
// Returns false if unable to create the directory.
bool create(const FilePath& path);
// Returns whether the given directory exists
bool exists(const FilePath& path);
// Tries to delete a path and returns whether it was successful
bool remove(const FilePath& path);
Vector<FilePath> enumerate(const FilePath& str, bool recursive = true);
// Enumerates over a directory and returns a list of files & directories
Vector<FilePath> enumerate(const FilePath& path, bool recursive = true);
// Opens the path in the File Explorer / Finder
void explore(const FilePath& path);
}
namespace File
{
// Checks if the given file exists
bool exists(const FilePath& path);
// Tries to delete a file and returns whether it was successful
bool remove(const FilePath& path);
// Opens the given file and returns a stream
FileStream open(const FilePath& path, FileMode mode = FileMode::ReadWrite);
}
namespace Path
{
// Returns the file name of the path
FilePath get_file_name(const FilePath& path);
// Returns the file name of the path, without the file extension
FilePath get_file_name_no_ext(const FilePath& path);
// Returns the path without any file extensions
FilePath get_path_no_ext(const FilePath& path);
// Returns relative path
FilePath get_path_after(const FilePath& path, const FilePath& after);
// Gets the top directory name from the path
FilePath get_directory_name(const FilePath& path);
// Normalizes a path (removes ../, changes \\ to /, removes redundant slashes, etc)
FilePath normalize(const FilePath& path);
// Joins two paths together
FilePath join(const FilePath& a, const FilePath& b);
// Joins two paths together
template<typename ... Args>
FilePath join(const FilePath& a, const FilePath& b, const Args&... args)
{

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@ -1,21 +1,21 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
namespace Blah
{
struct Time
{
// ticks per second (microseconds, in this case)
static constexpr uint64_t ticks_per_second = 1000000;
static constexpr u64 ticks_per_second = 1000000;
// uptime, in ticks
static uint64_t ticks;
static u64 ticks;
// uptime, in seconds
static double seconds;
// previous frame uptime, in ticks
static uint64_t previous_ticks;
static u64 previous_ticks;
// previous frame uptime, in seconds
static double previous_seconds;

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@ -1,76 +0,0 @@
#pragma once
#include <inttypes.h>
#include <blah/containers/str.h>
#include <blah/containers/vector.h>
#include <blah/drawing/subtexture.h>
#include <blah/math/vec2.h>
#include <unordered_map>
namespace Blah
{
class Font;
class SpriteFont
{
public:
struct Character
{
Subtexture subtexture;
float advance = 0;
Vec2 offset;
};
private:
// charset & kerning maps
std::unordered_map<uint32_t, Character> m_characters;
std::unordered_map<uint64_t, float> m_kerning;
// built texture
Vector<TextureRef> m_atlas;
public:
static const uint32_t* ASCII;
String name;
float size;
float ascent;
float descent;
float line_gap;
// Note:
// charset is a list of range pairs, until a 0 terminator (ex. 32,128,0)
SpriteFont();
SpriteFont(const char* file, float size);
SpriteFont(const char* file, float size, const uint32_t* charset);
SpriteFont(const Font& font, float size);
SpriteFont(const Font& font, float size, const uint32_t* charset);
SpriteFont(const SpriteFont&) = delete;
SpriteFont(SpriteFont&& src) noexcept;
~SpriteFont();
void dispose();
SpriteFont& operator=(const SpriteFont&) = delete;
SpriteFont& operator=(SpriteFont&& src) noexcept;
float height() const { return ascent - descent; }
float line_height() const { return ascent - descent + line_gap; }
const Vector<TextureRef>& textures() { return m_atlas; }
float width_of(const String& text) const;
float width_of_line(const String& text, int start = 0) const;
float height_of(const String& text) const;
void build(const char* file, float size, const uint32_t* charset);
void build(const Font& font, float size, const uint32_t* charset);
float get_kerning(uint32_t codepoint0, uint32_t codepoint1) const;
void set_kerning(uint32_t codepoint0, uint32_t codepoint1, float kerning);
Character& get_character(uint32_t codepoint) { return m_characters[codepoint]; }
const Character& get_character(uint32_t codepoint) const;
Character& operator[](uint32_t codepoint) { return m_characters[codepoint]; }
const Character& operator[](uint32_t codepoint) const;
};
}

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@ -5,8 +5,8 @@
#include <blah/math/mat3x2.h>
#include <blah/math/mat4x4.h>
#include <blah/math/color.h>
#include <blah/drawing/subtexture.h>
#include <blah/drawing/spritefont.h>
#include <blah/graphics/subtexture.h>
#include <blah/graphics/spritefont.h>
#include <blah/containers/vector.h>
#include <blah/graphics/blend.h>
#include <blah/graphics/sampler.h>
@ -15,9 +15,14 @@
namespace Blah
{
// Spritebatcher Color Mode
enum class ColorMode
{
// Draws textures and shapes normally
Normal,
// Ignores the texture color but still uses transparency, essentially
// drawing the "shape" of the texture a solid color
Wash
};
@ -38,7 +43,7 @@ namespace Blah
inline TextAlign operator|(TextAlign lhs, TextAlign rhs) { return static_cast<TextAlign>(static_cast<char>(lhs) | static_cast<char>(rhs)); }
inline TextAlign operator&(TextAlign lhs, TextAlign rhs) { return static_cast<TextAlign>(static_cast<char>(lhs) & static_cast<char>(rhs)); }
// A simple 2D sprite batcher, used for drawing shapes and textures
// A 2D sprite batcher, used for drawing shapes and textures
class Batch
{
public:
@ -187,10 +192,10 @@ namespace Blah
Vec2 tex;
Color col;
uint8_t mult;
uint8_t wash;
uint8_t fill;
uint8_t pad;
u8 mult;
u8 wash;
u8 fill;
u8 pad;
};
struct DrawBatch
@ -219,11 +224,11 @@ namespace Blah
MeshRef m_mesh;
Mat3x2 m_matrix;
ColorMode m_color_mode;
uint8_t m_tex_mult;
uint8_t m_tex_wash;
u8 m_tex_mult;
u8 m_tex_wash;
DrawBatch m_batch;
Vector<Vertex> m_vertices;
Vector<uint32_t> m_indices;
Vector<u32> m_indices;
Vector<Mat3x2> m_matrix_stack;
Vector<Rect> m_scissor_stack;
Vector<BlendMode> m_blend_stack;

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@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
namespace Blah
{
@ -46,6 +46,7 @@ namespace Blah
RGBA = Red | Green | Blue | Alpha,
};
// BlendMode using for rendering
struct BlendMode
{
// Normal, pre-multiplied, Blend Mode
@ -61,7 +62,7 @@ namespace Blah
BlendFactor alpha_src;
BlendFactor alpha_dst;
BlendMask mask;
uint32_t rgba;
u32 rgba;
BlendMode() = default;
@ -78,7 +79,7 @@ namespace Blah
BlendMode(
BlendOp color_op, BlendFactor color_src, BlendFactor color_dst,
BlendOp alpha_op, BlendFactor alpha_src, BlendFactor alpha_dst,
BlendMask blend_mask, uint32_t blend_rgba) :
BlendMask blend_mask, u32 blend_rgba) :
color_op(color_op),
color_src(color_src),
color_dst(color_dst),

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@ -4,16 +4,8 @@
#include <blah/math/color.h>
#include <memory>
// 4 color attachments + 1 depth/stencil
#define BLAH_ATTACHMENTS 5
namespace Blah
{
typedef StackVector<TextureRef, BLAH_ATTACHMENTS> Attachments;
class FrameBuffer;
typedef std::shared_ptr<FrameBuffer> FrameBufferRef;
enum class ClearMask
{
None = 0,
@ -23,6 +15,14 @@ namespace Blah
All = (int)Color | (int)Depth | (int)Stencil
};
// Up to 4 color attachments + 1 depth/stencil
using Attachments = StackVector<TextureRef, 5>;
class FrameBuffer;
using FrameBufferRef = std::shared_ptr<FrameBuffer>;
// FrameBuffer is a 2D Buffer that can be drawn to.
// It can hold up to 4 color Textures, and 1 Depth/Stencil Texture.
class FrameBuffer
{
protected:
@ -65,7 +65,7 @@ namespace Blah
virtual int height() const = 0;
// Clears the FrameBuffer
virtual void clear(Color color = Color::black, float depth = 1.0f, uint8_t stencil = 0, ClearMask mask = ClearMask::All) = 0;
virtual void clear(Color color = Color::black, float depth = 1.0f, u8 stencil = 0, ClearMask mask = ClearMask::All) = 0;
};
}

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@ -10,6 +10,7 @@ namespace Blah
class Material;
typedef std::shared_ptr<Material> MaterialRef;
// Materials hold values that can be assigned to a shader during rendering
class Material final
{
private:
@ -59,10 +60,10 @@ namespace Blah
// Sets the value. `length` is the total number of floats to set
// For example if the uniform is a float2[4], a total of 8 float values
// can be set.
void set_value(const char* name, const float* value, int64_t length);
void set_value(const char* name, const float* value, i64 length);
// Gets a pointer to the values of the given Uniform, or nullptr if it doesn't exist.
const float* get_value(const char* name, int64_t* length = nullptr) const;
const float* get_value(const char* name, i64* length = nullptr) const;
// Returns the internal Texture buffer
const Vector<TextureRef>& textures() const;

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@ -1,10 +1,11 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <memory>
#include <blah/containers/stackvector.h>
namespace Blah
{
// Supported Vertex value types
enum class VertexType
{
None,
@ -20,6 +21,7 @@ namespace Blah
UShort4
};
// Vertex Attribute information
struct VertexAttribute
{
// Location / Attribute Index
@ -32,6 +34,8 @@ namespace Blah
bool normalized = false;
};
// Vertex Format information.
// Holds a list of attributes and total stride per-vertex.
struct VertexFormat
{
// List of Attributes
@ -44,15 +48,20 @@ namespace Blah
VertexFormat(std::initializer_list<VertexAttribute> attributes, int stride = 0);
};
// Supported Vertex Index formats
enum class IndexFormat
{
// Indices are 16 bit unsigned integers
UInt16,
// Indices are 32 bit unsigned integers
UInt32
};
class Mesh;
typedef std::shared_ptr<Mesh> MeshRef;
// A Mesh is a set of Indices and Vertices which are used for drawing
class Mesh
{
protected:
@ -73,21 +82,21 @@ namespace Blah
static MeshRef create();
// Uploads the given index buffer to the Mesh
virtual void index_data(IndexFormat format, const void* indices, int64_t count) = 0;
virtual void index_data(IndexFormat format, const void* indices, i64 count) = 0;
// Uploads the given vertex buffer to the Mesh
virtual void vertex_data(const VertexFormat& format, const void* vertices, int64_t count) = 0;
virtual void vertex_data(const VertexFormat& format, const void* vertices, i64 count) = 0;
// Uploads the given instance buffer to the Mesh
virtual void instance_data(const VertexFormat& format, const void* instances, int64_t count) = 0;
virtual void instance_data(const VertexFormat& format, const void* instances, i64 count) = 0;
// Gets the index count of the Mesh
virtual int64_t index_count() const = 0;
virtual i64 index_count() const = 0;
// Gets the vertex count of the Mesh
virtual int64_t vertex_count() const = 0;
virtual i64 vertex_count() const = 0;
// Gets the instance count of the Mesh
virtual int64_t instance_count() const = 0;
virtual i64 instance_count() const = 0;
};
}

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@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <blah/math/rect.h>
#include <blah/containers/str.h>
#include <blah/graphics/texture.h>
@ -11,6 +11,7 @@
namespace Blah
{
// Depth comparison function to use during a draw call
enum class Compare
{
None,
@ -24,13 +25,20 @@ namespace Blah
GreatorOrEqual
};
// Cull mode during a draw call
enum class Cull
{
// No Culling enabled
None = 0,
// Cull front faces
Front = 1,
// Cull back faces
Back = 2,
};
// A single draw call
struct RenderPass
{
// Framebuffer to draw to
@ -55,13 +63,13 @@ namespace Blah
Rect scissor;
// First index in the Mesh to draw from
int64_t index_start;
i64 index_start;
// Total amount of indices to draw from the Mesh
int64_t index_count;
i64 index_count;
// Total amount of instances to draw from the Mesh
int64_t instance_count;
i64 instance_count;
// Depth Compare Function
Compare depth;

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@ -2,24 +2,42 @@
namespace Blah
{
// Texture filter
enum class TextureFilter
{
// None will fallback to whatever default the driver sets
None,
// Linear interpolation
Linear,
// Nearest Neighbour interpolation
Nearest
};
// Texture Wrap Mode
enum class TextureWrap
{
// None will fallback to whatever default the driver sets
None,
// Clamps the texture to the edges
Clamp,
// Repeats the texture
Repeat
};
// Texture Sampler State, applied during rendering
struct TextureSampler
{
// Filter Mode
TextureFilter filter;
// Wrap X Mode
TextureWrap wrap_x;
// Wrap Y Mode
TextureWrap wrap_y;
TextureSampler() :

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@ -72,6 +72,7 @@ namespace Blah
class Shader;
typedef std::shared_ptr<Shader> ShaderRef;
// A shader used during Rendering
class Shader
{
protected:

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@ -0,0 +1,132 @@
#pragma once
#include <blah/core/common.h>
#include <blah/containers/str.h>
#include <blah/containers/vector.h>
#include <blah/graphics/subtexture.h>
#include <blah/math/vec2.h>
#include <blah/core/filesystem.h>
#include <unordered_map>
namespace Blah
{
class Font;
// Sprite Font is a bitmap font implementation for font rendering.
// It can be constructed from a Font (ttf) and will automatically create
// texture atlases for rendering. You can add your own characters
// and textures to it.
class SpriteFont
{
public:
// Spritefont uses u32 codepoints
using Codepoint = u32;
// CharSet is a Vector of Character Ranges
struct CharRange;
using CharSet = Vector<CharRange>;
// Character range, used for building the Sprite Font
struct CharRange
{
Codepoint from;
Codepoint to;
CharRange();
CharRange(Codepoint single);
CharRange(Codepoint from, Codepoint to);
static const CharSet ASCII;
};
// Character Entry
struct Character
{
Subtexture subtexture;
float advance = 0;
Vec2 offset;
};
// SpriteFont name
String name;
// Height, in pixels
float size;
// Ascent, in pixels
float ascent;
// Descent, in pixels
float descent;
// Line Gap, in pixels
float line_gap;
SpriteFont();
SpriteFont(const FilePath& file, float size);
SpriteFont(const FilePath& file, float size, const CharSet& charset);
SpriteFont(const Font& font, float size);
SpriteFont(const Font& font, float size, const CharSet& charset);
SpriteFont(const SpriteFont&) = delete;
SpriteFont& operator=(const SpriteFont&) = delete;
SpriteFont(SpriteFont&& src) noexcept;
SpriteFont& operator=(SpriteFont&& src) noexcept;
~SpriteFont();
// releases all assets used by the spritefont
void dispose();
// gets the height of the sprite font
float height() const { return ascent - descent; }
// gets the line height of the sprite font (height + line gap)
float line_height() const { return ascent - descent + line_gap; }
// returns a list of all texture atlases
const Vector<TextureRef>& textures() { return m_atlas; }
// calculates the width of the given string
float width_of(const String& text) const;
// calculates the width of the next line
float width_of_line(const String& text, int start = 0) const;
// calculates the height of the given string
float height_of(const String& text) const;
// disposes the existing spritefont data and rebuilds from the given font file
void rebuild(const FilePath& file, float size, const CharSet& charset);
// disposes the existing spritefont data and rebuilds from the given font
void rebuild(const Font& font, float size, const CharSet& charset);
// gets the kerning between two characters
float get_kerning(Codepoint codepoint0, Codepoint codepoint1) const;
// sets the kerning between two characters
void set_kerning(Codepoint codepoint0, Codepoint codepoint1, float kerning);
// gets the character at the given codepoint
Character& get_character(Codepoint codepoint);
// gets the character at the given codepoint
const Character& get_character(Codepoint codepoint) const;
// gets the character at the given codepoint
Character& operator[](Codepoint codepoint);
// gets the character at the given codepoint
const Character& operator[](Codepoint codepoint) const;
private:
// character set
std::unordered_map<Codepoint, Character> m_characters;
// kerning
// key is 2 codepoints combined ((first << 32) | second)
std::unordered_map<u64, float> m_kerning;
// built texture
Vector<TextureRef> m_atlas;
};
}

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@ -5,11 +5,22 @@ namespace Blah
{
enum class TextureFormat
{
// Invalid Format
None,
// Single 8-bit channe;
R,
// 2 8-bit channels
RG,
// 4 8-bit channels
RGBA,
// Depth 24, Stencil 8
DepthStencil,
// Total Formats
Count
};
@ -18,6 +29,7 @@ namespace Blah
class Texture;
typedef std::shared_ptr<Texture> TextureRef;
// A 2D Texture held by the GPU to be used during rendering
class Texture
{
protected:

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@ -3,12 +3,13 @@
#include <blah/images/image.h>
#include <blah/containers/str.h>
#include <blah/streams/stream.h>
#include <blah/core/filesystem.h>
namespace Blah
{
// A simple Aseprite file parser.
// This implementation does not support Aseprite blendmodes,
// besides the default blend mode.
// aside from the default blend mode.
class Aseprite
{
public:
@ -130,7 +131,7 @@ namespace Blah
Vector<Color> palette;
Aseprite();
Aseprite(const char* path);
Aseprite(const FilePath& path);
Aseprite(Stream& stream);
Aseprite(const Aseprite& src);
Aseprite(Aseprite&& src) noexcept;

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@ -2,50 +2,102 @@
#include <blah/streams/stream.h>
#include <blah/images/image.h>
#include <blah/containers/str.h>
#include <blah/core/filesystem.h>
namespace Blah
{
typedef uint32_t Codepoint;
// Loads fonts from file and can blit individual characters to images
class Font
{
public:
struct Char
// Font uses u32 Codepoints
using Codepoint = u32;
// Information provided for a single Character
struct Character
{
// character's glyph index
int glyph = 0;
// width of the character, in pixels
int width = 0;
// height of the character, in pixels
int height = 0;
// advance (how much to move horizontally)
float advance = 0;
// render x-offset
float offset_x = 0;
// render y-offset
float offset_y = 0;
// scale the character was created at
float scale = 0;
// whether the character has a visible glyph
bool has_glyph = false;
};
Font();
Font(Stream& stream);
Font(const char* path);
Font(const FilePath& path);
Font(const Font&) = delete;
Font& operator=(const Font&) = delete;
Font(Font&& src) noexcept;
Font& operator=(Font&& src) noexcept;
~Font();
// Releases all Font resources
// Note that after doing this various properties may become invalid (ex. font name)
void dispose();
const char* family_name() const;
const char* style_name() const;
// returns the font family name
const String& family_name() const;
// returns the font style name
const String& style_name() const;
// the font ascent
int ascent() const;
// the font descent
int descent() const;
// the font line gap (space between lines)
int line_gap() const;
// the height of the font
int height() const;
// the height of the line, including line gap
int line_height() const;
// gets the glyph index for the given codepoint
int get_glyph(Codepoint codepoint) const;
// gets the font scale for the given font size in pixels
float get_scale(float size) const;
// gets the font kerning between 2 glyphs
float get_kerning(int glyph1, int glyph2, float scale) const;
Char get_character(int glyph, float scale) const;
bool get_image(const Char& ch, Color* pixels) const;
// gets character data for the given glyph, at the provided scale
Character get_character(int glyph, float scale) const;
// Blits a character to the provided pixel array.
// The pixel array must be at least ch.width * ch.height in size!
// If the character doesn't exist, this will do nothing and return false.
bool get_image(const Character& ch, Color* pixels) const;
// Returns an image of the provided character.
// If the character doesn't exist, this will return an empty image.
Image get_image(const Character& ch) const;
// checks if the Font is valid
bool is_valid() const;
private:

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@ -2,21 +2,31 @@
#include <blah/math/color.h>
#include <blah/math/rectI.h>
#include <blah/math/point.h>
#include <blah/core/filesystem.h>
namespace Blah
{
class Stream;
// A 2D Bitmap stored on the CPU.
// For drawing images to the screen, use a Texture.
class Image
{
public:
// width of the image, in pixels.
int width = 0;
// height of the image, in pixels.
int height = 0;
// pixel data of the image.
// this can be nullptr if the image is never assigned to anything.
Color* pixels = nullptr;
Image();
Image(Stream& stream);
Image(const char* file);
Image(const FilePath& file);
Image(int width, int height);
Image(const Image& src);
Image& operator=(const Image& src);
@ -24,19 +34,41 @@ namespace Blah
Image& operator=(Image&& src) noexcept;
~Image();
// disposes the existing image and recreates it from a stream
void from_stream(Stream& stream);
// disposes the image and resets its values to defaults
void dispose();
// applies alpha premultiplication to the image data
void premultiply();
// sets the pixels at the provided rectangle to the given data
// data must be at least rect.w * rect.h in size!
void set_pixels(const RectI& rect, Color* data);
bool save_png(const char* file) const;
// saves the image to a png file
bool save_png(const FilePath& file) const;
// saves the image to a png file
bool save_png(Stream& stream) const;
bool save_jpg(const char* file, int quality) const;
// saves the image to a jpg file
bool save_jpg(const FilePath& file, int quality) const;
// saves the image to a jpg file
bool save_jpg(Stream& stream, int quality) const;
void get_pixels(Color* dest, const Point& destPos, const Point& destSize, RectI sourceRect);
Image get_sub_image(const RectI& sourceRect);
// gets the pixels from the given source rectangle
void get_pixels(Color* dest, const Point& dest_pos, const Point& dest_size, RectI source_rect);
// gets a sub image from this image
Image get_sub_image(const RectI& source_rect);
private:
// whether the stbi library owns the image data.
// we should let it free the data if it created it.
bool m_stbi_ownership;
};
}

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@ -6,37 +6,67 @@
#include <blah/containers/str.h>
#include <blah/containers/vector.h>
#include <blah/streams/bufferstream.h>
#include <blah/core/filesystem.h>
namespace Blah
{
// Texture Packer, which takes source images and combines
// them into a single large texture.
// them into a single large texture. Useful for 2D sprite batching.
class Packer
{
public:
// Packer Entry, which stores information about the resulting packed texture
class Entry
{
friend class Packer;
private:
int64_t memory_index;
i64 memory_index;
public:
uint64_t id;
// entry ID
u64 id;
// Texture Page that it was packed into.
// This won't be set until after the packer has run.
int page;
// Whether the entry is empty
bool empty;
// Packed frame rectangle.
// This won't be set until after the packer has run.
RectI frame;
// Packed position and size.
// This won't be set until after the packer has run.
RectI packed;
Entry(uint64_t id, const RectI& frame)
: memory_index(0), id(id), page(0), empty(true), frame(frame), packed(0, 0, 0, 0) {}
Entry(u64 id, const RectI& frame)
: memory_index(0)
, id(id)
, page(0)
, empty(true)
, frame(frame)
, packed(0, 0, 0, 0) {}
};
// maximum width / height of the generated texture
int max_size;
// whether the generated texture must be a power of 2
bool power_of_two;
// spacing between each packed subtexture
int spacing;
// padding on each subtexture (extrudes their borders outwards)
int padding;
// generated textures. There can be more than one if the packer was
// unable to fit all of the provided subtextures into the max_size.
Vector<Image> pages;
Vector<Entry> entries;
Packer();
Packer(int max_size, int spacing, bool power_of_two);
@ -46,12 +76,25 @@ namespace Blah
Packer& operator=(Packer&& src) noexcept;
~Packer();
void add(uint64_t id, int width, int height, const Color* pixels);
void add(uint64_t id, const Image& bitmap);
void add(uint64_t id, const String& path);
// add a new entry
void add(u64 id, int width, int height, const Color* pixels);
// add a new entry
void add(u64 id, const Image& bitmap);
// add a new entry
void add(u64 id, const FilePath& path);
// returns a vector of all the resulting entries
const Vector<Entry>& entries() const;
// perform the packing
void pack();
// clear the current packer data
void clear();
// dispose all resources used by the packer
void dispose();
private:
@ -67,9 +110,16 @@ namespace Blah
Node* Reset(const RectI& rect);
};
// whether the packer has any changes that require it to run again
bool m_dirty;
// buffer of all the image data we will be packing
BufferStream m_buffer;
void add_entry(uint64_t id, int w, int h, const Color* pixels);
// Entries to pack & their resulting data
Vector<Entry> m_entries;
// adds a new entry
void add_entry(u64 id, int w, int h, const Color* pixels);
};
}

