karl2d.doc.odin 18 KB

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  1. // This file is purely documentational. It is generated from the contents of 'karl2d.odin'.
  2. #+build ignore
  3. package karl2d
  4. //-----------------------------------------------//
  5. // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
  6. //-----------------------------------------------//
  7. // Opens a window and initializes some internal state. The internal state will use `allocator` for
  8. // all dynamically allocated memory. The return value can be ignored unless you need to later call
  9. // `set_internal_state`.
  10. init :: proc(window_width: int, window_height: int, window_title: string,
  11. window_creation_flags := Window_Flags {},
  12. allocator := context.allocator, loc := #caller_location) -> ^State
  13. // Returns true if the program wants to shut down. This happens when for example pressing the close
  14. // button on the window. The application can decide if it wants to shut down or if it wants to show
  15. // some kind of confirmation dialogue and shut down later.
  16. //
  17. // Commonly used for creating the "main loop" of a game.
  18. shutdown_wanted :: proc() -> bool
  19. // Closes the window and cleans up the internal state.
  20. shutdown :: proc()
  21. // Clear the backbuffer with supplied color.
  22. clear :: proc(color: Color)
  23. // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the
  24. // screen. Also clears the frame_allocator that Karl2D uses for allocations that have the lifetime
  25. // of a single frame.
  26. present :: proc()
  27. // Call at start or end of frame to process all events that have arrived to the window. This
  28. // includes keyboard, mouse, gamepad and window events.
  29. //
  30. // WARNING: Not calling this will make your program impossible to interact with.
  31. process_events :: proc()
  32. get_screen_width :: proc() -> int
  33. get_screen_height :: proc() -> int
  34. set_window_position :: proc(x: int, y: int)
  35. set_window_size :: proc(width: int, height: int)
  36. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  37. // 1 means 100% scale, 1.5 means 150% etc.
  38. get_window_scale :: proc() -> f32
  39. set_window_flags :: proc(flags: Window_Flags)
  40. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  41. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  42. // procedures run:
  43. //
  44. // - present
  45. // - set_camera
  46. // - set_shader
  47. // - set_shader_constant
  48. // - set_scissor_rect
  49. // - draw_texture_* IF previous draw did not use the same texture (1)
  50. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  51. //
  52. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  53. // the same batch must use the same texture. So drawing with a new texture will draw the current
  54. // batch. You can combine several textures into an atlas to get bigger batches.
  55. //
  56. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  57. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  58. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  59. // drawing texture so that you can put it into an atlas.
  60. //
  61. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  62. // so the maximum number of vertices that can be drawn in each batch is
  63. // VERTEX_BUFFER_MAX / shader.vertex_size
  64. draw_current_batch :: proc()
  65. //-------//
  66. // INPUT //
  67. //-------//
  68. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  69. // 'process_events' runs (probably once per frame).
  70. key_went_down :: proc(key: Keyboard_Key) -> bool
  71. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  72. // Set when 'process_events' runs (probably once per frame).
  73. key_went_up :: proc(key: Keyboard_Key) -> bool
  74. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  75. // once per frame).
  76. key_is_held :: proc(key: Keyboard_Key) -> bool
  77. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  78. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  79. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  80. get_mouse_wheel_delta :: proc() -> f32
  81. get_mouse_position :: proc() -> Vec2
  82. get_mouse_delta :: proc() -> Vec2
  83. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  84. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  85. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  86. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
  87. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  88. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  89. // not vibrate with the same speed.
  90. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
  91. //---------//
  92. // DRAWING //
  93. //---------//
  94. draw_rect :: proc(r: Rect, c: Color)
  95. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
  96. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  97. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  98. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  99. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
  100. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  101. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  102. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  103. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  104. measure_text :: proc(text: string, font_size: f32) -> Vec2
  105. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  106. draw_text_ex :: proc(font: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color)
  107. //--------------------//
  108. // TEXTURE MANAGEMENT //
  109. //--------------------//
  110. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture
  111. load_texture_from_file :: proc(filename: string) -> Texture
  112. // TODO should we have an error here or rely on check the handle of the texture?