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@ -0,0 +1,299 @@
#pragma once
#include <blah/input/input.h>
#include <blah/containers/stackvector.h>
#include <blah/math/point.h>
#include <blah/math/vec2.h>
namespace Blah
{
// Single input Binding
// You must call Binding::update() every frame to poll the input state.
// Alternatively, bindings can be registered to BindingRegistry which will
// automatically update them.
class Binding
{
public:
// Represents a Controller Trigger or a single direction of a Controller Axis.
struct TriggerBind
{
// Controller Index we're bound to
int controller = 0;
// The Axis we're bound to
Axis axis = Axis::None;
// Minimum value of the axis
float threshold = 0.01f;
// requires a positive value
// otherwise requires a negative value
bool positive = true;
TriggerBind() = default;
TriggerBind(Axis axis);
TriggerBind(int controller, Axis axis, float threshold, bool positive);
bool is_down(float axis_value) const;
};
// Represents a Controller Button.
struct ButtonBind
{
// Controller Index we're bound to
int controller = 0;
// Button we're bound to
Button button = Button::None;
ButtonBind() = default;
ButtonBind(Button button);
ButtonBind(int controller, Button button);
};
// Input Buffer for press events
float press_buffer = 0;
// Input Buffer for release events
float release_buffer = 0;
// List of bound Keys
StackVector<Key, 16> keys;
// List of bound Buttons
StackVector<ButtonBind, 16> buttons;
// List of bound Triggers / Axis
StackVector<TriggerBind, 16> triggers;
// List of bound Mouse buttons
StackVector<MouseButton, 16> mouse;
Binding() = default;
Binding(float press_buffer)
: press_buffer(press_buffer)
{
}
template<typename ... Args>
Binding(float press_buffer, const Args&... args)
: press_buffer(press_buffer)
{
add(args...);
}
// if the binding has been pressed
bool pressed() const;
// if the binding has been released
bool released() const;
// if the binding is currently held
bool down() const;
// returns the binding's value from 0-1
float value() const;
// returns the bindings signed value (0 or 1)
int sign() const;
// returns the timestamp of the last time the binding was pressed
double timestamp() const;
// updates the binding state
void update();
// consumes the current press, and pressed() will return false until the next press
void consume_press();
// consumes the current release, and released() will return false until the next release
void consume_release();
// adds a key to the binding
Binding& add(Key key);
// adds a button to the binding
Binding& add(ButtonBind button);
// adds an trigger to the binding
Binding& add(TriggerBind trigger);
// adds a mouse button to the binding
Binding& add(MouseButton mouse);
// adds an input to the binding
template<typename T, typename T2, typename ... Args>
Binding& add(T first, T2 second, const Args&... args)
{
add(first);
add(second, args...);
return *this;
}
// adds the left trigger to the binding
Binding& add_left_trigger(int controller, float threshold);
// adds the right trigger to the binding
Binding& add_right_trigger(int controller, float threshold);
// assigns all the bindings to the specific controller
Binding& set_controller(int index);
// removes all bindings
void clear();
private:
double m_last_timestamp = 0;
double m_last_press_time = -1;
double m_last_release_time = -1;
float m_value = 0.0f;
bool m_pressed = false;
bool m_released = false;
bool m_down = false;
bool m_press_consumed = false;
bool m_release_consumed = false;
bool get_pressed() const;
bool get_released() const;
bool get_down() const;
float get_value() const;
};
// Axis Binding (ex. Left/Right movement, or a Trigger)
// You must call AxisBinding::update() every frame to poll the input state.
// Alternatively, bindings can be registered to BindingRegistry which will
// automatically update them.
class AxisBinding
{
public:
enum class Overlap
{
Newer,
Older,
Cancel
};
// Negative Value Binding
Binding negative;
// Positive Value Binding
Binding positive;
// How to handle overlaps (ex. Left and Right are both held)
Overlap overlap = Overlap::Newer;
AxisBinding() = default;
AxisBinding(const Binding& negative, const Binding& positive, Overlap overlap = Overlap::Newer)
: negative(negative)
, positive(positive)
, overlap(overlap)
{}
// Current Value from -1 to 1
float value() const;
// Current value, either -1, 0, or 1
int sign() const;
// updates the Binding
void update();
// consumes the press buffer
void consume_press();
// consumes the release buffer
void consume_release();
// Adds a negative & positive binding pair
template<typename NegativeT, typename PositiveT>
AxisBinding& add(NegativeT negative, PositiveT positive)
{
this->negative.add(negative);
this->positive.add(positive);
return *this;
}
// Adds a Stick binding
AxisBinding& add_left_stick_x(int controller, float threshold);
AxisBinding& add_left_stick_y(int controller, float threshold);
AxisBinding& add_right_stick_x(int controller, float threshold);
AxisBinding& add_right_stick_y(int controller, float threshold);
// assigns all the bindings to the specific controller
AxisBinding& set_controller(int index);
// Clears all Bindings
void clear();
};
// Stick Binding (ex. Joystick, Dpad, Arrow Keys, WASD, etc)
// You must call StickBinding::update() every frame to poll the input state.
// Alternatively, bindings can be registered to BindingRegistry which will
// automatically update them.
class StickBinding
{
public:
// X Axis Binding
AxisBinding x;
// Y Axis Binding
AxisBinding y;
// An optional threshold for circular thresholds
float round_threshold = 0.0f;
StickBinding() = default;
StickBinding(const AxisBinding& x, const AxisBinding& y, float round_threshold = 0)
: x(x)
, y(y)
, round_threshold(round_threshold)
{}
// Current Value, -1 to 1
Vec2 value() const;
// Current value, either -1, 0, or 1
Point sign() const;
// Updates the Binding
void update();
// Consumes the Press Buffer
void consume_press();
// Consumes the Release Buffer
void consume_release();
// Adds directional bindings
template<typename LeftT, typename RightT, typename UpT, typename DownT>
StickBinding& add(LeftT left, RightT right, UpT up, DownT down)
{
x.negative.add(left);
x.positive.add(right);
y.negative.add(up);
y.positive.add(down);
return *this;
}
// Adds the dpad binding
StickBinding& add_dpad(int controller);
// Adds the left stick binding
StickBinding& add_left_stick(int controller, float threshold);
// Adds the right stick binding
StickBinding& add_right_stick(int controller, float threshold);
// assigns all the bindings to the specific controller
StickBinding& set_controller(int index);
// Clears all the bindings
void clear();
};
}

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@ -0,0 +1,35 @@
#pragma once
#include <blah/input/binding.h>
#include <blah/containers/vector.h>
#include <memory>
namespace Blah
{
using BindingRef = std::shared_ptr<Binding>;
using AxisBindingRef = std::shared_ptr<AxisBinding>;
using StickBindingRef = std::shared_ptr<StickBinding>;
// An Optional registry to automatically update Input Bindings.
// Once registered here, you do not need to explicitely call their update methods.
class BindingRegistry
{
public:
// registers a new binding
static BindingRef register_binding(const Binding& binding = Binding());
// registers a new axis binding
static AxisBindingRef register_axis(const AxisBinding& binding = AxisBinding());
// registers a new stick binding
static StickBindingRef register_stick(const StickBinding& binding = StickBinding());
// updates all the bindings. This is called
// automatically by the App loop.
static void update();
private:
static Vector<std::weak_ptr<Binding>> bindings;
static Vector<std::weak_ptr<AxisBinding>> axes;
static Vector<std::weak_ptr<StickBinding>> sticks;
};
}

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@ -1,11 +1,15 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <blah/math/vec2.h>
#include <blah/containers/str.h>
// These are generally copied from the SDL2 Scancode Keys
// These are generally copied from the SDL2 Scancode Keys,
// which are in turn based on the USB standards:
// https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf
#define BLAH_KEY_DEFINITIONS \
DEFINE_KEY(Unknown, 0) \
\
DEFINE_KEY(A, 4) \
DEFINE_KEY(B, 5) \
DEFINE_KEY(C, 6) \
@ -32,6 +36,7 @@
DEFINE_KEY(X, 27) \
DEFINE_KEY(Y, 28) \
DEFINE_KEY(Z, 29) \
\
DEFINE_KEY(D1, 30) \
DEFINE_KEY(D2, 31) \
DEFINE_KEY(D3, 32) \
@ -42,24 +47,27 @@
DEFINE_KEY(D8, 37) \
DEFINE_KEY(D9, 38) \
DEFINE_KEY(D0, 39) \
\
DEFINE_KEY(Enter, 40) \
DEFINE_KEY(Escape, 41) \
DEFINE_KEY(Backspace, 42) \
DEFINE_KEY(Tab, 43) \
DEFINE_KEY(Space, 44) \
\
DEFINE_KEY(Minus, 45) \
DEFINE_KEY(Equals, 46) \
DEFINE_KEY(LeftBracket, 47) \
DEFINE_KEY(RightBracket, 48) \
DEFINE_KEY(BackSlash, 49) \
DEFINE_KEY(NonUSHash, 50) \
DEFINE_KEY(Backslash, 49) \
DEFINE_KEY(Semicolon, 51) \
DEFINE_KEY(Apostrophe, 52) \
DEFINE_KEY(Grave, 53) \
DEFINE_KEY(Tilde, 53) \
DEFINE_KEY(Comma, 54) \
DEFINE_KEY(Period, 55) \
DEFINE_KEY(Slash, 56) \
\
DEFINE_KEY(Capslock, 57) \
\
DEFINE_KEY(F1, 58) \
DEFINE_KEY(F2, 59) \
DEFINE_KEY(F3, 60) \
@ -72,6 +80,19 @@
DEFINE_KEY(F10, 67) \
DEFINE_KEY(F11, 68) \
DEFINE_KEY(F12, 69) \
DEFINE_KEY(F13, 104) \
DEFINE_KEY(F14, 105) \
DEFINE_KEY(F15, 106) \
DEFINE_KEY(F16, 107) \
DEFINE_KEY(F17, 108) \
DEFINE_KEY(F18, 109) \
DEFINE_KEY(F19, 110) \
DEFINE_KEY(F20, 111) \
DEFINE_KEY(F21, 112) \
DEFINE_KEY(F22, 113) \
DEFINE_KEY(F23, 114) \
DEFINE_KEY(F24, 115) \
\
DEFINE_KEY(PrintScreen, 70) \
DEFINE_KEY(ScrollLock, 71) \
DEFINE_KEY(Pause, 72) \
@ -85,45 +106,17 @@
DEFINE_KEY(Left, 80) \
DEFINE_KEY(Down, 81) \
DEFINE_KEY(Up, 82) \
DEFINE_KEY(NumlockClear, 83) \
DEFINE_KEY(KP_Divide, 84) \
DEFINE_KEY(KP_Multiply, 85) \
DEFINE_KEY(KP_Minus, 86) \
DEFINE_KEY(KP_Plus, 87) \
DEFINE_KEY(KP_Enter, 88) \
DEFINE_KEY(KP_1, 89) \
DEFINE_KEY(KP_2, 90) \
DEFINE_KEY(KP_3, 91) \
DEFINE_KEY(KP_4, 92) \
DEFINE_KEY(KP_5, 93) \
DEFINE_KEY(KP_6, 94) \
DEFINE_KEY(KP_7, 95) \
DEFINE_KEY(KP_8, 96) \
DEFINE_KEY(KP_9, 97) \
DEFINE_KEY(KP_0, 98) \
DEFINE_KEY(KP_Period, 99) \
DEFINE_KEY(NonUSBackSlash, 100) \
\
DEFINE_KEY(Numlock, 83) \
\
DEFINE_KEY(Application, 101) \
DEFINE_KEY(Power, 102) \
DEFINE_KEY(KP_Equals, 103) \
DEFINE_KEY(F13, 104) \
DEFINE_KEY(F14, 105) \
DEFINE_KEY(F15, 106) \
DEFINE_KEY(F16, 107) \
DEFINE_KEY(F17, 108) \
DEFINE_KEY(F18, 109) \
DEFINE_KEY(F19, 110) \
DEFINE_KEY(F20, 111) \
DEFINE_KEY(F21, 112) \
DEFINE_KEY(F22, 113) \
DEFINE_KEY(F23, 114) \
DEFINE_KEY(F24, 115) \
\
DEFINE_KEY(Execute, 116) \
DEFINE_KEY(Help, 117) \
DEFINE_KEY(Menu, 118) \
DEFINE_KEY(Select, 119) \
DEFINE_KEY(Stop, 120) \
DEFINE_KEY(Again, 121) \
DEFINE_KEY(Redo, 121) \
DEFINE_KEY(Undo, 122) \
DEFINE_KEY(Cut, 123) \
DEFINE_KEY(Copy, 124) \
@ -132,92 +125,69 @@
DEFINE_KEY(Mute, 127) \
DEFINE_KEY(VolumeUp, 128) \
DEFINE_KEY(VolumeDown, 129) \
DEFINE_KEY(KP_Comma, 133) \
DEFINE_KEY(KP_EqualsAs400, 134) \
DEFINE_KEY(International1, 135) \
DEFINE_KEY(International2, 136) \
DEFINE_KEY(International3, 137) \
DEFINE_KEY(International4, 138) \
DEFINE_KEY(International5, 139) \
DEFINE_KEY(International6, 140) \
DEFINE_KEY(International7, 141) \
DEFINE_KEY(International8, 142) \
DEFINE_KEY(International9, 143) \
DEFINE_KEY(Language1, 144) \
DEFINE_KEY(Language2, 145) \
DEFINE_KEY(Language3, 146) \
DEFINE_KEY(Language4, 147) \
DEFINE_KEY(Language5, 148) \
DEFINE_KEY(Language6, 149) \
DEFINE_KEY(Language7, 150) \
DEFINE_KEY(Language8, 151) \
DEFINE_KEY(Language9, 152) \
\
DEFINE_KEY(AltErase, 153) \
DEFINE_KEY(SysReq, 154) \
DEFINE_KEY(Cancel, 155) \
DEFINE_KEY(clear, 156) \
DEFINE_KEY(Clear, 156) \
DEFINE_KEY(Prior, 157) \
DEFINE_KEY(Return2, 158) \
DEFINE_KEY(Enter2, 158) \
DEFINE_KEY(Separator, 159) \
DEFINE_KEY(Out, 160) \
DEFINE_KEY(Oper, 161) \
DEFINE_KEY(ClearAgain, 162) \
DEFINE_KEY(CRSEL, 163) \
DEFINE_KEY(EXSEL, 164) \
DEFINE_KEY(KP_00, 176) \
DEFINE_KEY(KP_000, 177) \
DEFINE_KEY(ThousandsSeparator, 178) \
DEFINE_KEY(DecimalSeparator, 179) \
DEFINE_KEY(CurrencyUnit, 180) \
DEFINE_KEY(CurrencySubUnit, 181) \
DEFINE_KEY(KP_LeftParen, 182) \
DEFINE_KEY(KP_RightParent, 183) \
DEFINE_KEY(KP_LeftBrace, 184) \
DEFINE_KEY(KP_RightBrace, 185) \
DEFINE_KEY(KP_Tab, 186) \
DEFINE_KEY(KP_BackSpace, 187) \
DEFINE_KEY(KP_A, 188) \
DEFINE_KEY(KP_B, 189) \
DEFINE_KEY(KP_C, 190) \
DEFINE_KEY(KP_D, 191) \
DEFINE_KEY(KP_E, 192) \
DEFINE_KEY(KP_F, 193) \
DEFINE_KEY(KP_XOR, 194) \
DEFINE_KEY(KP_Power, 195) \
DEFINE_KEY(KP_Percent, 196) \
DEFINE_KEY(KP_Less, 197) \
DEFINE_KEY(KP_Greater, 198) \
DEFINE_KEY(KP_Ampersand, 199) \
DEFINE_KEY(KP_DoubleAmpersand, 200) \
DEFINE_KEY(KP_VerticalBar, 201) \
DEFINE_KEY(KP_DoubleVerticalBar, 202) \
DEFINE_KEY(KP_Colon, 203) \
DEFINE_KEY(KP_Hash, 204) \
DEFINE_KEY(KP_Space, 205) \
DEFINE_KEY(KP_At, 206) \
DEFINE_KEY(KP_EXCLAM, 207) \
DEFINE_KEY(KP_MemStore, 208) \
DEFINE_KEY(KP_MemRecall, 209) \
DEFINE_KEY(KP_MemClear, 210) \
DEFINE_KEY(KP_MemAdd, 211) \
DEFINE_KEY(KP_MemSubstract, 212) \
DEFINE_KEY(KP_MemMultiply, 213) \
DEFINE_KEY(KP_MemDivide, 214) \
DEFINE_KEY(KP_PlusMinus, 215) \
DEFINE_KEY(KP_Clear, 216) \
DEFINE_KEY(KP_ClearEntry, 217) \
DEFINE_KEY(KP_Binary, 218) \
DEFINE_KEY(KP_Octal, 219) \
DEFINE_KEY(KP_Decimal, 220) \
DEFINE_KEY(KP_Hexadecimal, 221) \
\
DEFINE_KEY(KeypadA, 188) \
DEFINE_KEY(KeypadB, 189) \
DEFINE_KEY(KeypadC, 190) \
DEFINE_KEY(KeypadD, 191) \
DEFINE_KEY(KeypadE, 192) \
DEFINE_KEY(KeypadF, 193) \
DEFINE_KEY(Keypad0, 98) \
DEFINE_KEY(Keypad00, 176) \
DEFINE_KEY(Keypad000, 177) \
DEFINE_KEY(Keypad1, 89) \
DEFINE_KEY(Keypad2, 90) \
DEFINE_KEY(Keypad3, 91) \
DEFINE_KEY(Keypad4, 92) \
DEFINE_KEY(Keypad5, 93) \
DEFINE_KEY(Keypad6, 94) \
DEFINE_KEY(Keypad7, 95) \
DEFINE_KEY(Keypad8, 96) \
DEFINE_KEY(Keypad9, 97) \
DEFINE_KEY(KeypadDivide, 84) \
DEFINE_KEY(KeypadMultiply, 85) \
DEFINE_KEY(KeypadMinus, 86) \
DEFINE_KEY(KeypadPlus, 87) \
DEFINE_KEY(KeypadEnter, 88) \
DEFINE_KEY(KeypadPeroid, 99) \
DEFINE_KEY(KeypadEquals, 103) \
DEFINE_KEY(KeypadComma, 133) \
DEFINE_KEY(KeypadLeftParen, 182) \
DEFINE_KEY(KeypadRightParen, 183) \
DEFINE_KEY(KeypadLeftBrace, 184) \
DEFINE_KEY(KeypadRightBrace, 185) \
DEFINE_KEY(KeypadTab, 186) \
DEFINE_KEY(KeypadBackspace, 187) \
DEFINE_KEY(KeypadXor, 194) \
DEFINE_KEY(KeypadPower, 195) \
DEFINE_KEY(KeypadPercent, 196) \
DEFINE_KEY(KeypadLess, 197) \
DEFINE_KEY(KeypadGreater, 198) \
DEFINE_KEY(KeypadAmpersand, 199) \
DEFINE_KEY(KeypadColon, 203) \
DEFINE_KEY(KeypadHash, 204) \
DEFINE_KEY(KeypadSpace, 205) \
DEFINE_KEY(KeypadClear, 216) \
\
DEFINE_KEY(LeftControl, 224) \
DEFINE_KEY(LeftShift, 225) \
DEFINE_KEY(LeftAlt, 226) \
DEFINE_KEY(LeftGui, 227) \
DEFINE_KEY(LeftOS, 227) \
DEFINE_KEY(RightControl, 228) \
DEFINE_KEY(RightShift, 229) \
DEFINE_KEY(RightAlt, 230) \
DEFINE_KEY(RightGui, 231)
DEFINE_KEY(RightOS, 231)
#define BLAH_BUTTON_DEFINITIONS \
DEFINE_BTN(None, -1) \
@ -255,12 +225,6 @@ namespace Blah
// maximum number of keys the input will track
constexpr int max_keyboard_keys = 512;
// maximum length of text input that can be received per-frame
constexpr int max_text_input = 256;
// maximum number of nodes within a virtual input device
constexpr int max_virtual_nodes = 32;
}
struct ControllerState
@ -293,19 +257,19 @@ namespace Blah
float axis[Input::max_controller_axis];
// Timestamp, in milliseconds, since each button was last pressed
uint64_t button_timestamp[Input::max_controller_buttons];
u64 button_timestamp[Input::max_controller_buttons];
// Timestamp, in milliseconds, since each axis last had a value set
uint64_t axis_timestamp[Input::max_controller_axis];
u64 axis_timestamp[Input::max_controller_axis];
// The USB Vendor ID
uint16_t vendor;
u16 vendor;
// The USB Product ID
uint16_t product;
u16 product;
// the Product Version
uint16_t version;
u16 version;
};
struct KeyboardState
@ -313,8 +277,8 @@ namespace Blah
bool pressed[Input::max_keyboard_keys];
bool down[Input::max_keyboard_keys];
bool released[Input::max_keyboard_keys];
uint64_t timestamp[Input::max_keyboard_keys];
char text[Input::max_text_input];
u64 timestamp[Input::max_keyboard_keys];
String text;
};
struct MouseState
@ -322,7 +286,7 @@ namespace Blah
bool pressed[Input::max_mouse_buttons];
bool down[Input::max_mouse_buttons];
bool released[Input::max_mouse_buttons];
uint64_t timestamp[Input::max_mouse_buttons];
u64 timestamp[Input::max_mouse_buttons];
Vec2 screen_position;
Vec2 draw_position;
Vec2 position;

View File

@ -1,86 +0,0 @@
#pragma once
#include <blah/input/input.h>
namespace Blah
{
// A virtual controller axis, which can be used to map multiple
// inputs to an axis. Note that you must call `update` every frame!
class VirtualAxis
{
private:
struct KeysNode
{
Key positive = Key::Unknown;
Key negative = Key::Unknown;
int value = 0;
void init(Key negative, Key positive);
void update();
};
struct ButtonsNode
{
int gamepad_id = 0;
Button positive = Button::None;
Button negative = Button::None;
int value = 0;
void init(int gamepad_id, Button negative, Button positive);
void update();
};
struct AxisNode
{
int gamepad_id = 0;
Axis axis = Axis::None;
float deadzone = 0;
float value = 0;
void init(int gamepad_id, Axis axis, float deadzone);
void update();
};
KeysNode m_keys[Input::max_virtual_nodes];
ButtonsNode m_buttons[Input::max_virtual_nodes];
AxisNode m_axes[Input::max_virtual_nodes];
int m_keys_len = 0;
int m_buttons_len = 0;
int m_axes_len = 0;
float m_press_buffer = 0;
float m_release_buffer = 0;
float m_repeat_delay = 0;
float m_repeat_interval = 0;
float m_value = 0;
int m_value_i = 0;
float m_last_value = 0;
int m_last_value_i = 0;
bool m_pressed = false;
bool m_released = false;
double m_last_press_time = -1;
double m_last_release_time = -1;
double m_repeat_press_time = -1;
public:
VirtualAxis& add_keys(Key negative, Key positive);
VirtualAxis& add_buttons(int gamepad_id, Button negative, Button positive);
VirtualAxis& add_axis(int gamepad_id, Axis axis, float deadzone);
VirtualAxis& repeat(float m_repeat_delay, float m_repeat_interval);
VirtualAxis& press_buffer(float duration);
VirtualAxis& release_buffer(float duration);
void update();
float value() const { return m_value; }
int value_i() const { return m_value_i; }
float last_value() const { return m_last_value; }
int last_value_i() const { return m_last_value_i; }
bool pressed() const { return m_pressed; }
bool released() const { return m_released; }
void clear_press_buffer() { m_last_press_time = -1; m_pressed = false; }
void clear_release_buffer() { m_last_release_time = -1; m_released = false; }
};
}

View File

@ -1,83 +0,0 @@
#pragma once
#include <blah/input/input.h>
namespace Blah
{
class VirtualButton
{
private:
struct KeyNode
{
Key key = Key::Unknown;
bool down = false;
bool pressed = false;
bool released = false;
void init(Key key);
void update();
};
struct ButtonNode
{
int gamepad_id = 0;
Button button = Button::None;
bool down = false;
bool pressed = false;
bool released = false;
void init(int gamepad_id, Button button);
void update();
};
struct AxisNode
{
int gamepad_id = 0;
Axis axis = Axis::None;
float threshold = 0;
bool greater_than = false;
bool down = false;
bool pressed = false;
bool released = false;
void init(int gamepad_id, Axis axis, float threshold, bool greater_than);
void update();
};
KeyNode m_keys[Input::max_virtual_nodes];
ButtonNode m_buttons[Input::max_virtual_nodes];
AxisNode m_axes[Input::max_virtual_nodes];
int m_keys_len = 0;
int m_buttons_len = 0;
int m_axes_len = 0;
float m_press_buffer = 0;
float m_release_buffer = 0;
float m_repeat_delay = 0;
float m_repeat_interval = 0;
bool m_down = false;
bool m_pressed = false;
bool m_released = false;
double m_last_press_time = -1;
double m_last_release_time = -1;
double m_repeat_press_time = -1;
public:
VirtualButton& add_key(Key key);
VirtualButton& add_button(int gamepad_id, Button button);
VirtualButton& add_axis(int gamepad_id, Axis axis, float threshold, bool greater_than);
VirtualButton& repeat(float m_repeat_delay, float m_repeat_interval);
VirtualButton& press_buffer(float duration);
VirtualButton& release_buffer(float duration);
void update();
bool down() const { return m_down; }
bool pressed() const { return m_pressed; }
bool released() const { return m_released; }
void clear_press_buffer() { m_last_press_time = -1; m_pressed = false; }
void clear_release_buffer() { m_last_release_time = -1; m_released = false; }
};
}

View File

@ -1,97 +0,0 @@
#pragma once
#include <blah/input/input.h>
#include <blah/math/vec2.h>
#include <blah/math/point.h>
namespace Blah
{
// A virtual controller stick, which can be used to map multiple
// inputs to a stick. Note that you must call `update` every frame!
class VirtualStick
{
private:
struct KeysNode
{
Key left;
Key right;
Key up;
Key down;
Point value;
void init(Key left, Key right, Key up, Key down);
void update();
};
struct ButtonsNode
{
int gamepad_id;
Button left;
Button right;
Button up;
Button down;
Point value;
void init(int gamepad_id, Button left, Button right, Button up, Button down);
void update();
};
struct AxesNode
{
int gamepad_id;
Axis horizontal;
Axis vertical;
float deadzone;
Vec2 value;
void init(int gamepad_id, Axis horizontal, Axis vertical, float deadzone);
void update();
};
KeysNode m_keys[Input::max_virtual_nodes];
ButtonsNode m_buttons[Input::max_virtual_nodes];
AxesNode m_axes[Input::max_virtual_nodes];
int m_keys_len = 0;
int m_buttons_len = 0;
int m_axes_len = 0;
float m_press_buffer = 0;
float m_release_buffer = 0;
float m_repeat_delay = 0;
float m_repeat_interval = 0;
Vec2 m_value = Vec2();
Point m_value_i = Point();
Vec2 m_last_value = Vec2();
Point m_last_value_i = Point();
bool m_pressed = false;
bool m_released = false;
float m_i_deadzone;
double m_last_press_time = -1;
double m_last_release_time = -1;
double m_repeat_press_time = -1;
public:
VirtualStick();
VirtualStick(float iDeadzone);
VirtualStick& add_keys(Key left, Key right, Key up, Key down);
VirtualStick& add_buttons(int gamepad_id, Button left, Button right, Button up, Button down);
VirtualStick& add_axes(int gamepad_id, Axis horizontal, Axis vertical, float deadzone);
VirtualStick& repeat(float m_repeat_delay, float m_repeat_interval);
VirtualStick& press_buffer(float duration);
VirtualStick& release_buffer(float duration);
void update();
const Vec2& value() const { return m_value; }
const Point& value_i() const { return m_value_i; }
const Vec2& last_value() const { return m_last_value; }
const Point& last_value_i() const { return m_last_value_i; }
bool pressed() const { return m_pressed; }
bool released() const { return m_released; }
void clear_press_buffer() { m_last_press_time = 0; }
void clear_release_buffer() { m_last_release_time = 0; }
};
}

View File

@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <blah/math/vec2.h>
namespace Blah
@ -27,10 +27,6 @@ namespace Blah
Vec2 approach(const Vec2& t, const Vec2& target, float delta);
float clamp(float t, float min, float max);
int clamp_int(int t, int min, int max);
float map(float t, float old_min, float old_max, float new_min, float new_max);
float clamped_map(float t, float old_min, float old_max, float new_min, float new_max);
@ -43,6 +39,9 @@ namespace Blah
float abs(float x);
template<class T>
T clamp(T value, T min, T max) { return value < min ? min : (value > max ? max : value); }
template<class T, class U>
T min(T a, U b) { return (T)(a < b ? a : b); }

View File

@ -1,38 +1,41 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <blah/containers/str.h>
namespace Blah
{
struct Vec3;
struct Vec4;
struct Color
{
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
u8 r;
u8 g;
u8 b;
u8 a;
Color();
Color(int rgb);
Color(int rgb, float alpha);
Color(uint8_t r, uint8_t g, uint8_t b);
Color(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
Color(u8 r, u8 g, u8 b);
Color(u8 r, u8 g, u8 b, u8 a);
Color(const Vec3& vec3);
Color(const Vec3& vec3, float alpha);
Color(const Vec4& vec4);
// Parses a Hex string in the format of "#00000000" or "0x00000000" or "00000000"
Color(const char* hexCstr);
Color(const String& hex_string);
// Premultiplies the Color
void premultiply();
// Returns an RGBA hex string of the color
String to_hex_rgba() const;
// Sets a Hex string to the given buffer, in the format of RRGGBBAA
// The buffer must be at least 8 bytes long
void to_hex_rgba(char* buffer) const;
// Returns an RGBA hex string of the color
String to_hex_rgba() const;
// Sets a Hex string to the given buffer, in the format of RRGGBB
// The buffer must be at least 6 bytes long
void to_hex_rgb(char* buffer) const;
@ -40,17 +43,17 @@ namespace Blah
// Returns an RGB hex string of the color
String to_hex_rgb() const;
// Convers the Color to a uint32_t
uint32_t to_rgba() const;
// Convers the Color to a u32
u32 to_rgba() const;
// Converts the Color to a Vec4
Vec4 to_vec4() const;
// Returns a RGBA Color representation of the integer value
static Color from_rgba(uint32_t value);
static Color from_rgba(u32 value);
// Returns a RGB Color representation of the integer value, with Alpha = 255
static Color from_rgb(uint32_t value);
static Color from_rgb(u32 value);
// Lerps between two colors
static Color lerp(Color a, Color b, float amount);

View File

@ -1,6 +1,6 @@
#pragma once
#include <blah/math/calc.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
namespace Blah
{
@ -8,6 +8,7 @@ namespace Blah
enum class Easers
{
Linear,
QuadIn, QuadOut, QuadInOut,
CubeIn, CubeOut, CubeInOut,
QuartIn, QuartOut, QuartInOut,
@ -28,43 +29,41 @@ namespace Blah
For previews go here: https://easings.net/
*/
inline float linear(float t)
constexpr float linear(float t)
{
return t;
}
inline float quad_in(float t)
constexpr float quad_in(float t)
{
return t * t;
}
inline float quad_out(float t)
constexpr float quad_out(float t)
{
return -(t * (t - 2));
}
inline float quad_in_out(float t)
constexpr float quad_in_out(float t)
{
if (t < 0.5f)
return 2 * t * t;
else
{
return (-2 * t * t) + (4 * t) - 1;
}
}
inline float cube_in(float t)
constexpr float cube_in(float t)
{
return t * t * t;
}
inline float cube_out(float t)
constexpr float cube_out(float t)
{
float f = (t - 1);
return f * f * f + 1;
}
inline float cube_in_out(float t)
constexpr float cube_in_out(float t)
{
if (t < 0.5f)
return 4 * t * t * t;
@ -75,18 +74,18 @@ namespace Blah
}
}
inline float quart_in(float t)
constexpr float quart_in(float t)
{
return t * t * t * t;
}
inline float quart_out(float t)
constexpr float quart_out(float t)
{
float f = (t - 1);
return f * f * f * (1 - t) + 1;
}
inline float quart_in_out(float t)
constexpr float quart_in_out(float t)
{
if (t < 0.5f)
return 8 * t * t * t * t;
@ -97,18 +96,18 @@ namespace Blah
}
}
inline float quint_in(float t)
constexpr float quint_in(float t)
{
return t * t * t * t * t;
}
inline float quint_out(float t)
constexpr float quint_out(float t)
{
float f = (t - 1);
return f * f * f * f * f + 1;
}
inline float quint_in_out(float t)
constexpr float quint_in_out(float t)
{
if (t < 0.5f)
return 16 * t * t * t * t * t;
@ -216,7 +215,7 @@ namespace Blah
}
}
inline float bounce_out(float t)
constexpr float bounce_out(float t)
{
if (t < 4 / 11.0f)
return (121 * t * t) / 16.0f;
@ -228,12 +227,12 @@ namespace Blah
return (54 / 5.0f * t * t) - (513 / 25.0f * t) + 268 / 25.0f;
}
inline float bounce_in(float t)
constexpr float bounce_in(float t)
{
return 1 - bounce_out(1 - t);
}
inline float bounce_in_out(float t)
constexpr float bounce_in_out(float t)
{
if (t < 0.5f)
return 0.5f * bounce_in(t * 2);
@ -245,6 +244,8 @@ namespace Blah
{
switch (e)
{
case Easers::Linear: return &linear;
case Easers::CubeIn: return &cube_in;
case Easers::CubeOut: return &cube_out;
case Easers::CubeInOut: return &cube_in_out;
@ -296,6 +297,7 @@ namespace Blah
{
switch (e)
{
case Easers::Linear: return "Linear";
case Easers::CubeIn: return "CubeIn";
case Easers::CubeOut: return "CubeOut";
case Easers::CubeInOut: return "CubeInOut";

View File

@ -10,7 +10,7 @@ namespace Blah
Vec2 a;
Vec2 b;
Line() {}
Line() = default;
Line(float x0, float y0, float x1, float y1);
Line(const Vec2& start, const Vec2& end);

View File

@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
namespace Blah
{
@ -8,9 +8,9 @@ namespace Blah
public:
Stopwatch();
void reset();
uint64_t microseconds();
uint64_t milliseconds();
u64 microseconds();
u64 milliseconds();
private:
uint64_t start_time;
u64 start_time;
};
}

View File

@ -12,9 +12,9 @@ namespace Blah
BufferStream& operator=(BufferStream&& bs) noexcept;
~BufferStream();
virtual int64_t length() const override { return m_length; }
virtual int64_t position() const override { return m_position; }
virtual int64_t seek(int64_t seekTo) override { return m_position = (seekTo < 0 ? 0 : (seekTo > m_length ? m_length : seekTo)); }
virtual i64 length() const override { return m_length; }
virtual i64 position() const override { return m_position; }
virtual i64 seek(i64 seekTo) override { return m_position = (seekTo < 0 ? 0 : (seekTo > m_length ? m_length : seekTo)); }
virtual bool is_open() const override { return m_buffer != nullptr; }
virtual bool is_readable() const override { return true; }
virtual bool is_writable() const override { return true; }
@ -25,13 +25,13 @@ namespace Blah
const char* data() const { return m_buffer; }
protected:
virtual int64_t read_into(void* ptr, int64_t length) override;
virtual int64_t write_from(const void* ptr, int64_t length) override;
virtual i64 read_into(void* ptr, i64 length) override;
virtual i64 write_from(const void* ptr, i64 length) override;
private:
char* m_buffer;
int64_t m_capacity;
int64_t m_length;
int64_t m_position;
i64 m_capacity;
i64 m_length;
i64 m_position;
};
}

View File

@ -8,22 +8,22 @@ namespace Blah
{
public:
FileStream();
FileStream(const char* path, FileMode mode = FileMode::ReadWrite);
FileStream(const FilePath& path, FileMode mode = FileMode::ReadWrite);
FileStream(FileStream&& fs) noexcept;
FileStream& operator=(FileStream&& fs) noexcept;
~FileStream();
virtual int64_t length() const override;
virtual int64_t position() const override;
virtual int64_t seek(int64_t seekTo) override;
virtual bool is_open() const override { return m_handle != nullptr; }
virtual bool is_readable() const override { return m_handle != nullptr && (m_mode == FileMode::ReadWrite || m_mode == FileMode::Read); }
virtual bool is_writable() const override { return m_handle != nullptr && (m_mode == FileMode::ReadWrite || m_mode == FileMode::Write); }
virtual i64 length() const override;
virtual i64 position() const override;
virtual i64 seek(i64 seekTo) override;
virtual bool is_open() const override;
virtual bool is_readable() const override;
virtual bool is_writable() const override;
virtual void close() override;
protected:
virtual int64_t read_into(void* ptr, int64_t length) override;
virtual int64_t write_from(const void* ptr, int64_t length) override;
virtual i64 read_into(void* ptr, i64 length) override;
virtual i64 write_from(const void* ptr, i64 length) override;
private:
FileMode m_mode;

View File

@ -7,14 +7,14 @@ namespace Blah
{
public:
MemoryStream();
MemoryStream(char* data, int64_t length);
MemoryStream(char* data, i64 length);
MemoryStream(MemoryStream&& ms) noexcept;
MemoryStream& operator=(MemoryStream&& ms) noexcept;
~MemoryStream() { m_data = nullptr; m_length = m_position = 0; }
virtual int64_t length() const override { return m_length; }
virtual int64_t position() const override { return m_position; }
virtual int64_t seek(int64_t seekTo) override { return m_position = (seekTo < 0 ? 0 : (seekTo > m_length ? m_length : seekTo)); }
virtual i64 length() const override { return m_length; }
virtual i64 position() const override { return m_position; }
virtual i64 seek(i64 seekTo) override { return m_position = (seekTo < 0 ? 0 : (seekTo > m_length ? m_length : seekTo)); }
virtual bool is_open() const override { return m_data != nullptr; }
virtual bool is_readable() const override { return true; }
virtual bool is_writable() const override { return true; }
@ -24,12 +24,12 @@ namespace Blah
const char* data() const { return m_data; }
protected:
virtual int64_t read_into(void* ptr, int64_t length) override;
virtual int64_t write_from(const void* ptr, int64_t length) override;
virtual i64 read_into(void* ptr, i64 length) override;
virtual i64 write_from(const void* ptr, i64 length) override;
private:
char* m_data;
int64_t m_length;
int64_t m_position;
i64 m_length;
i64 m_position;
};
}

View File

@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <blah/containers/str.h>
#include <blah/streams/endian.h>
#include <string.h>
@ -16,13 +16,13 @@ namespace Blah
virtual ~Stream() = default;
// returns the length of the stream
virtual int64_t length() const = 0;
virtual i64 length() const = 0;
// returns the position of the stream
virtual int64_t position() const = 0;
virtual i64 position() const = 0;
// seeks the position of the stream
virtual int64_t seek(int64_t seek_to) = 0;
virtual i64 seek(i64 seek_to) = 0;
// returns true of the stream is open
virtual bool is_open() const = 0;
@ -36,11 +36,11 @@ namespace Blah
// closes the stream
virtual void close() = 0;
// pipes the contents of this tream to another stream
int64_t pipe(Stream& to, int64_t length);
// pipes the contents of this stream to another stream
i64 pipe(Stream& to, i64 length);
// reads the amount of bytes into the given buffer, and returns the amount read
int64_t read(void* buffer, int64_t length) { return read_into(buffer, length); }
i64 read(void* buffer, i64 length) { return read_into(buffer, length); }
// reads a string. if length < 0, assumes null-terminated
String read_string(int length = -1);
@ -67,21 +67,21 @@ namespace Blah
}
// writes the amount of bytes to the stream from the given buffer, and returns the amount written
int64_t write(const void* buffer, int64_t length);
i64 write(const void* buffer, i64 length);
// writes the contents of a string to the stream
int64_t write(const String& string);
i64 write(const String& string);
// writes a number
template<typename T, typename = typename std::enable_if<std::is_arithmetic<T>::value, T>::type>
int64_t write(const T& value)
i64 write(const T& value)
{
return write<T>(value, Endian::Little);
}
// writes a number
template<typename T, typename = typename std::enable_if<std::is_arithmetic<T>::value, T>::type>
int64_t write(const T& value, Endian endian)
i64 write(const T& value, Endian endian)
{
T writing = value;
@ -93,9 +93,9 @@ namespace Blah
protected:
// reads from the stream into the given buffer, and returns the number of bytes read
virtual int64_t read_into(void* buffer, int64_t length) = 0;
virtual i64 read_into(void* buffer, i64 length) = 0;
// writes from the stream from the given buffer, and returns the number of bytes written
virtual int64_t write_from(const void* buffer, int64_t length) = 0;
virtual i64 write_from(const void* buffer, i64 length) = 0;
};
}

View File

@ -44,7 +44,7 @@ void Str::reserve(int size)
{
char* local = data();
m_buffer = new char[m_capacity];
strncpy(m_buffer, local, m_local_size);
memcpy(m_buffer, local, m_local_size);
m_buffer[m_local_size] = '\0';
}
// expand from empty buffer
@ -72,9 +72,9 @@ void Str::set_length(int len)
m_length = len;
}
uint32_t Str::utf8_at(int index) const
u32 Str::utf8_at(int index) const
{
uint32_t charcode = 0;
u32 charcode = 0;
int t = (unsigned char)(this->operator[](index++));
if (t < 128)
@ -124,7 +124,7 @@ Str& Str::append(char c)
return *this;
}
Str& Str::append(uint32_t c)
Str& Str::append(u32 c)
{
// one octet
if (c < 0x80)
@ -210,21 +210,21 @@ Str& Str::append_fmt(const char* fmt, ...)
return *this;
}
Str& Str::append_utf16(const uint16_t* start, const uint16_t* end, bool swap_endian)
Str& Str::append_utf16(const u16* start, const u16* end, bool swap_endian)
{
// converts utf16 into utf8
// more info: https://en.wikipedia.org/wiki/UTF-16#Description
const uint16_t surrogate_min = 0xd800u;
const uint16_t surrogate_max = 0xdbffu;
const u16 surrogate_min = 0xd800u;
const u16 surrogate_max = 0xdbffu;
while (start != end)
{
uint16_t next = (*start++);
u16 next = (*start++);
if (swap_endian)
next = ((next & 0xff) << 8 | ((next & 0xff00) >> 8));
uint32_t cp = 0xffff & next;
u32 cp = 0xffff & next;
if ((cp >= surrogate_min && cp <= surrogate_max))
{
@ -232,7 +232,7 @@ Str& Str::append_utf16(const uint16_t* start, const uint16_t* end, bool swap_end
if (swap_endian)
next = ((next & 0xff) << 8 | ((next & 0xff00) >> 8));
uint32_t trail = 0xffff & next;
u32 trail = 0xffff & next;
cp = (cp << 10) + trail + 0x10000u - (surrogate_min << 10) - 0xdc00u;
}

View File

@ -1,5 +1,5 @@
#include <blah/core/app.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <blah/core/time.h>
#include <blah/math/point.h>
#include <blah/graphics/framebuffer.h>
@ -35,8 +35,8 @@ namespace
Config app_config;
bool app_is_running = false;
bool app_is_exiting = false;
uint64_t time_last;
uint64_t time_accumulator = 0;
u64 time_last;
u64 time_accumulator = 0;
void app_iterate()
{
@ -46,9 +46,9 @@ namespace
// update at a fixed timerate
// TODO: allow a non-fixed step update?
{
uint64_t time_target = (uint64_t)((1.0 / app_config.target_framerate) * Time::ticks_per_second);
uint64_t time_curr = PlatformBackend::ticks();
uint64_t time_diff = time_curr - time_last;
u64 time_target = (u64)((1.0 / app_config.target_framerate) * Time::ticks_per_second);
u64 time_curr = PlatformBackend::ticks();
u64 time_diff = time_curr - time_last;
time_last = time_curr;
time_accumulator += time_diff;
@ -66,7 +66,7 @@ namespace
// Do not allow us to fall behind too many updates
// (otherwise we'll get spiral of death)
uint64_t time_maximum = app_config.max_updates * time_target;
u64 time_maximum = app_config.max_updates * time_target;
if (time_accumulator > time_maximum)
time_accumulator = time_maximum;
@ -300,7 +300,7 @@ namespace
return App::draw_height();
}
virtual void clear(Color color, float depth, uint8_t stencil, ClearMask mask) override
virtual void clear(Color color, float depth, u8 stencil, ClearMask mask) override
{
GraphicsBackend::clear_backbuffer(color, depth, stencil, mask);
}

View File

@ -1,11 +1,11 @@
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <blah/core/app.h>
#include <stdarg.h> // for logging methods
#include <stdio.h> // for sprintf
using namespace Blah;
void Log::print(const char* format, ...)
void Log::info(const char* format, ...)
{
char msg[BLAH_MESSAGE];
va_list ap;

View File

@ -1,4 +1,5 @@
#include <blah/core/filesystem.h>
#include <blah/streams/filestream.h>
#include "../internal/platform_backend.h"
using namespace Blah;
@ -13,6 +14,11 @@ bool File::remove(const FilePath& path)
return PlatformBackend::file_delete(path.cstr());
}
FileStream File::open(const FilePath& path , FileMode mode)
{
return FileStream(path, mode);
}
bool Directory::create(const FilePath& path)
{
return PlatformBackend::dir_create(path.cstr());

View File

@ -10,8 +10,8 @@ namespace
}
}
uint64_t Time::ticks = 0;
uint64_t Time::previous_ticks = 0;
u64 Time::ticks = 0;
u64 Time::previous_ticks = 0;
double Time::seconds = 0;
double Time::previous_seconds = 0;
float Time::delta = 0;

View File

@ -1,4 +1,4 @@
#include <blah/drawing/batch.h>
#include <blah/graphics/batch.h>
#include <blah/graphics/texture.h>
#include <blah/graphics/framebuffer.h>
#include <blah/graphics/mesh.h>
@ -15,9 +15,7 @@ namespace
// TODO:
// This shader needs to be graphics API agnostic
#ifdef BLAH_USE_OPENGL
const ShaderData shader_data = {
const ShaderData opengl_shader_data = {
// vertex shader
#ifdef __EMSCRIPTEN__
"#version 300 es\n"
@ -62,8 +60,6 @@ namespace
"}"
};
#elif BLAH_USE_D3D11
const char* d3d11_shader = ""
"cbuffer constants : register(b0)\n"
"{\n"
@ -110,7 +106,7 @@ namespace
" input.mask.z * input.color;\n"
"}\n";
const ShaderData shader_data = {
const ShaderData d3d11_shader_data = {
d3d11_shader,
d3d11_shader,
{
@ -121,10 +117,6 @@ namespace
}
};
#else
const ShaderData shader_data;
#endif
const VertexFormat format = VertexFormat(
{
{ 0, VertexType::Float2, false },
@ -164,12 +156,12 @@ namespace
{ \
m_batch.elements += 2; \
auto _i = m_indices.expand(6); \
*_i++ = (uint32_t)m_vertices.size() + 0; \
*_i++ = (uint32_t)m_vertices.size() + 1; \
*_i++ = (uint32_t)m_vertices.size() + 2; \
*_i++ = (uint32_t)m_vertices.size() + 0; \
*_i++ = (uint32_t)m_vertices.size() + 2; \
*_i++ = (uint32_t)m_vertices.size() + 3; \
*_i++ = (u32)m_vertices.size() + 0; \
*_i++ = (u32)m_vertices.size() + 1; \
*_i++ = (u32)m_vertices.size() + 2; \
*_i++ = (u32)m_vertices.size() + 0; \
*_i++ = (u32)m_vertices.size() + 2; \
*_i++ = (u32)m_vertices.size() + 3; \
Vertex* _v = m_vertices.expand(4); \
MAKE_VERTEX(_v, m_matrix, px0, py0, tx0, ty0, col0, mult, fill, wash); _v++; \
MAKE_VERTEX(_v, m_matrix, px1, py1, tx1, ty1, col1, mult, fill, wash); _v++; \
@ -181,9 +173,9 @@ namespace
{ \
m_batch.elements += 1; \
auto* _i = m_indices.expand(3); \
*_i++ = (uint32_t)m_vertices.size() + 0; \
*_i++ = (uint32_t)m_vertices.size() + 1; \
*_i++ = (uint32_t)m_vertices.size() + 2; \
*_i++ = (u32)m_vertices.size() + 0; \
*_i++ = (u32)m_vertices.size() + 1; \
*_i++ = (u32)m_vertices.size() + 2; \
Vertex* _v = m_vertices.expand(3); \
MAKE_VERTEX(_v, m_matrix, px0, py0, tx0, ty0, col0, mult, fill, wash); _v++; \
MAKE_VERTEX(_v, m_matrix, px1, py1, tx1, ty1, col1, mult, fill, wash); _v++; \
@ -384,7 +376,12 @@ void Batch::render(const FrameBufferRef& target, const Mat4x4& matrix)
m_mesh = Mesh::create();
if (!m_default_shader)
m_default_shader = Shader::create(shader_data);
{
if (App::renderer() == Renderer::OpenGL)
m_default_shader = Shader::create(opengl_shader_data);
else if (App::renderer() == Renderer::D3D11)
m_default_shader = Shader::create(d3d11_shader_data);
}
if (!m_default_material)
m_default_material = Material::create(m_default_shader);
@ -423,8 +420,8 @@ void Batch::render_single_batch(RenderPass& pass, const DrawBatch& b, const Mat4
pass.blend = b.blend;
pass.has_scissor = b.scissor.w >= 0 && b.scissor.h >= 0;
pass.scissor = b.scissor;
pass.index_start = (int64_t)b.offset * 3;
pass.index_count = (int64_t)b.elements * 3;
pass.index_start = (i64)b.offset * 3;
pass.index_count = (i64)b.elements * 3;
pass.perform();
}
@ -1046,7 +1043,7 @@ void Batch::str(const SpriteFont& font, const String& text, const Vec2& pos, Tex
else
offset.y = (font.ascent + font.descent + font.height() - font.height_of(text)) * 0.5f;
uint32_t last = 0;
u32 last = 0;
for (int i = 0, l = text.length(); i < l; i++)
{
if (text[i] == '\n')
@ -1067,7 +1064,7 @@ void Batch::str(const SpriteFont& font, const String& text, const Vec2& pos, Tex
}
// get the character
uint32_t next = text.utf8_at(i);
u32 next = text.utf8_at(i);
const auto& ch = font[next];
// draw it, if the subtexture exists

View File

@ -12,7 +12,7 @@ FrameBufferRef FrameBuffer::create(int width, int height)
FrameBufferRef FrameBuffer::create(int width, int height, const TextureFormat* attachments, int attachment_count)
{
BLAH_ASSERT(width > 0 && height > 0, "FrameBuffer width and height must be larger than 0");
BLAH_ASSERT(attachment_count <= BLAH_ATTACHMENTS, "Exceeded maximum attachment count");
BLAH_ASSERT(attachment_count <= Attachments::MaxCapacity, "Exceeded maximum attachment count");
BLAH_ASSERT(attachment_count > 0, "At least one attachment must be provided");
int color_count = 0;
@ -29,7 +29,7 @@ FrameBufferRef FrameBuffer::create(int width, int height, const TextureFormat* a
}
BLAH_ASSERT(depth_count <= 1, "FrameBuffer can only have 1 Depth/Stencil Texture");
BLAH_ASSERT(color_count <= BLAH_ATTACHMENTS - 1, "Exceeded maximum Color attachment count");
BLAH_ASSERT(color_count <= Attachments::MaxCapacity - 1, "Exceeded maximum Color attachment count");
return GraphicsBackend::create_framebuffer(width, height, attachments, attachment_count);
}

View File

@ -1,5 +1,5 @@
#include <blah/graphics/material.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <cstring>
using namespace Blah;
@ -277,7 +277,7 @@ TextureSampler Material::get_sampler(int slot, int index) const
return TextureSampler();
}
void Material::set_value(const char* name, const float* value, int64_t length)
void Material::set_value(const char* name, const float* value, i64 length)
{
BLAH_ASSERT(m_shader, "Material Shader is invalid");
BLAH_ASSERT(length >= 0, "Length must be >= 0");
@ -311,7 +311,7 @@ void Material::set_value(const char* name, const float* value, int64_t length)
Log::warn("No Uniform '%s' exists", name);
}
const float* Material::get_value(const char* name, int64_t* length) const
const float* Material::get_value(const char* name, i64* length) const
{
BLAH_ASSERT(m_shader, "Material Shader is invalid");

View File

@ -22,6 +22,7 @@ VertexFormat::VertexFormat(std::initializer_list<VertexAttribute> attributes, in
{
switch (it.type)
{
case VertexType::None: break;
case VertexType::Float: stride += 4; break;
case VertexType::Float2: stride += 8; break;
case VertexType::Float3: stride += 12; break;

View File

@ -1,5 +1,5 @@
#include <blah/graphics/renderpass.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include "../internal/graphics_backend.h"
using namespace Blah;
@ -38,7 +38,7 @@ void RenderPass::perform()
}
// Validate Index Count
int64_t index_count = pass.mesh->index_count();
i64 index_count = pass.mesh->index_count();
if (pass.index_start + pass.index_count > index_count)
{
Log::warn(
@ -54,7 +54,7 @@ void RenderPass::perform()
}
// Validate Instance Count
int64_t instance_count = pass.mesh->instance_count();
i64 instance_count = pass.mesh->instance_count();
if (pass.instance_count > instance_count)
{
Log::warn(

View File

@ -1,10 +1,19 @@
#include <blah/drawing/spritefont.h>
#include <blah/graphics/spritefont.h>
#include <blah/images/font.h>
#include <blah/images/packer.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
using namespace Blah;
SpriteFont::CharRange::CharRange()
: from(0), to(0) {}
SpriteFont::CharRange::CharRange(Codepoint single)
: from(single), to(single) {}
SpriteFont::CharRange::CharRange(Codepoint from, Codepoint to)
: from(from), to(to) {}
const SpriteFont::CharSet SpriteFont::CharRange::ASCII = SpriteFont::CharSet({ CharRange(32, 128) });
SpriteFont::SpriteFont()
{
size = 0;
@ -13,27 +22,24 @@ SpriteFont::SpriteFont()
line_gap = 0;
}
const uint32_t ascii[]{ 32, 128, 0 };
const uint32_t* SpriteFont::ASCII = ascii;
SpriteFont::SpriteFont(const char* file, float size)
SpriteFont::SpriteFont(const FilePath& file, float size)
{
build(file, size, ASCII);
rebuild(file, size, CharRange::ASCII);
}
SpriteFont::SpriteFont(const char* file, float size, const uint32_t* charset)
SpriteFont::SpriteFont(const FilePath& file, float size, const CharSet& charset)
{
build(file, size, charset);
rebuild(file, size, charset);
}
SpriteFont::SpriteFont(const Font& font, float size)
{
build(font, size, ASCII);
rebuild(font, size, CharRange::ASCII);
}
SpriteFont::SpriteFont(const Font& font, float size, const uint32_t* charset)
SpriteFont::SpriteFont(const Font& font, float size, const CharSet& charset)
{
build(font, size, charset);
rebuild(font, size, charset);
}
SpriteFont::SpriteFont(SpriteFont&& src) noexcept
@ -79,7 +85,7 @@ float SpriteFont::width_of(const String& text) const
float width = 0;
float line_width = 0;
uint32_t last;
Codepoint last = 0;
for (int i = 0; i < text.length(); i ++)
{
if (text[i] == '\n')
@ -116,7 +122,7 @@ float SpriteFont::width_of_line(const String& text, int start) const
float width = 0;
uint32_t last;
Codepoint last = 0;
for (int i = start; i < text.length(); i ++)
{
if (text[i] == '\n')
@ -157,16 +163,16 @@ float SpriteFont::height_of(const String& text) const
return height - line_gap;
}
void SpriteFont::build(const char* file, float sz, const uint32_t* charset)
void SpriteFont::rebuild(const FilePath& file, float sz, const CharSet& charset)
{
dispose();
Font font(file);
if (font.is_valid())
build(font, sz, charset);
rebuild(font, sz, charset);
}
void SpriteFont::build(const Font& font, float size, const uint32_t* charset)
void SpriteFont::rebuild(const Font& font, float size, const CharSet& charset)
{
dispose();
@ -184,14 +190,13 @@ void SpriteFont::build(const Font& font, float size, const uint32_t* charset)
packer.max_size = 8192;
packer.power_of_two = true;
std::unordered_map<uint32_t, int> glyphs;
std::unordered_map<Codepoint, int> glyphs;
Vector<Color> buffer;
auto ranges = charset;
while (*ranges != 0)
for (auto& range : charset)
{
auto from = *ranges;
auto to = *(ranges + 1);
auto from = range.from;
auto to = range.to + 1;
BLAH_ASSERT(to >= from, "Charset Range must be in pairs of [min,max]");
@ -204,7 +209,7 @@ void SpriteFont::build(const Font& font, float size, const uint32_t* charset)
glyphs[i] = glyph;
// add character
Font::Char ch = font.get_character(glyph, scale);
auto ch = font.get_character(glyph, scale);
m_characters[i].advance = ch.advance;
m_characters[i].offset = Vec2(ch.offset_x, ch.offset_y);
@ -218,8 +223,6 @@ void SpriteFont::build(const Font& font, float size, const uint32_t* charset)
packer.add(i, ch.width, ch.height, buffer.data());
}
}
ranges += 2;
}
buffer.clear();
@ -229,9 +232,9 @@ void SpriteFont::build(const Font& font, float size, const uint32_t* charset)
m_atlas.push_back(Texture::create(it));
// add character subtextures
for (auto& it : packer.entries)
for (auto& it : packer.entries())
if (!it.empty)
m_characters[(uint32_t)it.id].subtexture = Subtexture(m_atlas[it.page], it.packed, it.frame);
m_characters[(Codepoint)it.id].subtexture = Subtexture(m_atlas[it.page], it.packed, it.frame);
// add kerning
for (auto a = glyphs.begin(); a != glyphs.end(); a++)
@ -243,9 +246,9 @@ void SpriteFont::build(const Font& font, float size, const uint32_t* charset)
}
}
float SpriteFont::get_kerning(uint32_t codepoint0, uint32_t codepoint1) const
float SpriteFont::get_kerning(Codepoint codepoint0, Codepoint codepoint1) const
{
uint64_t index = ((uint64_t)codepoint0 << 32) | codepoint1;
u64 index = ((u64)codepoint0 << 32) | codepoint1;
auto it = m_kerning.find(index);
if (it != m_kerning.end())
@ -253,9 +256,9 @@ float SpriteFont::get_kerning(uint32_t codepoint0, uint32_t codepoint1) const
return 0.0f;
}
void SpriteFont::set_kerning(uint32_t codepoint0, uint32_t codepoint1, float value)
void SpriteFont::set_kerning(Codepoint codepoint0, Codepoint codepoint1, float value)
{
uint64_t index = ((uint64_t)codepoint0 << 32) | codepoint1;
u64 index = ((u64)codepoint0 << 32) | codepoint1;
if (value == 0)
{
@ -267,7 +270,12 @@ void SpriteFont::set_kerning(uint32_t codepoint0, uint32_t codepoint1, float val
}
}
const SpriteFont::Character& SpriteFont::get_character(uint32_t codepoint) const
SpriteFont::Character& SpriteFont::get_character(Codepoint codepoint)
{
return m_characters[codepoint];
}
const SpriteFont::Character& SpriteFont::get_character(Codepoint codepoint) const
{
static const Character empty;
auto it = m_characters.find(codepoint);
@ -276,7 +284,12 @@ const SpriteFont::Character& SpriteFont::get_character(uint32_t codepoint) const
return empty;
}
const SpriteFont::Character& SpriteFont::operator[](uint32_t codepoint) const
SpriteFont::Character& SpriteFont::operator[](Codepoint codepoint)
{
return m_characters[codepoint];
}
const SpriteFont::Character& SpriteFont::operator[](Codepoint codepoint) const
{
static const Character empty;
auto it = m_characters.find(codepoint);

View File

@ -1,4 +1,4 @@
#include <blah/drawing/subtexture.h>
#include <blah/graphics/subtexture.h>
#include <blah/math/calc.h>
using namespace Blah;

View File

@ -1,7 +1,7 @@
#include <blah/graphics/texture.h>
#include <blah/images/image.h>
#include <blah/streams/stream.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include "../internal/graphics_backend.h"
using namespace Blah;

View File

@ -1,17 +1,13 @@
#include <blah/images/aseprite.h>
#include <blah/streams/filestream.h>
#include <blah/core/filesystem.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <blah/math/calc.h>
#define STBI_NO_STDIO
#define STBI_ONLY_ZLIB
#include "../third_party/stb_image.h"
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define MUL_UN8(a, b, t) \
((t) = (a) * (uint16_t)(b) + 0x80, ((((t) >> 8) + (t) ) >> 8))
using namespace Blah;
Aseprite::Aseprite()
@ -19,7 +15,7 @@ Aseprite::Aseprite()
}
Aseprite::Aseprite(const char* path)
Aseprite::Aseprite(const FilePath& path)
{
FileStream fs(path, FileMode::Read);
parse(fs);
@ -98,10 +94,10 @@ void Aseprite::parse(Stream& stream)
// header
{
// filesize
stream.read<uint32_t>(Endian::Little);
stream.read<u32>(Endian::Little);
// magic number
auto magic = stream.read<uint16_t>(Endian::Little);
auto magic = stream.read<u16>(Endian::Little);
if (magic != 0xA5E0)
{
BLAH_ERROR("File is not a valid Aseprite file");
@ -109,21 +105,21 @@ void Aseprite::parse(Stream& stream)
}
// main info
frame_count = stream.read<uint16_t>(Endian::Little);
width = stream.read<uint16_t>(Endian::Little);
height = stream.read<uint16_t>(Endian::Little);
mode = static_cast<Aseprite::Modes>(stream.read<uint16_t>(Endian::Little) / 8);
frame_count = stream.read<u16>(Endian::Little);
width = stream.read<u16>(Endian::Little);
height = stream.read<u16>(Endian::Little);
mode = static_cast<Aseprite::Modes>(stream.read<u16>(Endian::Little) / 8);
// don't care about other info
stream.read<uint32_t>(Endian::Little); // Flags
stream.read<uint16_t>(Endian::Little); // Speed (deprecated)
stream.read<uint32_t>(Endian::Little); // Should be 0
stream.read<uint32_t>(Endian::Little); // Should be 0
stream.read<uint8_t>(Endian::Little); // Palette entry
stream.read<u32>(Endian::Little); // Flags
stream.read<u16>(Endian::Little); // Speed (deprecated)
stream.read<u32>(Endian::Little); // Should be 0
stream.read<u32>(Endian::Little); // Should be 0
stream.read<u8>(Endian::Little); // Palette entry
stream.seek(stream.position() + 3); // Ignore these bytes
stream.read<uint16_t>(Endian::Little); // Number of colors (0 means 256 for old sprites)
stream.read<int8_t>(Endian::Little); // Pixel width
stream.read<int8_t>(Endian::Little); // Pixel height
stream.read<u16>(Endian::Little); // Number of colors (0 means 256 for old sprites)
stream.read<i8>(Endian::Little); // Pixel width
stream.read<i8>(Endian::Little); // Pixel height
stream.seek(stream.position() + 92); // For Future
}
@ -133,22 +129,22 @@ void Aseprite::parse(Stream& stream)
for (int i = 0; i < frame_count; i++)
{
auto frameStart = stream.position();
auto frameEnd = frameStart + stream.read<uint32_t>(Endian::Little);
auto frameEnd = frameStart + stream.read<u32>(Endian::Little);
unsigned int chunks = 0;
// frame header
{
auto magic = stream.read<uint16_t>(Endian::Little); // magic number
auto magic = stream.read<u16>(Endian::Little); // magic number
if (magic != 0xF1FA)
{
BLAH_ERROR("File is not a valid Aseprite file");
return;
}
auto old_chunk_count = stream.read<uint16_t>(Endian::Little);
frames[i].duration = stream.read<uint16_t>(Endian::Little);
auto old_chunk_count = stream.read<u16>(Endian::Little);
frames[i].duration = stream.read<u16>(Endian::Little);
stream.seek(stream.position() + 2); // for future
auto new_chunk_count = stream.read<uint32_t>(Endian::Little);
auto new_chunk_count = stream.read<u32>(Endian::Little);
if (old_chunk_count == 0xFFFF)
chunks = new_chunk_count;
@ -163,8 +159,8 @@ void Aseprite::parse(Stream& stream)
for (unsigned int j = 0; j < chunks; j++)
{
auto chunkStart = stream.position();
auto chunkEnd = chunkStart + stream.read<uint32_t>(Endian::Little);
auto chunkType = static_cast<Chunks>(stream.read<uint16_t>(Endian::Little));
auto chunkEnd = chunkStart + stream.read<u32>(Endian::Little);
auto chunkType = static_cast<Chunks>(stream.read<u16>(Endian::Little));
switch (chunkType)
{
@ -189,17 +185,17 @@ void Aseprite::parse_layer(Stream& stream, int frame)
layers.emplace_back();
auto& layer = layers.back();
layer.flag = static_cast<LayerFlags>(stream.read<uint16_t>(Endian::Little));
layer.flag = static_cast<LayerFlags>(stream.read<u16>(Endian::Little));
layer.visible = ((int)layer.flag & (int)LayerFlags::Visible) == (int)LayerFlags::Visible;
layer.type = static_cast<LayerTypes>(stream.read<uint16_t>(Endian::Little));
layer.child_level = stream.read<uint16_t>(Endian::Little);
stream.read<uint16_t>(Endian::Little); // width
stream.read<uint16_t>(Endian::Little); // height
layer.blendmode = stream.read<uint16_t>(Endian::Little);
layer.alpha = stream.read<uint8_t>(Endian::Little);
layer.type = static_cast<LayerTypes>(stream.read<u16>(Endian::Little));
layer.child_level = stream.read<u16>(Endian::Little);
stream.read<u16>(Endian::Little); // width
stream.read<u16>(Endian::Little); // height
layer.blendmode = stream.read<u16>(Endian::Little);
layer.alpha = stream.read<u8>(Endian::Little);
stream.seek(stream.position() + 3); // for future
layer.name.set_length(stream.read<uint16_t>(Endian::Little));
layer.name.set_length(stream.read<u16>(Endian::Little));
stream.read(layer.name.cstr(), layer.name.length());
layer.userdata.color = 0xffffff;
@ -213,20 +209,20 @@ void Aseprite::parse_cel(Stream& stream, int frameIndex, size_t maxPosition)
frame.cels.emplace_back();
auto& cel = frame.cels.back();
cel.layer_index = stream.read<uint16_t>(Endian::Little);
cel.x = stream.read<uint16_t>(Endian::Little);
cel.y = stream.read<uint16_t>(Endian::Little);
cel.alpha = stream.read<uint8_t>(Endian::Little);
cel.layer_index = stream.read<u16>(Endian::Little);
cel.x = stream.read<u16>(Endian::Little);
cel.y = stream.read<u16>(Endian::Little);
cel.alpha = stream.read<u8>(Endian::Little);
cel.linked_frame_index = -1;
auto celType = stream.read<uint16_t>(Endian::Little);
auto celType = stream.read<u16>(Endian::Little);
stream.seek(stream.position() + 7);
// RAW or DEFLATE
if (celType == 0 || celType == 2)
{
auto width = stream.read<uint16_t>(Endian::Little);
auto height = stream.read<uint16_t>(Endian::Little);
auto width = stream.read<u16>(Endian::Little);
auto height = stream.read<u16>(Endian::Little);
auto count = width * height * (int)mode;
cel.image = Image(width, height);
@ -282,7 +278,7 @@ void Aseprite::parse_cel(Stream& stream, int frameIndex, size_t maxPosition)
// this cel directly references a previous cel
else if (celType == 1)
{
cel.linked_frame_index = stream.read<uint16_t>(Endian::Little);
cel.linked_frame_index = stream.read<u16>(Endian::Little);
}
// draw to frame if visible
@ -298,21 +294,21 @@ void Aseprite::parse_cel(Stream& stream, int frameIndex, size_t maxPosition)
void Aseprite::parse_palette(Stream& stream, int frame)
{
/* size */ stream.read<uint32_t>(Endian::Little);
auto start = stream.read<uint32_t>(Endian::Little);
auto end = stream.read<uint32_t>(Endian::Little);
/* size */ stream.read<u32>(Endian::Little);
auto start = stream.read<u32>(Endian::Little);
auto end = stream.read<u32>(Endian::Little);
stream.seek(stream.position() + 8);
palette.resize(palette.size() + (end - start + 1));
for (int p = 0, len = static_cast<int>(end - start) + 1; p < len; p++)
{
auto hasName = stream.read<uint16_t>(Endian::Little);
palette[start + p] = stream.read<uint32_t>(Endian::Little);
auto hasName = stream.read<u16>(Endian::Little);
palette[start + p] = stream.read<u32>(Endian::Little);
if (hasName & 0xF000)
{
int len = stream.read<uint16_t>(Endian::Little);
int len = stream.read<u16>(Endian::Little);
stream.seek(stream.position() + len);
}
}
@ -322,38 +318,38 @@ void Aseprite::parse_user_data(Stream& stream, int frame)
{
if (m_last_userdata != nullptr)
{
auto flags = stream.read<uint32_t>(Endian::Little);
auto flags = stream.read<u32>(Endian::Little);
// has text
if (flags & (1 << 0))
{
m_last_userdata->text.set_length(stream.read<uint16_t>(Endian::Little));
m_last_userdata->text.set_length(stream.read<u16>(Endian::Little));
stream.read(m_last_userdata->text.cstr(), m_last_userdata->text.length());
}
// has color
if (flags & (1 << 1))
m_last_userdata->color = stream.read<uint32_t>(Endian::Little);
m_last_userdata->color = stream.read<u32>(Endian::Little);
}
}
void Aseprite::parse_tag(Stream& stream, int frame)
{
auto count = stream.read<uint16_t>(Endian::Little);
auto count = stream.read<u16>(Endian::Little);
stream.seek(stream.position() + 8);
for (int t = 0; t < count; t++)
{
Tag tag;
tag.from = stream.read<uint16_t>(Endian::Little);
tag.to = stream.read<uint16_t>(Endian::Little);
tag.loops = static_cast<LoopDirections>(stream.read<int8_t>(Endian::Little));
tag.from = stream.read<u16>(Endian::Little);
tag.to = stream.read<u16>(Endian::Little);
tag.loops = static_cast<LoopDirections>(stream.read<i8>(Endian::Little));
stream.seek(stream.position() + 8);
tag.color = Color(stream.read<int8_t>(), stream.read<int8_t>(), stream.read<int8_t>(Endian::Little), 255);
tag.color = Color(stream.read<i8>(), stream.read<i8>(), stream.read<i8>(Endian::Little), 255);
stream.seek(stream.position() + 1);
tag.name.set_length(stream.read<uint16_t>(Endian::Little));
tag.name.set_length(stream.read<u16>(Endian::Little));
stream.read(tag.name.cstr(), tag.name.length());
tags.push_back(tag);
@ -362,12 +358,12 @@ void Aseprite::parse_tag(Stream& stream, int frame)
void Aseprite::parse_slice(Stream& stream, int frame)
{
int count = stream.read<uint32_t>(Endian::Little);
int flags = stream.read<uint32_t>(Endian::Little);
stream.read<uint32_t>(Endian::Little); // reserved
int count = stream.read<u32>(Endian::Little);
int flags = stream.read<u32>(Endian::Little);
stream.read<u32>(Endian::Little); // reserved
String name;
name.set_length(stream.read<uint16_t>(Endian::Little));
name.set_length(stream.read<u16>(Endian::Little));
stream.read(name.cstr(), name.length());
for (int s = 0; s < count; s++)
@ -376,19 +372,19 @@ void Aseprite::parse_slice(Stream& stream, int frame)
auto& slice = slices.back();
slice.name = name;
slice.frame = stream.read<uint32_t>(Endian::Little);
slice.origin.x = stream.read<int32_t>(Endian::Little);
slice.origin.y = stream.read<int32_t>(Endian::Little);
slice.width = stream.read<uint32_t>(Endian::Little);
slice.height = stream.read<uint32_t>(Endian::Little);
slice.frame = stream.read<u32>(Endian::Little);
slice.origin.x = stream.read<i32>(Endian::Little);
slice.origin.y = stream.read<i32>(Endian::Little);
slice.width = stream.read<u32>(Endian::Little);
slice.height = stream.read<u32>(Endian::Little);
// 9 slice (ignored atm)
if (flags & (1 << 0))
{
stream.read<int32_t>(Endian::Little);
stream.read<int32_t>(Endian::Little);
stream.read<uint32_t>(Endian::Little);
stream.read<uint32_t>(Endian::Little);
stream.read<i32>(Endian::Little);
stream.read<i32>(Endian::Little);
stream.read<u32>(Endian::Little);
stream.read<u32>(Endian::Little);
}
// pivot point
@ -396,8 +392,8 @@ void Aseprite::parse_slice(Stream& stream, int frame)
if (flags & (1 << 1))
{
slice.has_pivot = true;
slice.pivot.x = stream.read<uint32_t>(Endian::Little);
slice.pivot.y = stream.read<uint32_t>(Endian::Little);
slice.pivot.x = stream.read<u32>(Endian::Little);
slice.pivot.y = stream.read<u32>(Endian::Little);
}
slice.userdata.color = 0xffffff;
@ -406,6 +402,9 @@ void Aseprite::parse_slice(Stream& stream, int frame)
}
}
#define MUL_UN8(a, b, t) \
((t) = (a) * (u16)(b) + 0x80, ((((t) >> 8) + (t) ) >> 8))
void Aseprite::render_cel(Cel* cel, Frame* frame)
{
Layer& layer = layers[cel->layer_index];
@ -436,16 +435,16 @@ void Aseprite::render_cel(Cel* cel, Frame* frame)
auto dstH = frame->image.height;
// blit pixels
int left = MAX(0, srcX);
int right = MIN(dstW, srcX + srcW);
int top = MAX(0, srcY);
int bottom = MIN(dstH, srcY + srcH);
int left = Calc::max(0, srcX);
int right = Calc::min(dstW, srcX + srcW);
int top = Calc::max(0, srcY);
int bottom = Calc::min(dstH, srcY + srcH);
if (layer.blendmode == 0)
{
for (int dx = left, sx = -MIN(srcX, 0); dx < right; dx++, sx++)
for (int dx = left, sx = -Calc::min(srcX, 0); dx < right; dx++, sx++)
{
for (int dy = top, sy = -MIN(srcY, 0); dy < bottom; dy++, sy++)
for (int dy = top, sy = -Calc::min(srcY, 0); dy < bottom; dy++, sy++)
{
Color* srcColor = (src + sx + sy * srcW);
Color* dstColor = (dst + dx + dy * dstW);

View File

@ -1,20 +1,31 @@
#include <blah/images/font.h>
#include <blah/streams/filestream.h>
#include <blah/math/calc.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
using namespace Blah;
#ifdef __CLANG__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#endif
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#include "../third_party/stb_truetype.h"
String GetName(stbtt_fontinfo* font, int nameId)
#ifdef __CLANG__
#pragma clang diagnostic pop
#endif
namespace
{
String get_font_name(stbtt_fontinfo* font, int nameId)
{
int length = 0;
// get the name
const uint16_t* ptr = (const uint16_t*)stbtt_GetFontNameStr(font, &length,
const u16* ptr = (const u16*)stbtt_GetFontNameStr(font, &length,
STBTT_PLATFORM_ID_MICROSOFT,
STBTT_MS_EID_UNICODE_BMP,
STBTT_MS_LANG_ENGLISH,
@ -28,6 +39,7 @@ String GetName(stbtt_fontinfo* font, int nameId)
str.append_utf16(ptr, ptr + length, Calc::is_little_endian());
return str;
}
}
Font::Font()
{
@ -44,7 +56,7 @@ Font::Font(Stream& stream) : Font()
load(stream);
}
Font::Font(const char* path) : Font()
Font::Font(const FilePath& path) : Font()
{
FileStream fs(path, FileMode::Read);
if (fs.is_readable())
@ -112,8 +124,8 @@ void Font::load(Stream& stream)
m_font = new stbtt_fontinfo();
auto fn = (stbtt_fontinfo*)m_font;
stbtt_InitFont(fn, m_data, 0);
m_family_name = GetName(fn, 1);
m_style_name = GetName(fn, 2);
m_family_name = get_font_name(fn, 1);
m_style_name = get_font_name(fn, 2);
// properties
stbtt_GetFontVMetrics(fn, &m_ascent, &m_descent, &m_line_gap);
@ -130,14 +142,14 @@ void Font::dispose()
m_style_name.dispose();
}
const char* Font::family_name() const
const String& Font::family_name() const
{
return m_family_name.cstr();
return m_family_name;
}
const char* Font::style_name() const
const String& Font::style_name() const
{
return m_style_name.cstr();
return m_style_name;
}
int Font::ascent() const
@ -187,9 +199,9 @@ float Font::get_kerning(int glyph1, int glyph2, float scale) const
return stbtt_GetGlyphKernAdvance((stbtt_fontinfo*)m_font, glyph1, glyph2) * scale;
}
Font::Char Font::get_character(int glyph, float scale) const
Font::Character Font::get_character(int glyph, float scale) const
{
Char ch;
Character ch;
if (!m_font)
return ch;
@ -215,7 +227,7 @@ Font::Char Font::get_character(int glyph, float scale) const
return ch;
}
bool Font::get_image(const Font::Char& ch, Color* pixels) const
bool Font::get_image(const Font::Character& ch, Color* pixels) const
{
if (ch.has_glyph)
{
@ -239,6 +251,16 @@ bool Font::get_image(const Font::Char& ch, Color* pixels) const
return false;
}
Image Font::get_image(const Font::Character& ch) const
{
Image img(ch.width, ch.height);
if (get_image(ch, img.pixels))
return img;
return Image();
}
bool Font::is_valid() const
{
return m_valid;

View File

@ -1,14 +1,13 @@
#include <blah/images/image.h>
#include <blah/streams/stream.h>
#include <blah/streams/filestream.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
using namespace Blah;
#define STB_IMAGE_IMPLEMENTATION
#define STBI_ONLY_JPEG
#define STBI_ONLY_PNG
#define STBI_ONLY_BMP
#include "../third_party/stb_image.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
@ -18,7 +17,7 @@ namespace
{
int Blah_STBI_Read(void* user, char* data, int size)
{
int64_t read = ((Stream*)user)->read(data, size);
i64 read = ((Stream*)user)->read(data, size);
return (int)read;
}
@ -29,8 +28,8 @@ namespace
int Blah_STBI_Eof(void* user)
{
int64_t position = ((Stream*)user)->position();
int64_t length = ((Stream*)user)->length();
i64 position = ((Stream*)user)->position();
i64 length = ((Stream*)user)->length();
if (position >= length)
return 1;
@ -59,7 +58,7 @@ Image::Image(Stream& stream)
from_stream(stream);
}
Image::Image(const char* file)
Image::Image(const FilePath& file)
{
width = height = 0;
pixels = nullptr;
@ -155,7 +154,7 @@ void Image::from_stream(Stream& stream)
callbacks.skip = Blah_STBI_Skip;
int x, y, comps;
uint8_t* data = stbi_load_from_callbacks(&callbacks, &stream, &x, &y, &comps, 4);
u8* data = stbi_load_from_callbacks(&callbacks, &stream, &x, &y, &comps, 4);
if (data == nullptr)
{
@ -175,6 +174,7 @@ void Image::dispose()
stbi_image_free(pixels);
else
delete[] pixels;
pixels = nullptr;
width = height = 0;
m_stbi_ownership = false;
@ -186,9 +186,9 @@ void Image::premultiply()
{
for (int n = 0; n < width * height; n ++)
{
pixels[n].r = (uint8_t)(pixels[n].r * pixels[n].a / 255);
pixels[n].g = (uint8_t)(pixels[n].g * pixels[n].a / 255);
pixels[n].b = (uint8_t)(pixels[n].b * pixels[n].a / 255);
pixels[n].r = (u8)(pixels[n].r * pixels[n].a / 255);
pixels[n].g = (u8)(pixels[n].g * pixels[n].a / 255);
pixels[n].b = (u8)(pixels[n].b * pixels[n].a / 255);
}
}
}
@ -203,7 +203,7 @@ void Image::set_pixels(const RectI& rect, Color* data)
}
}
bool Image::save_png(const char* file) const
bool Image::save_png(const FilePath& file) const
{
FileStream fs(file, FileMode::Write);
return save_png(fs);
@ -232,7 +232,7 @@ bool Image::save_png(Stream& stream) const
return false;
}
bool Image::save_jpg(const char* file, int quality) const
bool Image::save_jpg(const FilePath& file, int quality) const
{
FileStream fs(file, FileMode::Write);
return save_jpg(fs, quality);
@ -269,33 +269,31 @@ bool Image::save_jpg(Stream& stream, int quality) const
return false;
}
void Image::get_pixels(Color* dest, const Point& destPos, const Point& destSize, RectI sourceRect)
void Image::get_pixels(Color* dest, const Point& dest_pos, const Point& dest_size, RectI source_rect)
{
// can't be outside of the source image
if (sourceRect.x < 0) sourceRect.x = 0;
if (sourceRect.y < 0) sourceRect.y = 0;
if (sourceRect.x + sourceRect.w > width) sourceRect.w = width - sourceRect.x;
if (sourceRect.y + sourceRect.h > height) sourceRect.h = height - sourceRect.y;
if (source_rect.x < 0) source_rect.x = 0;
if (source_rect.y < 0) source_rect.y = 0;
if (source_rect.x + source_rect.w > width) source_rect.w = width - source_rect.x;
if (source_rect.y + source_rect.h > height) source_rect.h = height - source_rect.y;
// can't be larger than our destination
if (sourceRect.w > destSize.x - destPos.x)
sourceRect.w = destSize.x - destPos.x;
if (sourceRect.h > destSize.y - destPos.y)
sourceRect.h = destSize.y - destPos.y;
if (source_rect.w > dest_size.x - dest_pos.x)
source_rect.w = dest_size.x - dest_pos.x;
if (source_rect.h > dest_size.y - dest_pos.y)
source_rect.h = dest_size.y - dest_pos.y;
for (int y = 0; y < sourceRect.h; y++)
for (int y = 0; y < source_rect.h; y++)
{
int to = destPos.x + (destPos.y + y) * destSize.x;
int from = sourceRect.x + (sourceRect.y + y) * width;
memcpy(dest + to, pixels + from, sizeof(Color) * (int)sourceRect.w);
int to = dest_pos.x + (dest_pos.y + y) * dest_size.x;
int from = source_rect.x + (source_rect.y + y) * width;
memcpy(dest + to, pixels + from, sizeof(Color) * (int)source_rect.w);
}
}
Image Image::get_sub_image(const RectI& sourceRect)
Image Image::get_sub_image(const RectI& source_rect)
{
Image img(sourceRect.w, sourceRect.h);
get_pixels(img.pixels, Point::zero, Point(img.width, img.height), sourceRect);
Image img(source_rect.w, source_rect.h);
get_pixels(img.pixels, Point::zero, Point(img.width, img.height), source_rect);
return img;
}

View File

@ -1,5 +1,5 @@
#include <blah/images/packer.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <algorithm>
#include <cstring>
@ -19,7 +19,7 @@ Packer::Packer(Packer&& src) noexcept
padding = src.padding;
m_dirty = src.m_dirty;
pages = std::move(src.pages);
entries = std::move(src.entries);
m_entries = std::move(src.m_entries);
m_buffer = std::move(src.m_buffer);
}
@ -31,7 +31,7 @@ Packer& Packer::operator=(Packer&& src) noexcept
padding = src.padding;
m_dirty = src.m_dirty;
pages = std::move(src.pages);
entries = std::move(src.entries);
m_entries = std::move(src.m_entries);
m_buffer = std::move(src.m_buffer);
return *this;
}
@ -41,22 +41,22 @@ Packer::~Packer()
dispose();
}
void Packer::add(uint64_t id, int width, int height, const Color* pixels)
void Packer::add(u64 id, int width, int height, const Color* pixels)
{
add_entry(id, width, height, pixels);
}
void Packer::add(uint64_t id, const Image& image)
void Packer::add(u64 id, const Image& image)
{
add_entry(id, image.width, image.height, image.pixels);
}
void Packer::add(uint64_t id, const String& path)
void Packer::add(u64 id, const FilePath& path)
{
add(id, Image(path.cstr()));
}
void Packer::add_entry(uint64_t id, int w, int h, const Color* pixels)
void Packer::add_entry(u64 id, int w, int h, const Color* pixels)
{
m_dirty = true;
@ -125,7 +125,12 @@ void Packer::add_entry(uint64_t id, int w, int h, const Color* pixels)
}
}
entries.push_back(entry);
m_entries.push_back(entry);
}
const Vector<Packer::Entry>& Packer::entries() const
{
return m_entries;
}
void Packer::pack()
@ -137,7 +142,7 @@ void Packer::pack()
pages.clear();
// only if we have stuff to pack
auto count = entries.size();
auto count = m_entries.size();
if (count > 0)
{
// get all the sources sorted largest -> smallest
@ -146,8 +151,8 @@ void Packer::pack()
sources.resize(count);
int index = 0;
for (int i = 0; i < entries.size(); i++)
sources[index++] = &entries[i];
for (int i = 0; i < m_entries.size(); i++)
sources[index++] = &m_entries[i];
std::sort(sources.begin(), sources.end(), [](Packer::Entry* a, Packer::Entry* b)
{
@ -292,14 +297,14 @@ void Packer::pack()
void Packer::clear()
{
pages.clear();
entries.clear();
m_entries.clear();
m_dirty = false;
}
void Packer::dispose()
{
pages.clear();
entries.clear();
m_entries.clear();
m_buffer.close();
max_size = 0;
power_of_two = 0;

469
src/input/binding.cpp Normal file
View File

@ -0,0 +1,469 @@
#include <blah/input/binding.h>
#include <blah/math/calc.h>
#include <blah/core/time.h>
using namespace Blah;
Binding::TriggerBind::TriggerBind(Axis axis)
: axis(axis)
{
}
Binding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
: controller(controller), axis(axis), threshold(threshold), positive(positive)
{
}
bool Binding::TriggerBind::is_down(float axis_value) const
{
if ((axis_value > 0 && positive) || (axis_value < 0 && !positive))
{
if (Calc::abs(axis_value) >= threshold)
return true;
}
return false;
}
Binding::ButtonBind::ButtonBind(Button button)
: button(button) {}
Binding::ButtonBind::ButtonBind(int controller, Button button)
: controller(controller), button(button) {}
bool Binding::pressed() const
{
if (m_press_consumed)
return false;
if (m_last_press_time >= 0 && (Time::seconds - m_last_press_time) <= press_buffer)
return true;
return m_pressed;
}
bool Binding::released() const
{
if (m_release_consumed)
return false;
if (m_last_release_time >= 0 && (Time::seconds - m_last_release_time) <= release_buffer)
return true;
return m_released;
}
bool Binding::down() const
{
return m_down;
}
float Binding::value() const
{
return m_value;
}
int Binding::sign() const
{
return (int)Calc::sign(m_value);
}
double Binding::timestamp() const
{
return m_last_timestamp;
}
void Binding::update()
{
m_press_consumed = false;
m_release_consumed = false;
if (get_pressed())
{
m_last_timestamp = Time::seconds;
m_last_press_time = Time::seconds;
m_pressed = true;
}
else
{
m_pressed = false;
}
if (get_released())
{
m_last_release_time = Time::seconds;
m_released = true;
}
else
{
m_released = false;
}
m_down = get_down();
m_value = get_value();
}
void Binding::consume_press()
{
m_press_consumed = true;
m_last_press_time = -1;
}
void Binding::consume_release()
{
m_release_consumed = true;
m_last_release_time = -1;
}
Binding& Binding::add(Key key)
{
keys.push_back(key);
return *this;
}
Binding& Binding::add(ButtonBind button)
{
buttons.push_back(button);
return *this;
}
Binding& Binding::add(TriggerBind trigger)
{
triggers.push_back(trigger);
return *this;
}
Binding& Binding::add(MouseButton button)
{
mouse.push_back(button);
return *this;
}
Binding& Binding::add_left_trigger(int controller, float threshold)
{
triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
return *this;
}
Binding& Binding::add_right_trigger(int controller, float threshold)
{
triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
return *this;
}
Binding& Binding::set_controller(int index)
{
for (auto& it : buttons)
it.controller = index;
for (auto& it : triggers)
it.controller = index;
return *this;
}
void Binding::clear()
{
keys.clear();
buttons.clear();
triggers.clear();
mouse.clear();
}
bool Binding::get_pressed() const
{
for (auto& it : keys)
if (Input::pressed(it))
return true;
for (auto& it : mouse)
if (Input::pressed(it))
return true;
for (auto& it : buttons)
if (Input::pressed(it.controller, it.button))
return true;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
!it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
bool Binding::get_released() const
{
for (auto& it : keys)
if (Input::released(it))
return true;
for (auto& it : mouse)
if (Input::released(it))
return true;
for (auto& it : buttons)
if (Input::released(it.controller, it.button))
return true;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
if (!it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
bool Binding::get_down() const
{
for (auto& it : keys)
if (Input::down(it))
return true;
for (auto& it : mouse)
if (Input::down(it))
return true;
for (auto& it : buttons)
if (Input::down(it.controller, it.button))
return true;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
float Binding::get_value() const
{
for (auto& it : keys)
if (Input::down(it))
return 1.0f;
for (auto& it : mouse)
if (Input::down(it))
return 1.0f;
for (auto& it : buttons)
if (Input::down(it.controller, it.button))
return 1.0f;
float highest = 0;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
float raw_value = Input::state()->controllers[it.controller].axis[(int)it.axis];
if (it.is_down(raw_value))
{
float mapped_value = Calc::clamped_map(Calc::abs(raw_value), it.threshold, 1.0f, 0.0f, 1.0f);
if (mapped_value > highest)
highest = mapped_value;
}
}
return highest;
}
float AxisBinding::value() const
{
float neg = negative.value();
float pos = positive.value();
// neither are down
if (neg <= 0 && pos <= 0)
return 0;
// negative-only is down
if (neg > 0 && pos <= 0)
return -neg;
// positive-only is down
if (pos > 0 && neg <= 0)
return pos;
// both are down:
// overlap cancel out
if (overlap == Overlap::Cancel)
return 0;
// overlap takes older
if (overlap == Overlap::Older)
{
if (negative.timestamp() < positive.timestamp())
return -neg;
else
return pos;
}
// overlap takes newer
if (negative.timestamp() > positive.timestamp())
return -neg;
else
return pos;
}
int AxisBinding::sign() const
{
return (int)Calc::sign(value());
}
void AxisBinding::update()
{
negative.update();
positive.update();
}
void AxisBinding::consume_press()
{
negative.consume_press();
positive.consume_press();
}
void AxisBinding::consume_release()
{
negative.consume_release();
positive.consume_release();
}
AxisBinding& AxisBinding::add_left_stick_x(int controller, float threshold)
{
negative.add(Binding::TriggerBind(controller, Axis::LeftX, threshold, false));
positive.add(Binding::TriggerBind(controller, Axis::LeftX, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold)
{
negative.add(Binding::TriggerBind(controller, Axis::LeftY, threshold, false));
positive.add(Binding::TriggerBind(controller, Axis::LeftY, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold)
{
negative.add(Binding::TriggerBind(controller, Axis::RightX, threshold, false));
positive.add(Binding::TriggerBind(controller, Axis::RightX, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold)
{
negative.add(Binding::TriggerBind(controller, Axis::RightY, threshold, false));
positive.add(Binding::TriggerBind(controller, Axis::RightY, threshold, true));
return *this;
}
AxisBinding& AxisBinding::set_controller(int index)
{
negative.set_controller(index);
positive.set_controller(index);
return *this;
}
void AxisBinding::clear()
{
negative.clear();
positive.clear();
}
Vec2 StickBinding::value() const
{
Vec2 result = Vec2(x.value(), y.value());
if (round_threshold > 0 && result.length() < round_threshold)
return Vec2::zero;
return result;
}
Point StickBinding::sign() const
{
Vec2 result = value();
return Point((int)Calc::sign(result.x), (int)Calc::sign(result.y));
}
void StickBinding::update()
{
x.update();
y.update();
}
void StickBinding::consume_press()
{
x.consume_press();
y.consume_press();
}
void StickBinding::consume_release()
{
x.consume_release();
y.consume_release();
}
StickBinding& StickBinding::add_dpad(int controller)
{
x.negative.add(Binding::ButtonBind(controller, Button::Left));
x.positive.add(Binding::ButtonBind(controller, Button::Right));
y.negative.add(Binding::ButtonBind(controller, Button::Up));
y.positive.add(Binding::ButtonBind(controller, Button::Down));
return *this;
}
StickBinding& StickBinding::add_left_stick(int controller, float threshold)
{
x.add_left_stick_x(controller, threshold);
y.add_left_stick_y(controller, threshold);
return *this;
}
StickBinding& StickBinding::add_right_stick(int controller, float threshold)
{
x.add_right_stick_x(controller, threshold);
y.add_right_stick_y(controller, threshold);
return *this;
}
StickBinding& StickBinding::set_controller(int index)
{
x.set_controller(index);
y.set_controller(index);
return *this;
}
void StickBinding::clear()
{
x.clear();
y.clear();
}

View File

@ -0,0 +1,70 @@
#include <blah/input/binding_registry.h>
using namespace Blah;
Vector<std::weak_ptr<Binding>> BindingRegistry::bindings;
Vector<std::weak_ptr<AxisBinding>> BindingRegistry::axes;
Vector<std::weak_ptr<StickBinding>> BindingRegistry::sticks;
BindingRef BindingRegistry::register_binding(const Binding& binding)
{
auto result = std::make_shared<Binding>(binding);
bindings.push_back(std::weak_ptr<Binding>(result));
return result;
}
AxisBindingRef BindingRegistry::register_axis(const AxisBinding& binding)
{
auto result = std::make_shared<AxisBinding>(binding);
axes.push_back(std::weak_ptr<AxisBinding>(result));
return result;
}
StickBindingRef BindingRegistry::register_stick(const StickBinding& binding)
{
auto result = std::make_shared<StickBinding>(binding);
sticks.push_back(std::weak_ptr<StickBinding>(result));
return result;
}
void BindingRegistry::update()
{
for (int i = 0; i < bindings.size(); i++)
{
if (bindings[i].use_count() <= 0)
{
bindings.erase(i);
i--;
}
else if (auto binding = bindings[i].lock())
{
binding->update();
}
}
for (int i = 0; i < axes.size(); i++)
{
if (axes[i].use_count() <= 0)
{
axes.erase(i);
i--;
}
else if (auto binding = axes[i].lock())
{
binding->update();
}
}
for (int i = 0; i < sticks.size(); i++)
{
if (sticks[i].use_count() <= 0)
{
sticks.erase(i);
i--;
}
else if (auto binding = sticks[i].lock())
{
binding->update();
}
}
}

View File

@ -1,7 +1,8 @@
#include <blah/input/input.h>
#include <blah/input/binding_registry.h>
#include <blah/core/app.h>
#include <blah/core/time.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <blah/math/point.h>
#include "../internal/input_backend.h"
#include <string.h>
@ -47,10 +48,9 @@ void InputBackend::frame()
g_next_state.mouse.pressed[i] = false;
g_next_state.mouse.released[i] = false;
}
g_next_state.mouse.wheel = Point::zero;
for (int i = 0; i < Blah::Input::max_text_input; i++)
g_next_state.keyboard.text[i] = 0;
g_next_state.mouse.wheel = Point::zero;
g_next_state.keyboard.text.clear();
for (int i = 0; i < Blah::Input::max_controllers; i++)
{
@ -66,6 +66,9 @@ void InputBackend::frame()
}
}
}
// update bindings
BindingRegistry::update();
}
void InputBackend::on_mouse_move(float x, float y)
@ -135,10 +138,10 @@ void InputBackend::on_key_up(Key key)
void InputBackend::on_text_utf8(const char* text)
{
strncat(g_next_state.keyboard.text, text, Blah::Input::max_text_input);
g_next_state.keyboard.text += text;
}
void InputBackend::on_controller_connect(int index, const char* name, int is_gamepad, int button_count, int axis_count, uint16_t vendor, uint16_t product, uint16_t version)
void InputBackend::on_controller_connect(int index, const char* name, int is_gamepad, int button_count, int axis_count, u16 vendor, u16 product, u16 version)
{
if (index < Blah::Input::max_controllers)
{

View File

@ -1,166 +0,0 @@
#include <blah/input/virtual_axis.h>
#include <blah/core/time.h>
#include <blah/core/log.h>
using namespace Blah;
VirtualAxis& VirtualAxis::add_keys(Key negative, Key positive)
{
if (m_axes_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualAxis Keys out of bounds!");
else
{
m_keys[m_keys_len].init(negative, positive);
m_keys_len++;
}
return *this;
}
VirtualAxis& VirtualAxis::add_buttons(int gamepad_id, Button negative, Button positive)
{
if (m_axes_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualAxis Buttons out of bounds!");
else
{
m_buttons[m_buttons_len].init(gamepad_id, negative, positive);
m_buttons_len++;
}
return *this;
}
VirtualAxis& VirtualAxis::add_axis(int gamepad_id, Axis axis, float deadzone)
{
if (m_axes_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualAxis Axes out of bounds!");
else
{
m_axes[m_axes_len].init(gamepad_id, axis, deadzone);
m_axes_len++;
}
return *this;
}
VirtualAxis& VirtualAxis::repeat(float m_repeat_delay, float m_repeat_interval)
{
this->m_repeat_delay = m_repeat_delay;
this->m_repeat_interval = m_repeat_interval;
return *this;
}
VirtualAxis& VirtualAxis::press_buffer(float duration)
{
this->m_press_buffer = duration;
return *this;
}
VirtualAxis& VirtualAxis::release_buffer(float duration)
{
this->m_release_buffer = duration;
return *this;
}
void VirtualAxis::update()
{
m_last_value = m_value;
m_value = 0;
for (int i = 0; i < m_keys_len; i++)
{
m_keys[i].update();
if (m_value == 0)
m_value = (float)m_keys[i].value;
}
for (int i = 0; i < m_buttons_len; i++)
{
m_buttons[i].update();
if (m_value == 0)
m_value = (float)m_buttons[i].value;
}
for (int i = 0; i < m_axes_len; i++)
{
m_axes[i].update();
if (m_value == 0)
m_value = m_axes[i].value;
}
//Valuei
m_last_value_i = m_value_i;
if (m_value > 0)
m_value_i = 1;
else if (m_value < 0)
m_value_i = -1;
else
m_value_i = 0;
//pressed?
m_pressed = false;
if (m_value_i != 0 && m_last_value_i != m_value_i)
{
m_pressed = true;
m_last_press_time = m_repeat_press_time = Time::seconds;
}
else if (m_value_i == m_last_value_i && m_value_i != 0)
{
if (Time::seconds - m_last_press_time <= m_press_buffer)
m_pressed = true;
else if (m_repeat_interval > 0 && Time::seconds >= m_repeat_press_time + m_repeat_delay)
{
int prev = (int)((Time::previous_seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
int cur = (int)((Time::seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
m_pressed = prev < cur;
}
}
//released?
if (m_last_value_i != 0 && m_value_i != m_last_value_i)
{
m_released = true;
m_last_release_time = Time::seconds;
}
else if (Time::seconds - m_last_release_time <= m_release_buffer)
m_released = true;
else
m_released = false;
}
void VirtualAxis::KeysNode::init(Key negative, Key positive)
{
this->negative = negative;
this->positive = positive;
}
void VirtualAxis::KeysNode::update()
{
value = Input::axis_check(value, negative, positive);
}
void VirtualAxis::ButtonsNode::init(int gamepad_id, Button negative, Button positive)
{
this->gamepad_id = gamepad_id;
this->negative = negative;
this->positive = positive;
}
void VirtualAxis::ButtonsNode::update()
{
value = Input::axis_check(value, gamepad_id, negative, positive);
}
void VirtualAxis::AxisNode::init(int gamepad_id, Axis axis, float deadzone)
{
this->gamepad_id = gamepad_id;
this->axis = axis;
this->deadzone = deadzone;
}
void VirtualAxis::AxisNode::update()
{
value = Input::axis_check(gamepad_id, axis);
if (value < deadzone && value > -deadzone)
value = 0;
}

View File

@ -1,174 +0,0 @@
#include <blah/input/virtual_button.h>
#include <blah/core/time.h>
#include <blah/core/log.h>
using namespace Blah;
VirtualButton& VirtualButton::add_key(Key key)
{
if (m_keys_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualButton Keys out of bounds!");
else
{
m_keys[m_keys_len].init(key);
m_keys_len++;
}
return *this;
}
VirtualButton& VirtualButton::add_button(int gamepad_id, Button button)
{
if (m_buttons_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualButton Buttons out of bounds!");
else
{
m_buttons[m_buttons_len].init(gamepad_id, button);
m_buttons_len++;
}
return *this;
}
VirtualButton& VirtualButton::add_axis(int gamepad_id, Axis axis, float threshold, bool greater_than)
{
if (m_axes_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualButton Axes out of bounds!");
else
{
m_axes[m_axes_len].init(gamepad_id, axis, threshold, greater_than);
m_axes_len++;
}
return *this;
}
VirtualButton& VirtualButton::repeat(float m_repeat_delay, float m_repeat_interval)
{
this->m_repeat_delay = m_repeat_delay;
this->m_repeat_interval = m_repeat_interval;
return *this;
}
VirtualButton& VirtualButton::press_buffer(float duration)
{
this->m_press_buffer = duration;
return *this;
}
VirtualButton& VirtualButton::release_buffer(float duration)
{
this->m_release_buffer = duration;
return *this;
}
void VirtualButton::update()
{
m_down = false;
m_pressed = false;
m_released = false;
// Keys
for (int i = 0; i < m_keys_len; i++)
{
m_keys[i].update();
m_down = m_down || m_keys[i].down;
m_pressed = m_pressed || m_keys[i].pressed;
m_released = m_released || m_keys[i].released;
}
// Buttons
for (int i = 0; i < m_buttons_len; i++)
{
m_buttons[i].update();
m_down = m_down || m_buttons[i].down;
m_pressed = m_pressed || m_buttons[i].pressed;
m_released = m_released || m_buttons[i].released;
}
// Axes
for (int i = 0; i < m_axes_len; i++)
{
m_axes[i].update();
m_down = m_down || m_axes[i].down;
m_pressed = m_pressed || m_axes[i].pressed;
m_released = m_released || m_axes[i].released;
}
// pressed?
if (m_pressed)
{
m_repeat_press_time = m_last_press_time = Time::seconds;
}
else if (Time::seconds - m_last_press_time <= m_press_buffer)
{
m_pressed = true;
}
else if (m_down && m_repeat_interval > 0 && Time::seconds >= m_repeat_press_time + m_repeat_delay)
{
int prev = (int)((Time::previous_seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
int cur = (int)((Time::seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
m_pressed = prev < cur;
}
// released?
if (m_released)
m_last_release_time = Time::seconds;
else
m_released = Time::seconds - m_last_release_time <= m_release_buffer;
}
void VirtualButton::KeyNode::init(Key key)
{
this->key = key;
}
void VirtualButton::KeyNode::update()
{
down = Input::down(key);
pressed = Input::pressed(key);
released = Input::released(key);
}
void VirtualButton::ButtonNode::init(int gamepad_id, Button button)
{
this->gamepad_id = gamepad_id;
this->button = button;
}
void VirtualButton::ButtonNode::update()
{
down = Input::down(gamepad_id, button);
pressed = Input::pressed(gamepad_id, button);
released = Input::released(gamepad_id, button);
}
void VirtualButton::AxisNode::init(int gamepad_id, Axis axis, float threshold, bool greater_than)
{
this->gamepad_id = gamepad_id;
this->axis = axis;
this->threshold = threshold;
this->greater_than = greater_than;
}
void VirtualButton::AxisNode::update()
{
float curr = Input::state()->controllers[gamepad_id].axis[(int)axis];
float prev = Input::last_state()->controllers[gamepad_id].axis[(int)axis];
if (greater_than)
{
down = curr >= threshold;
pressed = down && prev < threshold;
released = !down && prev >= threshold;
}
else
{
down = curr <= threshold;
pressed = down && prev > threshold;
released = !down && prev <= threshold;
}
}

View File

@ -1,191 +0,0 @@
#include <blah/input/virtual_stick.h>
#include <blah/core/time.h>
#include <blah/core/log.h>
using namespace Blah;
VirtualStick::VirtualStick()
{
this->m_i_deadzone = 0;
}
VirtualStick::VirtualStick(float iDeadzone)
{
this->m_i_deadzone = iDeadzone;
}
VirtualStick& VirtualStick::add_keys(Key left, Key right, Key up, Key down)
{
if (m_keys_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualStick Keys out of bounds!");
else
{
m_keys[m_keys_len].init(left, right, up, down);
m_keys_len++;
}
return *this;
}
VirtualStick& VirtualStick::add_buttons(int gamepad_id, Button left, Button right, Button up, Button down)
{
if (m_buttons_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualStick Buttons out of bounds!");
else
{
m_buttons[m_buttons_len].init(gamepad_id, left, right, up, down);
m_buttons_len++;
}
return *this;
}
VirtualStick& VirtualStick::add_axes(int gamepad_id, Axis horizontal, Axis vertical, float deadzone)
{
if (m_axes_len >= Input::max_virtual_nodes)
BLAH_ERROR("VirtualStick Axes out of bounds!");
else
{
m_axes[m_axes_len].init(gamepad_id, horizontal, vertical, deadzone);
m_axes_len++;
}
return *this;
}
VirtualStick& VirtualStick::repeat(float repeat_delay, float repeat_interval)
{
this->m_repeat_delay = repeat_delay;
this->m_repeat_interval = repeat_interval;
return *this;
}
VirtualStick& VirtualStick::press_buffer(float duration)
{
m_press_buffer = duration;
return *this;
}
VirtualStick& VirtualStick::release_buffer(float duration)
{
m_release_buffer = duration;
return *this;
}
void VirtualStick::update()
{
m_last_value = m_value;
m_value = Vec2::zero;
for (int i = 0; i < m_keys_len; i++)
{
m_keys[i].update();
if (m_value == Vec2::zero)
m_value = m_keys[i].value;
}
for (int i = 0; i < m_buttons_len; i++)
{
m_buttons[i].update();
if (m_value == Vec2::zero)
m_value = m_buttons[i].value;
}
for (int i = 0; i < m_axes_len; i++)
{
m_axes[i].update();
if (m_value == Vec2::zero)
m_value = m_axes[i].value;
}
//Valuei
m_last_value_i = m_value_i;
if (m_value.x > m_i_deadzone)
m_value_i.x = 1;
else if (m_value.x < -m_i_deadzone)
m_value_i.x = -1;
else
m_value_i.x = 0;
if (m_value.y > m_i_deadzone)
m_value_i.y = 1;
else if (m_value.y < -m_i_deadzone)
m_value_i.y = -1;
else
m_value_i.y = 0;
//pressed?
m_pressed = false;
if (m_value_i != Point::zero && m_last_value_i != m_value_i)
{
m_pressed = true;
m_last_press_time = m_repeat_press_time = Time::seconds;
}
else if (m_value_i == m_last_value_i && m_value_i != Point::zero)
{
if (Time::seconds - m_last_press_time <= m_press_buffer)
m_pressed = true;
else if (m_repeat_interval > 0 && Time::seconds >= m_repeat_press_time + m_repeat_delay)
{
int prev = (int)((Time::previous_seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
int cur = (int)((Time::seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
m_pressed = prev < cur;
}
}
//released?
if (m_last_value_i != Point::zero && m_value_i != m_last_value_i)
{
m_released = true;
m_last_release_time = Time::seconds;
}
else if (Time::seconds - m_last_release_time <= m_release_buffer)
m_released = true;
else
m_released = false;
}
void VirtualStick::KeysNode::init(Key left, Key right, Key up, Key down)
{
this->left = left;
this->right = right;
this->up = up;
this->down = down;
}
void VirtualStick::KeysNode::update()
{
value.x = Input::axis_check(value.x, left, right);
value.y = Input::axis_check(value.y, up, down);
}
void VirtualStick::ButtonsNode::init(int gamepad_id, Button left, Button right, Button up, Button down)
{
this->gamepad_id = gamepad_id;
this->left = left;
this->right = right;
this->up = up;
this->down = down;
}
void VirtualStick::ButtonsNode::update()
{
value.x = Input::axis_check(value.x, gamepad_id, left, right);
value.y = Input::axis_check(value.y, gamepad_id, up, down);
}
void VirtualStick::AxesNode::init(int gamepad_id, Axis horizontal, Axis vertical, float deadzone)
{
this->gamepad_id = gamepad_id;
this->horizontal = horizontal;
this->vertical = vertical;
this->deadzone = deadzone;
}
void VirtualStick::AxesNode::update()
{
value.x = Input::axis_check(gamepad_id, horizontal);
value.y = Input::axis_check(gamepad_id, vertical);
if (value.length() < deadzone)
value = Vec2::zero;
}

View File

@ -39,7 +39,7 @@ namespace Blah
void render(const RenderPass& pass);
// Clears the backbuffer
void clear_backbuffer(Color color, float depth, uint8_t stencil, ClearMask mask);
void clear_backbuffer(Color color, float depth, u8 stencil, ClearMask mask);
// Creates a new Texture.
// if the Texture is invalid, this should return an empty reference.

View File

@ -1,11 +1,11 @@
#ifdef BLAH_USE_D3D11
#ifdef BLAH_GRAPHICS_D3D11
// TODO:
// Note the D3D11 Implementation is still a work-in-progress
#include "../internal/graphics_backend.h"
#include "../internal/platform_backend.h"
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <stdio.h>
#include <string.h>
#include <stddef.h>
@ -36,7 +36,7 @@ namespace Blah
struct StoredInputLayout
{
uint32_t shader_hash;
u32 shader_hash;
VertexFormat format;
ID3D11InputLayout* layout;
};
@ -145,6 +145,9 @@ namespace Blah
m_size = width * height * 4;
is_depth_stencil = true;
break;
case TextureFormat::None:
case TextureFormat::Count:
break;
}
if (!is_depth_stencil)
@ -349,7 +352,7 @@ namespace Blah
return m_attachments[0]->height();
}
virtual void clear(Color color, float depth, uint8_t stencil, ClearMask mask) override
virtual void clear(Color color, float depth, u8 stencil, ClearMask mask) override
{
float col[4] = { color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f };
@ -386,7 +389,7 @@ namespace Blah
Vector<Vector<float>> fragment_uniform_values;
StackVector<ShaderData::HLSL_Attribute, 16> attributes;
Vector<UniformInfo> uniform_list;
uint32_t hash = 0;
u32 hash = 0;
bool valid = false;
D3D11_Shader(const ShaderData* data)
@ -542,10 +545,10 @@ namespace Blah
class D3D11_Mesh : public Mesh
{
private:
int64_t m_vertex_count = 0;
int64_t m_vertex_capacity = 0;
int64_t m_index_count = 0;
int64_t m_index_capacity = 0;
i64 m_vertex_count = 0;
i64 m_vertex_capacity = 0;
i64 m_index_count = 0;
i64 m_index_capacity = 0;
public:
ID3D11Buffer* vertex_buffer = nullptr;
@ -567,7 +570,7 @@ namespace Blah
index_buffer->Release();
}
virtual void index_data(IndexFormat format, const void* indices, int64_t count) override
virtual void index_data(IndexFormat format, const void* indices, i64 count) override
{
m_index_count = count;
@ -579,8 +582,8 @@ namespace Blah
switch (format)
{
case IndexFormat::UInt16: index_stride = sizeof(int16_t); break;
case IndexFormat::UInt32: index_stride = sizeof(int32_t); break;
case IndexFormat::UInt16: index_stride = sizeof(i16); break;
case IndexFormat::UInt32: index_stride = sizeof(i32); break;
}
if (m_index_capacity > 0 && indices)
@ -621,7 +624,7 @@ namespace Blah
}
}
virtual void vertex_data(const VertexFormat& format, const void* vertices, int64_t count) override
virtual void vertex_data(const VertexFormat& format, const void* vertices, i64 count) override
{
m_vertex_count = count;
@ -669,22 +672,22 @@ namespace Blah
}
}
virtual void instance_data(const VertexFormat& format, const void* instances, int64_t count) override
virtual void instance_data(const VertexFormat& format, const void* instances, i64 count) override
{
}
virtual int64_t index_count() const override
virtual i64 index_count() const override
{
return m_index_count;
}
virtual int64_t vertex_count() const override
virtual i64 vertex_count() const override
{
return m_vertex_count;
}
virtual int64_t instance_count() const override
virtual i64 instance_count() const override
{
return 0;
}
@ -696,7 +699,7 @@ namespace Blah
state.last_size = Point(App::draw_width(), App::draw_height());
// Define Swap Chain
DXGI_SWAP_CHAIN_DESC desc = { 0 };
DXGI_SWAP_CHAIN_DESC desc = {};
desc.BufferDesc.RefreshRate.Numerator = 0;
desc.BufferDesc.RefreshRate.Denominator = 1;
desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
@ -705,7 +708,6 @@ namespace Blah
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 1;
desc.OutputWindow = (HWND)PlatformBackend::d3d11_get_hwnd();
//desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.Windowed = true;
// Creation Flags
@ -764,10 +766,10 @@ namespace Blah
dxgi_device->GetAdapter(&dxgi_adapter);
dxgi_adapter->GetDesc(&adapter_desc);
Log::print("D3D11 %ls", adapter_desc.Description);
Log::info("D3D11 %ls", adapter_desc.Description);
}
else
Log::print("D3D11");
Log::info("D3D11");
}
return true;
@ -1056,7 +1058,7 @@ namespace Blah
}
}
void GraphicsBackend::clear_backbuffer(Color color, float depth, uint8_t stencil, ClearMask mask)
void GraphicsBackend::clear_backbuffer(Color color, float depth, u8 stencil, ClearMask mask)
{
if (((int)mask & (int)ClearMask::Color) == (int)ClearMask::Color)
{
@ -1243,6 +1245,9 @@ namespace Blah
int size = 0;
switch (it.type)
{
case UniformType::None: break;
case UniformType::Texture2D: break;
case UniformType::Sampler2D: break;
case UniformType::Float: size = 1; break;
case UniformType::Float2: size = 2; break;
case UniformType::Float3: size = 3; break;
@ -1304,6 +1309,7 @@ namespace Blah
{
switch (format.attributes[i].type)
{
case VertexType::None: break;
case VertexType::Float: it->Format = DXGI_FORMAT_R32_FLOAT; break;
case VertexType::Float2: it->Format = DXGI_FORMAT_R32G32_FLOAT; break;
case VertexType::Float3: it->Format = DXGI_FORMAT_R32G32B32_FLOAT; break;
@ -1320,6 +1326,7 @@ namespace Blah
{
switch (format.attributes[i].type)
{
case VertexType::None: break;
case VertexType::Float: it->Format = DXGI_FORMAT_R32_FLOAT; break;
case VertexType::Float2: it->Format = DXGI_FORMAT_R32G32_FLOAT; break;
case VertexType::Float3: it->Format = DXGI_FORMAT_R32G32B32_FLOAT; break;
@ -1428,18 +1435,21 @@ namespace Blah
switch (sampler.filter)
{
case TextureFilter::None: break;
case TextureFilter::Nearest: desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; break;
case TextureFilter::Linear: desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; break;
}
switch (sampler.wrap_x)
{
case TextureWrap::None: break;
case TextureWrap::Clamp: desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; break;
case TextureWrap::Repeat: desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; break;
}
switch (sampler.wrap_y)
{
case TextureWrap::None: break;
case TextureWrap::Clamp: desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; break;
case TextureWrap::Repeat: desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; break;
}
@ -1538,4 +1548,4 @@ namespace Blah
}
}
#endif // BLAH_USE_D3D11
#endif // BLAH_GRAPHICS_D3D11

View File

@ -1,8 +1,8 @@
#if !(defined(BLAH_USE_OPENGL) || defined(BLAH_USE_D3D11))
#if !(defined(BLAH_GRAPHICS_OPENGL) || defined(BLAH_GRAPHICS_D3D11))
#include "../internal/graphics_backend.h"
#include "../internal/platform_backend.h"
#include <blah/core/log.h>
#include <blah/core/common.h>
namespace Blah
{
@ -134,9 +134,9 @@ namespace Blah
class Dummy_Mesh : public Mesh
{
private:
int64_t m_index_count = 0;
int64_t m_vertex_count = 0;
int64_t m_instance_count = 0;
i64 m_index_count = 0;
i64 m_vertex_count = 0;
i64 m_instance_count = 0;
public:
Dummy_Mesh()
@ -144,32 +144,32 @@ namespace Blah
}
virtual void index_data(IndexFormat format, const void* indices, int64_t count) override
virtual void index_data(IndexFormat format, const void* indices, i64 count) override
{
m_index_count = count;
}
virtual void vertex_data(const VertexFormat& format, const void* vertices, int64_t count) override
virtual void vertex_data(const VertexFormat& format, const void* vertices, i64 count) override
{
m_vertex_count = count;
}
virtual void instance_data(const VertexFormat& format, const void* instances, int64_t count) override
virtual void instance_data(const VertexFormat& format, const void* instances, i64 count) override
{
m_instance_count = count;
}
virtual int64_t index_count() const override
virtual i64 index_count() const override
{
return m_index_count;
}
virtual int64_t vertex_count() const override
virtual i64 vertex_count() const override
{
return m_vertex_count;
}
virtual int64_t instance_count() const override
virtual i64 instance_count() const override
{
return m_instance_count;
}
@ -177,7 +177,7 @@ namespace Blah
bool GraphicsBackend::init()
{
Log::print("Dummy Renderer");
Log::info("Dummy Renderer");
return true;
}
@ -232,4 +232,4 @@ namespace Blah
}
}
#endif // !(defined(BLAH_USE_OPENGL) || defined(BLAH_USE_D3D11))
#endif // !(defined(BLAH_GRAPHICS_OPENGL) || defined(BLAH_GRAPHICS_D3D11))

View File

@ -1,8 +1,8 @@
#ifdef BLAH_USE_OPENGL
#ifdef BLAH_GRAPHICS_OPENGL
#include "../internal/graphics_backend.h"
#include "../internal/platform_backend.h"
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <stdio.h>
#include <string.h>
#include <stddef.h>
@ -401,7 +401,7 @@ namespace Blah
else if (severity != GL_DEBUG_SEVERITY_NOTIFICATION)
Log::warn("GL (%s:%s) %s", typeName, severityName, message);
else
Log::print("GL (%s) %s", typeName, message);
Log::info("GL (%s) %s", typeName, message);
}
// assign attributes
@ -484,7 +484,7 @@ namespace Blah
components = 4;
}
uint32_t location = (uint32_t)(attribute.index);
u32 location = (u32)(attribute.index);
gl.EnableVertexAttribArray(location);
gl.VertexAttribPointer(location, components, type, attribute.normalized, format.stride, (void*)ptr);
gl.VertexAttribDivisor(location, divisor);
@ -674,7 +674,7 @@ namespace Blah
GLuint m_id;
int m_width;
int m_height;
StackVector<TextureRef, BLAH_ATTACHMENTS> m_attachments;
StackVector<TextureRef, Attachments::MaxCapacity> m_attachments;
public:
@ -749,7 +749,7 @@ namespace Blah
return m_height;
}
virtual void clear(Color color, float depth, uint8_t stencil, ClearMask mask) override
virtual void clear(Color color, float depth, u8 stencil, ClearMask mask) override
{
int clear = 0;
@ -967,13 +967,13 @@ namespace Blah
GLuint m_index_buffer;
GLuint m_vertex_buffer;
GLuint m_instance_buffer;
int64_t m_index_count;
int64_t m_vertex_count;
int64_t m_instance_count;
uint16_t m_vertex_size;
uint16_t m_instance_size;
uint8_t m_vertex_attribs_enabled;
uint8_t m_instance_attribs_enabled;
i64 m_index_count;
i64 m_vertex_count;
i64 m_instance_count;
u16 m_vertex_size;
u16 m_instance_size;
u8 m_vertex_attribs_enabled;
u8 m_instance_attribs_enabled;
Vector<GLuint> m_vertex_attribs;
Vector<GLuint> m_instance_attribs;
GLenum m_index_format;
@ -1026,7 +1026,7 @@ namespace Blah
return m_index_size;
}
virtual void index_data(IndexFormat format, const void* indices, int64_t count) override
virtual void index_data(IndexFormat format, const void* indices, i64 count) override
{
m_index_count = count;
@ -1053,7 +1053,7 @@ namespace Blah
gl.BindVertexArray(0);
}
virtual void vertex_data(const VertexFormat& format, const void* vertices, int64_t count) override
virtual void vertex_data(const VertexFormat& format, const void* vertices, i64 count) override
{
m_vertex_count = count;
@ -1074,7 +1074,7 @@ namespace Blah
gl.BindVertexArray(0);
}
virtual void instance_data(const VertexFormat& format, const void* instances, int64_t count) override
virtual void instance_data(const VertexFormat& format, const void* instances, i64 count) override
{
m_instance_count = count;
@ -1095,17 +1095,17 @@ namespace Blah
gl.BindVertexArray(0);
}
virtual int64_t index_count() const override
virtual i64 index_count() const override
{
return m_index_count;
}
virtual int64_t vertex_count() const override
virtual i64 vertex_count() const override
{
return m_vertex_count;
}
virtual int64_t instance_count() const override
virtual i64 instance_count() const override
{
return m_instance_count;
}
@ -1147,7 +1147,7 @@ namespace Blah
gl.GetIntegerv(0x0D33, &gl.max_texture_size);
// log
Log::print("OpenGL %s, %s",
Log::info("OpenGL %s, %s",
gl.GetString(GL_VERSION),
gl.GetString(GL_RENDERER));
@ -1496,7 +1496,7 @@ namespace Blah
}
}
void GraphicsBackend::clear_backbuffer(Color color, float depth, uint8_t stencil, ClearMask mask)
void GraphicsBackend::clear_backbuffer(Color color, float depth, u8 stencil, ClearMask mask)
{
int clear = 0;
@ -1517,4 +1517,4 @@ namespace Blah
}
}
#endif // BLAH_USE_OPENGL
#endif // BLAH_GRAPHICS_OPENGL

View File

@ -37,7 +37,7 @@ namespace Blah
// Call this when a Controller is connected. Note that the Name parameter must be kept valid
// until on_controller_disconnect is called with the same index.
void on_controller_connect(int index, const char* name, int isGamepad, int buttonCount, int axisCount, uint16_t vendor, uint16_t product, uint16_t version);
void on_controller_connect(int index, const char* name, int isGamepad, int buttonCount, int axisCount, u16 vendor, u16 product, u16 version);
// Call this when a controller is disconnected
void on_controller_disconnect(int index);

View File

@ -1,5 +1,5 @@
#pragma once
#include <inttypes.h>
#include <blah/core/common.h>
#include <blah/core/filesystem.h>
#include <blah/containers/vector.h>
@ -22,7 +22,7 @@ namespace Blah
void shutdown();
// The time, in ticks (microseconds) since the Application was started
uint64_t ticks();
u64 ticks();
// Called every frame
void frame();
@ -91,19 +91,19 @@ namespace Blah
bool file_open(const char* path, FileHandle* handle, FileMode mode);
// Returns the length of the file
int64_t file_length(FileHandle file);
i64 file_length(FileHandle file);
// Returns the Position of the file
int64_t file_position(FileHandle file);
i64 file_position(FileHandle file);
// Seeks the Position of the file and returns the new position from the start of the file
int64_t file_seek(FileHandle file, int64_t seekTo);
i64 file_seek(FileHandle file, i64 seekTo);
// Reads a specific number of elements of a given size from the file into ptr
int64_t file_read(FileHandle file, void* ptr, int64_t size);
i64 file_read(FileHandle file, void* ptr, i64 size);
// Writes a specific number of elements of the given size from ptr to the file
int64_t file_write(FileHandle file, const void* ptr, int64_t size);
i64 file_write(FileHandle file, const void* ptr, i64 size);
// Closes a file
void file_close(FileHandle file);

View File

@ -1,4 +1,4 @@
#ifdef BLAH_USE_SDL2
#ifdef BLAH_PLATFORM_SDL2
#include "../internal/platform_backend.h"
#include "../internal/input_backend.h"
@ -6,7 +6,7 @@
#include <blah/input/input.h>
#include <blah/core/app.h>
#include <blah/core/filesystem.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include <blah/core/time.h>
#include <SDL.h>
@ -41,12 +41,34 @@ namespace
void sdl_log(void* userdata, int category, SDL_LogPriority priority, const char* message)
{
if (priority <= SDL_LOG_PRIORITY_INFO)
Log::print(message);
Log::info(message);
else if (priority <= SDL_LOG_PRIORITY_WARN)
Log::warn(message);
else
Log::error(message);
}
int find_joystick_index(SDL_JoystickID instance_id)
{
for (int i = 0; i < Blah::Input::max_controllers; i++)
if (joysticks[i] != nullptr && SDL_JoystickInstanceID(joysticks[i]) == instance_id)
return i;
return -1;
}
int find_gamepad_index(SDL_JoystickID instance_id)
{
for (int i = 0; i < Blah::Input::max_controllers; i++)
{
if (gamepads[i] != nullptr)
{
auto joystick = SDL_GameControllerGetJoystick(gamepads[i]);
if (SDL_JoystickInstanceID(joystick) == instance_id)
return i;
}
}
return -1;
}
}
bool PlatformBackend::init(const Config* config)
@ -65,7 +87,7 @@ bool PlatformBackend::init(const Config* config)
// Get SDL version
SDL_version version;
SDL_GetVersion(&version);
Log::print("SDL v%i.%i.%i", version.major, version.minor, version.patch);
Log::info("SDL v%i.%i.%i", version.major, version.minor, version.patch);
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
@ -170,11 +192,11 @@ void PlatformBackend::shutdown()
SDL_Quit();
}
uint64_t PlatformBackend::ticks()
u64 PlatformBackend::ticks()
{
auto counter = SDL_GetPerformanceCounter();
auto per_second = (double)SDL_GetPerformanceFrequency();
return (uint64_t)(counter * (Time::ticks_per_second / per_second));
return (u64)(counter * (Time::ticks_per_second / per_second));
}
// Macro defined by X11 conflicts with MouseButton enum
@ -247,46 +269,56 @@ void PlatformBackend::frame()
// Joystick Controller
else if (event.type == SDL_JOYDEVICEADDED)
{
Sint32 index = event.jdevice.which;
auto index = event.jdevice.which;
if (SDL_IsGameController(index) == SDL_FALSE)
if (SDL_IsGameController(index) == SDL_FALSE && index >= 0 && index < Input::max_controllers)
{
SDL_Joystick* ptr = joysticks[index] = SDL_JoystickOpen(index);
const char* name = SDL_JoystickName(ptr);
int button_count = SDL_JoystickNumButtons(ptr);
int axis_count = SDL_JoystickNumAxes(ptr);
uint16_t vendor = SDL_JoystickGetVendor(ptr);
uint16_t product = SDL_JoystickGetProduct(ptr);
uint16_t version = SDL_JoystickGetProductVersion(ptr);
auto ptr = joysticks[index] = SDL_JoystickOpen(index);
auto name = SDL_JoystickName(ptr);
auto button_count = SDL_JoystickNumButtons(ptr);
auto axis_count = SDL_JoystickNumAxes(ptr);
auto vendor = SDL_JoystickGetVendor(ptr);
auto product = SDL_JoystickGetProduct(ptr);
auto version = SDL_JoystickGetProductVersion(ptr);
InputBackend::on_controller_connect(index, name, 0, button_count, axis_count, vendor, product, version);
}
}
else if (event.type == SDL_JOYDEVICEREMOVED)
{
Sint32 index = event.jdevice.which;
auto index = find_joystick_index(event.jdevice.which);
if (index >= 0)
{
if (SDL_IsGameController(index) == SDL_FALSE)
{
InputBackend::on_controller_disconnect(index);
SDL_JoystickClose(joysticks[index]);
}
}
}
else if (event.type == SDL_JOYBUTTONDOWN)
{
Sint32 index = event.jdevice.which;
auto index = find_joystick_index(event.jdevice.which);
if (index >= 0)
{
if (SDL_IsGameController(index) == SDL_FALSE)
InputBackend::on_button_down(index, event.jbutton.button);
}
}
else if (event.type == SDL_JOYBUTTONUP)
{
Sint32 index = event.jdevice.which;
auto index = find_joystick_index(event.jdevice.which);
if (index >= 0)
{
if (SDL_IsGameController(index) == SDL_FALSE)
InputBackend::on_button_up(index, event.jbutton.button);
}
}
else if (event.type == SDL_JOYAXISMOTION)
{
Sint32 index = event.jaxis.which;
auto index = find_joystick_index(event.jdevice.which);
if (index >= 0)
{
if (SDL_IsGameController(index) == SDL_FALSE)
{
float value;
@ -297,48 +329,60 @@ void PlatformBackend::frame()
InputBackend::on_axis_move(index, event.jaxis.axis, value);
}
}
}
// Gamepad Controller
else if (event.type == SDL_CONTROLLERDEVICEADDED)
{
Sint32 index = event.cdevice.which;
SDL_GameController* ptr = gamepads[index] = SDL_GameControllerOpen(index);
const char* name = SDL_GameControllerName(ptr);
uint16_t vendor = SDL_GameControllerGetVendor(ptr);
uint16_t product = SDL_GameControllerGetProduct(ptr);
uint16_t version = SDL_GameControllerGetProductVersion(ptr);
auto index = event.cdevice.which;
if (index >= 0 && index < Input::max_controllers)
{
auto ptr = gamepads[index] = SDL_GameControllerOpen(index);
auto name = SDL_GameControllerName(ptr);
auto vendor = SDL_GameControllerGetVendor(ptr);
auto product = SDL_GameControllerGetProduct(ptr);
auto version = SDL_GameControllerGetProductVersion(ptr);
InputBackend::on_controller_connect(index, name, 1, 15, 6, vendor, product, version);
}
}
else if (event.type == SDL_CONTROLLERDEVICEREMOVED)
{
Sint32 index = event.cdevice.which;
auto index = find_gamepad_index(event.cdevice.which);
if (index >= 0)
{
InputBackend::on_controller_disconnect(index);
SDL_GameControllerClose(gamepads[index]);
}
}
else if (event.type == SDL_CONTROLLERBUTTONDOWN)
{
Sint32 index = event.cbutton.which;
auto index = find_gamepad_index(event.cdevice.which);
if (index >= 0)
{
int button = (int)Button::None;
if (event.cbutton.button >= 0 && event.cbutton.button < 15)
button = event.cbutton.button; // NOTE: These map directly to Engine Buttons enum!
InputBackend::on_button_down(index, button);
}
}
else if (event.type == SDL_CONTROLLERBUTTONUP)
{
Sint32 index = event.cbutton.which;
auto index = find_gamepad_index(event.cdevice.which);
if (index >= 0)
{
int button = (int)Button::None;
if (event.cbutton.button >= 0 && event.cbutton.button < 15)
button = event.cbutton.button; // NOTE: These map directly to Engine Buttons enum!
InputBackend::on_button_up(index, button);
}
}
else if (event.type == SDL_CONTROLLERAXISMOTION)
{
Sint32 index = event.caxis.which;
auto index = find_gamepad_index(event.cdevice.which);
if (index >= 0)
{
int axis = (int)Axis::None;
if (event.caxis.axis >= 0 && event.caxis.axis < 6)
axis = event.caxis.axis; // NOTE: These map directly to Engine Axis enum!
@ -353,11 +397,12 @@ void PlatformBackend::frame()
}
}
}
}
void PlatformBackend::sleep(int milliseconds)
{
if (milliseconds >= 0)
SDL_Delay((uint32_t)milliseconds);
SDL_Delay((u32)milliseconds);
}
void PlatformBackend::present()
@ -611,27 +656,27 @@ bool PlatformBackend::file_open(const char* path, PlatformBackend::FileHandle* h
return ptr != nullptr;
}
int64_t PlatformBackend::file_length(PlatformBackend::FileHandle stream)
i64 PlatformBackend::file_length(PlatformBackend::FileHandle stream)
{
return SDL_RWsize((SDL_RWops*)stream);
}
int64_t PlatformBackend::file_position(PlatformBackend::FileHandle stream)
i64 PlatformBackend::file_position(PlatformBackend::FileHandle stream)
{
return SDL_RWtell((SDL_RWops*)stream);
}
int64_t PlatformBackend::file_seek(PlatformBackend::FileHandle stream, int64_t seekTo)
i64 PlatformBackend::file_seek(PlatformBackend::FileHandle stream, i64 seekTo)
{
return SDL_RWseek((SDL_RWops*)stream, seekTo, RW_SEEK_SET);
}
int64_t PlatformBackend::file_read(PlatformBackend::FileHandle stream, void* ptr, int64_t length)
i64 PlatformBackend::file_read(PlatformBackend::FileHandle stream, void* ptr, i64 length)
{
return SDL_RWread((SDL_RWops*)stream, ptr, sizeof(char), length);
}
int64_t PlatformBackend::file_write(PlatformBackend::FileHandle stream, const void* ptr, int64_t length)
i64 PlatformBackend::file_write(PlatformBackend::FileHandle stream, const void* ptr, i64 length)
{
return SDL_RWwrite((SDL_RWops*)stream, ptr, sizeof(char), length);
}
@ -677,4 +722,4 @@ void* PlatformBackend::d3d11_get_hwnd()
#endif
}
#endif // BLAH_USE_SDL2
#endif // BLAH_PLATFORM_SDL2

View File

@ -0,0 +1,776 @@
#ifdef BLAH_PLATFORM_WIN32
// Note:
// This backend implementation is unfinished!
// It's missing a few things, namely:
// - Controller Support
// - Mouse wheel
// - Text input
// - Probably other stuff?
// (And error testing)
#include "../internal/platform_backend.h"
#include "../internal/input_backend.h"
#include "../internal/graphics_backend.h"
#include <blah/input/input.h>
#include <blah/core/app.h>
#include <blah/core/filesystem.h>
#include <blah/core/common.h>
#include <blah/core/time.h>
#include <blah/math/stopwatch.h>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <winuser.h> // for SetProcessDPIAware
#include <filesystem> // for File Reading/Writing
#include <shellapi.h> // for file explore
#include <shlobj.h> // for known folder
#include <chrono> // for ticks method
using namespace Blah;
namespace fs = std::filesystem;
namespace
{
// Primary Window
HWND g_hwnd;
// Working Directories
FilePath g_working_directory;
FilePath g_user_directory;
// Timestamp for calculating ticks
std::chrono::system_clock::duration g_start_time;
// OpenGL Methods
// These are only loaded if built using the OpenGL Backend
HMODULE g_opengl_dll;
void* (WINAPI* g_wglGetProcAddress) (const char* proc);
HGLRC(WINAPI* g_wglCreateContext) (HDC hdc);
BOOL(WINAPI* g_wglDeleteContext) (HGLRC hglrc);
BOOL(WINAPI* g_wglMakeCurrent) (HDC hdc, HGLRC hglrc);
// fullscreen state
RECT g_windowed_position;
bool g_fullscreen = false;
}
Key blah_scancode_to_key(WPARAM wParam, LPARAM lParam);
LRESULT CALLBACK blah_window_procedure(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool PlatformBackend::init(const Config* config)
{
// Required to call this for Windows
// I'm not sure why SDL2 doesn't do this on Windows automatically?
SetProcessDPIAware();
// Get the hInstance
HINSTANCE hInstance = GetModuleHandle(NULL);
// Create the Window Class
WNDCLASS wc = {};
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "BLAH WINDOW";
wc.hInstance = hInstance;
wc.lpfnWndProc = blah_window_procedure;
wc.hCursor = NULL;
wc.hIcon = NULL;
wc.lpszMenuName = NULL;
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
// Register the Window class
RegisterClass(&wc);
// Create the Window Instance
g_hwnd = CreateWindow("BLAH WINDOW", config->name, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, 640, 480, NULL, NULL, hInstance, NULL);
// Failed to create the Window
if (g_hwnd == NULL)
{
Log::error("Window Creation Failed");
return false;
}
// Create the OpenGL device info
if (App::renderer() == Renderer::OpenGL)
{
// Load the DLL
g_opengl_dll = LoadLibraryA("opengl32.dll");
if (g_opengl_dll == NULL)
{
Log::error("OpenGL Instantiation Failed - unable to fine opengl32.dll");
return false;
}
// Get the Windows GL functions we need
g_wglGetProcAddress = (void*(WINAPI*) (const char*))GetProcAddress(g_opengl_dll, "wglGetProcAddress");
g_wglCreateContext = (HGLRC(WINAPI*) (HDC))GetProcAddress(g_opengl_dll, "wglCreateContext");
g_wglDeleteContext = (BOOL(WINAPI*) (HGLRC))GetProcAddress(g_opengl_dll, "wglDeleteContext");
g_wglMakeCurrent = (BOOL(WINAPI*) (HDC, HGLRC))GetProcAddress(g_opengl_dll, "wglMakeCurrent");
// TODO:
// Allow the user to apply (some of) these values before instantiation.
// Also applies to the SDL2 Backend
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
32, // 24-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
24, // 32-bit z-buffer
8, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
HDC hdc = GetDC(g_hwnd);
// get the best available match of pixel format for the device context
int pixel_format = ChoosePixelFormat(hdc, &pfd);
// make that the pixel format of the device context
SetPixelFormat(hdc, pixel_format, &pfd);
}
// Reset our game timer
g_start_time = std::chrono::system_clock::now().time_since_epoch();
// Get Working Directory
{
TCHAR buffer[MAX_PATH];
GetModuleFileName(NULL, buffer, MAX_PATH);
auto normalized = Path::normalize(buffer);
auto end = normalized.last_index_of('/');;
if (end >= 0)
g_working_directory = FilePath(normalized.begin(), normalized.begin() + end);
else
g_working_directory = normalized;
g_working_directory.append("/");
}
// Get Application User Directory
{
PWSTR path = NULL;
if (SUCCEEDED(SHGetKnownFolderPath(FOLDERID_RoamingAppData, KF_FLAG_CREATE, NULL, &path)))
{
auto end = path;
while (*end != 0) end++;
FilePath result;
result.append_utf16((u16*)path, (u16*)end);
g_user_directory = Path::join(Path::normalize(result), config->name) + "/";
}
CoTaskMemFree(path);
}
// Not currently fullscreen
g_fullscreen = false;
// Finished Platform Setup
return true;
}
void PlatformBackend::ready()
{
// Setup Window Size
{
auto scale = get_content_scale();
int sw = (int)(App::config()->width * scale);
int sh = (int)(App::config()->height * scale);
set_size(sw, sh);
}
// Display the game window
ShowWindow(g_hwnd, SW_SHOW);
}
void PlatformBackend::shutdown()
{
DestroyWindow(g_hwnd);
}
u64 PlatformBackend::ticks()
{
// Todo:
// This should account for whatever Time::ticks_per_second is set to
auto now = std::chrono::system_clock::now().time_since_epoch();
return std::chrono::duration_cast<std::chrono::microseconds>(now - g_start_time).count();
}
LRESULT CALLBACK blah_window_procedure(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
{
auto config = App::config();
if (config->on_exit_request != nullptr)
config->on_exit_request();
return 0;
}
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_LBUTTONDOWN:
InputBackend::on_mouse_down(MouseButton::Left);
return 0;
case WM_LBUTTONUP:
InputBackend::on_mouse_up(MouseButton::Left);
return 0;
case WM_RBUTTONDOWN:
InputBackend::on_mouse_down(MouseButton::Right);
return 0;
case WM_RBUTTONUP:
InputBackend::on_mouse_up(MouseButton::Right);
return 0;
case WM_MBUTTONDOWN:
InputBackend::on_mouse_down(MouseButton::Middle);
return 0;
case WM_MBUTTONUP:
InputBackend::on_mouse_up(MouseButton::Middle);
return 0;
case WM_MOUSEMOVE:
InputBackend::on_mouse_move((u16)(lParam), lParam >> 16);
return 0;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
{
auto is_repeat = ((lParam & (1 << 30)) >> 30) == 1;
if (!is_repeat)
{
auto key = blah_scancode_to_key(wParam, lParam);
if (key != Key::Unknown)
InputBackend::on_key_down(key);
}
return 0;
}
case WM_KEYUP:
case WM_SYSKEYUP:
{
auto key = blah_scancode_to_key(wParam, lParam);
if (key != Key::Unknown)
InputBackend::on_key_up(key);
return 0;
}
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
void PlatformBackend::frame()
{
// Catch & Dispatch Window Messages
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
void PlatformBackend::sleep(int milliseconds)
{
if (milliseconds > 0)
Sleep(milliseconds);
}
void PlatformBackend::present()
{
if (App::renderer() == Renderer::OpenGL)
{
HDC hdc = GetDC(g_hwnd);
SwapBuffers(hdc);
}
}
const char* PlatformBackend::get_title()
{
return nullptr;
}
void PlatformBackend::set_title(const char* title)
{
SetWindowText(g_hwnd, title);
}
void PlatformBackend::get_position(int* x, int* y)
{
RECT rect;
if (GetWindowRect(g_hwnd, &rect))
{
*x = rect.left;
*y = rect.top;
}
}
void PlatformBackend::set_position(int x, int y)
{
int w, h;
get_size(&w, &h);
SetWindowPos(g_hwnd, NULL, x, y, w, h, 0);
}
void PlatformBackend::set_fullscreen(bool enabled)
{
if (g_fullscreen == enabled)
return;
g_fullscreen = enabled;
if (g_fullscreen)
{
GetWindowRect(g_hwnd, &g_windowed_position);
int w = GetSystemMetrics(SM_CXSCREEN);
int h = GetSystemMetrics(SM_CYSCREEN);
SetWindowLongPtr(g_hwnd, GWL_STYLE, WS_VISIBLE | WS_POPUP);
SetWindowPos(g_hwnd, HWND_TOP, 0, 0, w, h, 0);
ShowWindow(g_hwnd, SW_SHOW);
}
else
{
SetWindowLongPtr(g_hwnd, GWL_STYLE, WS_OVERLAPPEDWINDOW);
SetWindowPos(g_hwnd, HWND_TOP,
g_windowed_position.left,
g_windowed_position.top,
g_windowed_position.right - g_windowed_position.left,
g_windowed_position.bottom - g_windowed_position.top, 0);
ShowWindow(g_hwnd, SW_SHOW);
}
}
void PlatformBackend::get_size(int* width, int* height)
{
RECT rect;
if (GetClientRect(g_hwnd, &rect))
{
*width = rect.right - rect.left;
*height = rect.bottom - rect.top;
}
}
void PlatformBackend::set_size(int width, int height)
{
RECT client_rect;
RECT border_rect;
GetClientRect(g_hwnd, &client_rect);
GetWindowRect(g_hwnd, &border_rect);
int border_width = (border_rect.right - border_rect.left) - (client_rect.right - client_rect.left);
int border_height = (border_rect.bottom - border_rect.top) - (client_rect.bottom - client_rect.top);
SetWindowPos(g_hwnd, NULL, border_rect.left, border_rect.top, width + border_width, height + border_height, 0);
}
void PlatformBackend::get_draw_size(int* width, int* height)
{
RECT rect;
if (GetClientRect(g_hwnd, &rect))
{
*width = rect.right - rect.left;
*height = rect.bottom - rect.top;
}
}
float PlatformBackend::get_content_scale()
{
// base value of Windows DPI
// as seen here: https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdpiforwindow
constexpr float base_raw_value = 96.0f;
UINT raw_value = GetDpiForWindow(g_hwnd);
return (raw_value / base_raw_value);
}
// FILE IO
const char* PlatformBackend::app_path()
{
return g_working_directory.cstr();
}
const char* PlatformBackend::user_path()
{
return g_user_directory.cstr();
}
bool PlatformBackend::file_exists(const char* path)
{
return fs::is_regular_file(path);
}
bool PlatformBackend::file_delete(const char* path)
{
return fs::remove(path);
}
bool PlatformBackend::dir_create(const char* path)
{
std::error_code error;
return fs::create_directories(path, error);
}
bool PlatformBackend::dir_exists(const char* path)
{
return fs::is_directory(path);
}
bool PlatformBackend::dir_delete(const char* path)
{
BLAH_ERROR("not implemented");
return false;
}
void PlatformBackend::dir_enumerate(Vector<FilePath>& list, const char* path, bool recursive)
{
if (fs::is_directory(path))
{
if (recursive)
{
for (auto& p : fs::recursive_directory_iterator(path))
list.emplace_back(p.path().string().c_str());
}
else
{
for (auto& p : fs::directory_iterator(path))
list.emplace_back(p.path().string().c_str());
}
}
}
void PlatformBackend::dir_explore(const char* path)
{
ShellExecute(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT);
}
bool PlatformBackend::file_open(const char* path, PlatformBackend::FileHandle* handle, FileMode mode)
{
int access = 0;
int creation = 0;
if (((int)mode & (int)FileMode::Read) == (int)FileMode::Read)
{
access |= GENERIC_READ;
creation = OPEN_EXISTING;
}
if (((int)mode & (int)FileMode::Write) == (int)FileMode::Write)
{
access |= GENERIC_WRITE;
creation = OPEN_ALWAYS;
}
auto result = CreateFile(path, access, FILE_SHARE_READ | FILE_SHARE_WRITE, NULL, creation, FILE_ATTRIBUTE_NORMAL, NULL);
if (result == INVALID_HANDLE_VALUE)
return false;
*handle = result;
return true;
}
i64 PlatformBackend::file_length(PlatformBackend::FileHandle handle)
{
// Todo: cache this value? not sure how performant it is
LARGE_INTEGER file_size;
if (GetFileSizeEx(handle, &file_size))
return file_size.QuadPart;
return 0;
}
i64 PlatformBackend::file_position(PlatformBackend::FileHandle handle)
{
// Todo: handle 64-bit values properly
// Todo: cache this value? not sure how performant it is
return SetFilePointer(handle, 0, NULL, FILE_CURRENT);
}
i64 PlatformBackend::file_seek(PlatformBackend::FileHandle handle, i64 seekTo)
{
// Todo: handle 64-bit values properly
return SetFilePointer(handle, seekTo, NULL, FILE_BEGIN);
}
i64 PlatformBackend::file_read(PlatformBackend::FileHandle handle, void* ptr, i64 length)
{
DWORD read = 0;
if (ReadFile(handle, ptr, length, &read, NULL))
return read;
return 0;
}
i64 PlatformBackend::file_write(PlatformBackend::FileHandle handle, const void* ptr, i64 length)
{
DWORD written = 0;
if (WriteFile(handle, ptr, length, &written, NULL))
return written;
return 0;
}
void PlatformBackend::file_close(PlatformBackend::FileHandle handle)
{
CloseHandle(handle);
}
void* PlatformBackend::gl_get_func(const char* name)
{
// this check is taken from https://www.khronos.org/opengl/wiki/Load_OpenGL_Functions
// wglGetProcAddress doesn't always return valid pointers for some specific methods?
void* p = (void*)g_wglGetProcAddress(name);
if ((p == 0) ||
(p == (void*)0x1) ||
(p == (void*)0x2) ||
(p == (void*)0x3) ||
(p == (void*)-1))
{
p = (void*)GetProcAddress(g_opengl_dll, name);
}
return p;
}
void* PlatformBackend::gl_context_create()
{
HDC hdc = GetDC(g_hwnd);
return g_wglCreateContext(hdc);
}
void PlatformBackend::gl_context_make_current(void* context)
{
if (context != nullptr)
{
HDC hdc = GetDC(g_hwnd);
g_wglMakeCurrent(hdc, (HGLRC)context);
}
else
g_wglMakeCurrent(NULL, NULL);
}
void PlatformBackend::gl_context_destroy(void* context)
{
g_wglDeleteContext((HGLRC)context);
}
void* PlatformBackend::d3d11_get_hwnd()
{
return g_hwnd;
}
Key blah_scancode_to_key(WPARAM wParam, LPARAM lParam)
{
Key key = Key::Unknown;
switch (wParam)
{
case VK_CANCEL: key = Key::Cancel; break;
case VK_BACK: key = Key::Backspace; break;
case VK_TAB: key = Key::Tab; break;
case VK_CLEAR: key = Key::Clear; break;
case VK_RETURN: key = Key::Enter; break;
case VK_SHIFT: key = Key::LeftShift; break;
case VK_CONTROL: key = Key::LeftControl; break;
case VK_MENU: key = Key::Menu; break;
case VK_PAUSE: key = Key::Pause; break;
case VK_CAPITAL: key = Key::Capslock; break;
case VK_ESCAPE: key = Key::Escape; break;
case VK_SPACE: key = Key::Space; break;
case VK_PRIOR: key = Key::Prior; break;
case VK_END: key = Key::End; break;
case VK_HOME: key = Key::Home; break;
case VK_LEFT: key = Key::Left; break;
case VK_UP: key = Key::Up; break;
case VK_RIGHT: key = Key::Right; break;
case VK_DOWN: key = Key::Down; break;
case VK_SELECT: key = Key::Select; break;
case VK_PRINT: key = Key::PrintScreen; break;
case VK_EXECUTE: key = Key::Execute; break;
case VK_SNAPSHOT: key = Key::PrintScreen; break;
case VK_INSERT: key = Key::Insert; break;
case VK_DELETE: key = Key::Delete; break;
case VK_HELP: key = Key::Help; break;
case VK_LWIN: key = Key::LeftOS; break;
case VK_RWIN: key = Key::RightOS; break;
case VK_APPS: key = Key::Application; break;
case VK_SLEEP: key = Key::Unknown; break;
case VK_NUMPAD0: key = Key::Keypad0; break;
case VK_NUMPAD1: key = Key::Keypad1; break;
case VK_NUMPAD2: key = Key::Keypad2; break;
case VK_NUMPAD3: key = Key::Keypad3; break;
case VK_NUMPAD4: key = Key::Keypad4; break;
case VK_NUMPAD5: key = Key::Keypad5; break;
case VK_NUMPAD6: key = Key::Keypad6; break;
case VK_NUMPAD7: key = Key::Keypad7; break;
case VK_NUMPAD8: key = Key::Keypad8; break;
case VK_NUMPAD9: key = Key::Keypad9; break;
case VK_F1: key = Key::F1; break;
case VK_F2: key = Key::F2; break;
case VK_F3: key = Key::F3; break;
case VK_F4: key = Key::F4; break;
case VK_F5: key = Key::F5; break;
case VK_F6: key = Key::F6; break;
case VK_F7: key = Key::F7; break;
case VK_F8: key = Key::F8; break;
case VK_F9: key = Key::F9; break;
case VK_F10: key = Key::F10; break;
case VK_F11: key = Key::F11; break;
case VK_F12: key = Key::F12; break;
case VK_F13: key = Key::F13; break;
case VK_F14: key = Key::F14; break;
case VK_F15: key = Key::F15; break;
case VK_F16: key = Key::F16; break;
case VK_F17: key = Key::F17; break;
case VK_F18: key = Key::F18; break;
case VK_F19: key = Key::F19; break;
case VK_F20: key = Key::F20; break;
case VK_F21: key = Key::F21; break;
case VK_F22: key = Key::F22; break;
case VK_F23: key = Key::F23; break;
case VK_F24: key = Key::F24; break;
case VK_NUMLOCK: key = Key::Numlock; break;
case VK_LSHIFT: key = Key::LeftShift; break;
case VK_RSHIFT: key = Key::RightShift; break;
case VK_LCONTROL: key = Key::LeftControl; break;
case VK_RCONTROL: key = Key::RightControl; break;
case VK_VOLUME_MUTE: key = Key::Mute; break;
case VK_VOLUME_DOWN: key = Key::VolumeDown; break;
case VK_VOLUME_UP: key = Key::VolumeUp; break;
}
if (key == Key::Unknown)
{
int scancode = (lParam >> 16) & 0xFF;
switch (scancode)
{
case 1: key = Key::Escape; break;
case 2: key = Key::D1; break;
case 3: key = Key::D2; break;
case 4: key = Key::D3; break;
case 5: key = Key::D4; break;
case 6: key = Key::D5; break;
case 7: key = Key::D6; break;
case 8: key = Key::D7; break;
case 9: key = Key::D8; break;
case 10: key = Key::D9; break;
case 11: key = Key::D0; break;
case 12: key = Key::Minus; break;
case 13: key = Key::Equals; break;
case 14: key = Key::Backspace; break;
case 15: key = Key::Tab; break;
case 16: key = Key::Q; break;
case 17: key = Key::W; break;
case 18: key = Key::E; break;
case 19: key = Key::R; break;
case 20: key = Key::T; break;
case 21: key = Key::Y; break;
case 22: key = Key::U; break;
case 23: key = Key::I; break;
case 24: key = Key::O; break;
case 25: key = Key::P; break;
case 26: key = Key::LeftBracket; break;
case 27: key = Key::RightBracket; break;
case 28: key = Key::Enter; break;
case 29: key = Key::LeftControl; break;
case 30: key = Key::A; break;
case 31: key = Key::S; break;
case 32: key = Key::D; break;
case 33: key = Key::F; break;
case 34: key = Key::G; break;
case 35: key = Key::H; break;
case 36: key = Key::J; break;
case 37: key = Key::K; break;
case 38: key = Key::L; break;
case 39: key = Key::Semicolon; break;
case 40: key = Key::Apostrophe; break;
case 41: key = Key::Tilde; break;
case 42: key = Key::LeftShift; break;
case 43: key = Key::Backslash; break;
case 44: key = Key::Z; break;
case 45: key = Key::X; break;
case 46: key = Key::C; break;
case 47: key = Key::V; break;
case 48: key = Key::B; break;
case 49: key = Key::N; break;
case 50: key = Key::M; break;
case 51: key = Key::Comma; break;
case 52: key = Key::Period; break;
case 53: key = Key::Slash; break;
case 54: key = Key::RightShift; break;
case 55: key = Key::PrintScreen; break;
case 56: key = Key::LeftAlt; break;
case 57: key = Key::Space; break;
case 58: key = Key::Capslock; break;
case 59: key = Key::F1; break;
case 60: key = Key::F2; break;
case 61: key = Key::F3; break;
case 62: key = Key::F4; break;
case 63: key = Key::F5; break;
case 64: key = Key::F6; break;
case 65: key = Key::F7; break;
case 66: key = Key::F8; break;
case 67: key = Key::F9; break;
case 68: key = Key::F10; break;
case 71: key = Key::Home; break;
case 72: key = Key::Up; break;
case 73: key = Key::PageUp; break;
case 74: key = Key::KeypadMinus; break;
case 75: key = Key::Left; break;
case 76: key = Key::Keypad5; break;
case 77: key = Key::Right; break;
case 78: key = Key::KeypadPlus; break;
case 79: key = Key::End; break;
case 80: key = Key::Down; break;
case 81: key = Key::PageDown; break;
case 82: key = Key::Insert; break;
case 83: key = Key::Delete; break;
case 87: key = Key::F11; break;
case 88: key = Key::F12; break;
case 89: key = Key::Pause; break;
case 91: key = Key::LeftOS; break;
case 92: key = Key::RightOS; break;
case 93: key = Key::Application; break;
case 100: key = Key::F13; break;
case 101: key = Key::F14; break;
case 102: key = Key::F15; break;
case 103: key = Key::F16; break;
case 104: key = Key::F17; break;
case 105: key = Key::F18; break;
case 106: key = Key::F19; break;
}
}
return key;
}
#endif // BLAH_PLATFORM_WINDOWS

View File

@ -43,16 +43,6 @@ Vec2 Calc::approach(const Vec2& t, const Vec2& target, float delta)
return t + (target - t).normal() * delta;
}
float Calc::clamp(float t, float min, float max)
{
return t < min ? min : (t > max ? max : t);
}
int Calc::clamp_int(int t, int min, int max)
{
return t < min ? min : (t > max ? max : t);
}
float Calc::map(float t, float old_min, float old_max, float new_min, float new_max)
{
return new_min + ((t - old_min) / (old_max - old_min)) * (new_max - new_min);

View File

@ -1,4 +1,5 @@
#include <blah/math/color.h>
#include <blah/math/vec3.h>
#include <blah/math/vec4.h>
using namespace Blah;
@ -7,45 +8,69 @@ char const hex[16] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'A', 'B
#define LT_HEX_VALUE(n) ((n >= '0' && n <= '9') ? (n - '0') : ((n >= 'A' && n <= 'F') ? (10 + n - 'A') : ((n >= 'a' && n <= 'f') ? (10 + n - 'a') : 0)))
Color::Color()
: r(0), g(0), b(0), a(0) {}
: r(0)
, g(0)
, b(0)
, a(0) {}
Color::Color(int rgb) :
r((uint8_t)((rgb & 0xFF0000) >> 16)),
g((uint8_t)((rgb & 0x00FF00) >> 8)),
b((uint8_t)(rgb & 0x0000FF)),
a(255) {}
Color::Color(int rgb)
: r((u8)((rgb & 0xFF0000) >> 16))
, g((u8)((rgb & 0x00FF00) >> 8))
, b((u8)(rgb & 0x0000FF))
, a(255) {}
Color::Color(int rgb, float alpha) :
r((int)(((uint8_t)((rgb & 0xFF0000) >> 16)) * alpha)),
g((int)(((uint8_t)((rgb & 0x00FF00) >> 8)) * alpha)),
b((int)(((uint8_t)(rgb & 0x0000FF)) * alpha)),
a((int)(255 * alpha)) {}
Color::Color(int rgb, float alpha)
: r((int)(((u8)((rgb & 0xFF0000) >> 16)) * alpha))
, g((int)(((u8)((rgb & 0x00FF00) >> 8)) * alpha))
, b((int)(((u8)(rgb & 0x0000FF)) * alpha))
, a((int)(255 * alpha)) {}
Color::Color(uint8_t r, uint8_t g, uint8_t b)
: r(r), g(g), b(b), a(255) {}
Color::Color(u8 r, u8 g, u8 b)
: r(r)
, g(g)
, b(b)
, a(255) {}
Color::Color(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
: r(r), g(g), b(b), a(a) {}
Color::Color(u8 r, u8 g, u8 b, u8 a)
: r(r)
, g(g)
, b(b)
, a(a) {}
Color::Color(const Vec3& vec3)
: r((int)(vec3.x * 255))
, g((int)(vec3.y * 255))
, b((int)(vec3.z * 255))
, a((int)(255)) {}
Color::Color(const Vec3& vec3, float alpha)
: r((int)(vec3.x * alpha * 255))
, g((int)(vec3.y* alpha * 255))
, b((int)(vec3.z* alpha * 255))
, a((int)(alpha * 255)) {}
Color::Color(const Vec4& vec4)
: r((int)(vec4.x * 255)), g((int)(vec4.y * 255)), b((int)(vec4.z * 255)), a((int)(vec4.w * 255)) {}
: r((int)(vec4.x * 255))
, g((int)(vec4.y * 255))
, b((int)(vec4.z * 255))
, a((int)(vec4.w * 255)) {}
Color::Color(const char* value) : r(0), g(0), b(0), a(255)
Color::Color(const String& value)
: r(0)
, g(0)
, b(0)
, a(255)
{
int length = 0;
while (value[length] != '\0' && length < 10)
length ++;
int offset = 0;
if (length > 0 && value[0] == '#')
if (value.length() > 0 && value[0] == '#')
offset = 1;
else if (length >= 1 && value[0] == '0' && (value[1] == 'x' || value[1] == 'X'))
else if (value.length() >= 1 && value[0] == '0' && (value[1] == 'x' || value[1] == 'X'))
offset = 2;
if (length - offset >= 8)
if (value.length() - offset >= 8)
a = (LT_HEX_VALUE(value[offset + 6]) << 4) + LT_HEX_VALUE(value[offset + 7]);
if (length - offset >= 6)
if (value.length() - offset >= 6)
{
r = (LT_HEX_VALUE(value[offset + 0]) << 4) + LT_HEX_VALUE(value[offset + 1]);
g = (LT_HEX_VALUE(value[offset + 2]) << 4) + LT_HEX_VALUE(value[offset + 3]);
@ -60,13 +85,13 @@ void Color::premultiply()
b = b * a / 255;
}
uint32_t Color::to_rgba() const
u32 Color::to_rgba() const
{
return
((uint32_t)r << 24) |
((uint32_t)g << 16) |
((uint32_t)b << 8) |
(uint32_t)a;
((u32)r << 24) |
((u32)g << 16) |
((u32)b << 8) |
(u32)a;
}
Vec4 Color::to_vec4() const
@ -110,24 +135,24 @@ String Color::to_hex_rgb() const
return str;
}
Color Color::from_rgba(uint32_t value)
Color Color::from_rgba(u32 value)
{
return
{
(uint8_t)((value & 0xFF000000) >> 24),
(uint8_t)((value & 0x00FF0000) >> 16),
(uint8_t)((value & 0x0000FF00) >> 8),
(uint8_t)((value & 0x000000FF))
(u8)((value & 0xFF000000) >> 24),
(u8)((value & 0x00FF0000) >> 16),
(u8)((value & 0x0000FF00) >> 8),
(u8)((value & 0x000000FF))
};
}
Color Color::from_rgb(uint32_t value)
Color Color::from_rgb(u32 value)
{
return
{
(uint8_t)((value & 0xFF0000) >> 16),
(uint8_t)((value & 0x00FF00) >> 8),
(uint8_t)((value & 0x0000FF))
(u8)((value & 0xFF0000) >> 16),
(u8)((value & 0x00FF00) >> 8),
(u8)((value & 0x0000FF))
};
}
@ -137,10 +162,10 @@ Color Color::lerp(Color a, Color b, float amount)
if (amount > 1) amount = 1;
return Color(
(uint8_t)(a.r + (b.r - a.r) * amount),
(uint8_t)(a.g + (b.g - a.g) * amount),
(uint8_t)(a.b + (b.b - a.b) * amount),
(uint8_t)(a.a + (b.a - a.a) * amount)
(u8)(a.r + (b.r - a.r) * amount),
(u8)(a.g + (b.g - a.g) * amount),
(u8)(a.b + (b.b - a.b) * amount),
(u8)(a.a + (b.a - a.a) * amount)
);
}
@ -155,9 +180,9 @@ Color Color::operator*(float multiply) const
Color& Color::operator=(const int rgb)
{
r = (uint8_t)((rgb & 0xFF0000) >> 16);
g = (uint8_t)((rgb & 0x00FF00) >> 8);
b = (uint8_t)(rgb & 0x0000FF);
r = (u8)((rgb & 0xFF0000) >> 16);
g = (u8)((rgb & 0x00FF00) >> 8);
b = (u8)(rgb & 0x0000FF);
a = 255;
return *this;
}

View File

@ -31,7 +31,7 @@ Vec2 Line::closest_point(const Vec2& pt) const
Vec2 v = b - a;
Vec2 w = pt - a;
float t = Vec2::dot(w, v) / Vec2::dot(v, v);
t = Calc::clamp(t, 0, 1);
t = Calc::clamp(t, 0.0f, 1.0f);
return v * t + a;
}

View File

@ -1,5 +1,5 @@
#include <blah/math/mat4x4.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
using namespace Blah;

View File

@ -14,13 +14,12 @@ void Stopwatch::reset()
start_time = std::chrono::duration_cast<std::chrono::microseconds>(system_clock::now().time_since_epoch()).count();
}
uint64_t Stopwatch::milliseconds()
u64 Stopwatch::milliseconds()
{
return microseconds() / 1000;
}
uint64_t Stopwatch::microseconds()
u64 Stopwatch::microseconds()
{
return std::chrono::duration_cast<std::chrono::microseconds>(system_clock::now().time_since_epoch()).count() - start_time;
}

View File

@ -42,7 +42,7 @@ BufferStream::~BufferStream()
delete[] m_buffer;
}
int64_t BufferStream::read_into(void* ptr, int64_t len)
i64 BufferStream::read_into(void* ptr, i64 len)
{
if (m_buffer == nullptr || ptr == nullptr)
return 0;
@ -58,7 +58,7 @@ int64_t BufferStream::read_into(void* ptr, int64_t len)
return len;
}
int64_t BufferStream::write_from(const void* ptr, int64_t len)
i64 BufferStream::write_from(const void* ptr, i64 len)
{
if (len < 0)
return 0;

View File

@ -1,5 +1,5 @@
#include <blah/streams/filestream.h>
#include <blah/core/log.h>
#include <blah/core/common.h>
#include "../internal/platform_backend.h"
#include <string.h>
@ -11,7 +11,7 @@ FileStream::FileStream()
m_mode = FileMode::None;
}
FileStream::FileStream(const char* path, FileMode mode)
FileStream::FileStream(const FilePath& path, FileMode mode)
: m_mode(mode)
{
if (!PlatformBackend::file_open(path, &m_handle, mode))
@ -39,7 +39,7 @@ FileStream::~FileStream()
PlatformBackend::file_close(m_handle);
}
int64_t FileStream::length() const
i64 FileStream::length() const
{
if (m_handle == nullptr)
return 0;
@ -47,7 +47,7 @@ int64_t FileStream::length() const
return PlatformBackend::file_length(m_handle);
}
int64_t FileStream::position() const
i64 FileStream::position() const
{
if (m_handle == nullptr)
return 0;
@ -55,7 +55,7 @@ int64_t FileStream::position() const
return PlatformBackend::file_position(m_handle);
}
int64_t FileStream::seek(int64_t seek_to)
i64 FileStream::seek(i64 seek_to)
{
if (m_handle == nullptr)
return 0;
@ -63,7 +63,22 @@ int64_t FileStream::seek(int64_t seek_to)
return PlatformBackend::file_seek(m_handle, seek_to);
}
int64_t FileStream::read_into(void* ptr, int64_t length)
bool FileStream::is_open() const
{
return m_handle != nullptr;
}
bool FileStream::is_readable() const
{
return m_handle != nullptr && (m_mode == FileMode::ReadWrite || m_mode == FileMode::Read);
}
bool FileStream::is_writable() const
{
return m_handle != nullptr && (m_mode == FileMode::ReadWrite || m_mode == FileMode::Write);
}
i64 FileStream::read_into(void* ptr, i64 length)
{
if (m_handle == nullptr)
{
@ -74,7 +89,7 @@ int64_t FileStream::read_into(void* ptr, int64_t length)
return PlatformBackend::file_read(m_handle, ptr, length);
}
int64_t FileStream::write_from(const void* ptr, int64_t length)
i64 FileStream::write_from(const void* ptr, i64 length)
{
if (length <= 0)
return 0;

View File

@ -6,7 +6,7 @@ using namespace Blah;
MemoryStream::MemoryStream()
: m_data(nullptr), m_length(0), m_position(0) {}
MemoryStream::MemoryStream(char* data, int64_t length)
MemoryStream::MemoryStream(char* data, i64 length)
: m_data(data), m_length(length), m_position(0) {}
MemoryStream::MemoryStream(MemoryStream&& src) noexcept
@ -28,7 +28,7 @@ MemoryStream& MemoryStream::operator=(MemoryStream&& src) noexcept
return *this;
}
int64_t MemoryStream::read_into(void* ptr, int64_t len)
i64 MemoryStream::read_into(void* ptr, i64 len)
{
if (len < 0 || ptr == nullptr)
return 0;
@ -41,7 +41,7 @@ int64_t MemoryStream::read_into(void* ptr, int64_t len)
return len;
}
int64_t MemoryStream::write_from(const void* ptr, int64_t len)
i64 MemoryStream::write_from(const void* ptr, i64 len)
{
if (len < 0 || ptr == nullptr)
return 0;

View File

@ -4,10 +4,10 @@
using namespace Blah;
int64_t Stream::pipe(Stream& stream, int64_t length)
i64 Stream::pipe(Stream& stream, i64 length)
{
const int BUFFER_LENGTH = 4096;
int64_t result = 0;
i64 result = 0;
char buffer[BUFFER_LENGTH];
while (length > 0)
@ -59,12 +59,12 @@ String Stream::read_line()
return result;
}
int64_t Stream::write(const void* buffer, int64_t length)
i64 Stream::write(const void* buffer, i64 length)
{
return write_from(buffer, length);
}
int64_t Stream::write(const String& string)
i64 Stream::write(const String& string)
{
return write_from(string.begin(), string.length());
}