  113. load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
  114. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  115. // (w, h) = (texture_width, texture_height)
  116. get_texture_rect :: proc(t: Texture) -> Rect
  117. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  118. // `tex` where the new pixels should end up.
  119. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
  120. destroy_texture :: proc(tex: Texture)
  121. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  122. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  123. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  124. set_texture_filter :: proc(t: Texture, filter: Texture_Filter)
  125. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  126. // the texture is filtered when we render the texture at a smaller or larger size.
  127. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  128. //
  129. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  130. set_texture_filter_ex :: proc(
  131. t: Texture,
  132. scale_down_filter: Texture_Filter,
  133. scale_up_filter: Texture_Filter,
  134. mip_filter: Texture_Filter,
  135. )
  136. //-------//
  137. // FONTS //
  138. //-------//
  139. load_font_from_file :: proc(filename: string) -> Font_Handle
  140. load_font_from_bytes :: proc(data: []u8) -> Font_Handle
  141. destroy_font :: proc(font: Font_Handle)
  142. get_default_font :: proc() -> Font_Handle
  143. //---------//
  144. // SHADERS //
  145. //---------//
  146. load_shader :: proc(
  147. vertex_shader_source: string,
  148. fragment_shader_source: string,
  149. layout_formats: []Pixel_Format = {},
  150. ) -> Shader
  151. destroy_shader :: proc(shader: Shader)
  152. get_default_shader :: proc() -> Shader
  153. set_shader :: proc(shader: Maybe(Shader))
  154. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  155. override_shader_input :: proc(shader: Shader, input: int, val: any)
  156. pixel_format_size :: proc(f: Pixel_Format) -> int
  157. //-------------------------------//
  158. // CAMERA AND COORDINATE SYSTEMS //
  159. //-------------------------------//
  160. set_camera :: proc(camera: Maybe(Camera))
  161. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  162. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  163. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  164. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  165. //------//
  166. // MISC //
  167. //------//
  168. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  169. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  170. // library (for example, when doing code hot reload).
  171. set_internal_state :: proc(state: ^State)
  172. //---------------------//
  173. // TYPES AND CONSTANTS //
  174. //---------------------//
  175. Vec2 :: [2]f32
  176. Vec3 :: [3]f32
  177. Vec4 :: [4]f32
  178. Mat4 :: matrix[4,4]f32
  179. // A two dimensional vector of integer numeric type.
  180. Vec2i :: [2]int
  181. // A rectangle that sits at position (x, y) and has size (w, h).
  182. Rect :: struct {
  183. x, y: f32,
  184. w, h: f32,
  185. }
  186. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  187. Color :: [4]u8
  188. WHITE :: Color { 255, 255, 255, 255 }
  189. BLACK :: Color { 0, 0, 0, 255 }
  190. GRAY :: Color { 127, 127, 127, 255 }
  191. RED :: Color { 198, 40, 90, 255 }
  192. GREEN :: Color { 30, 240, 30, 255 }
  193. BLANK :: Color { 0, 0, 0, 0 }
  194. BLUE :: Color { 30, 116, 240, 255 }
  195. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  196. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  197. RL_GRAY :: Color { 130, 130, 130, 255 }
  198. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  199. RL_YELLOW :: Color { 253, 249, 0, 255 }
  200. RL_GOLD :: Color { 255, 203, 0, 255 }
  201. RL_ORANGE :: Color { 255, 161, 0, 255 }
  202. RL_PINK :: Color { 255, 109, 194, 255 }
  203. RL_RED :: Color { 230, 41, 55, 255 }
  204. RL_MAROON :: Color { 190, 33, 55, 255 }
  205. RL_GREEN :: Color { 0, 228, 48, 255 }
  206. RL_LIME :: Color { 0, 158, 47, 255 }
  207. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  208. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  209. RL_BLUE :: Color { 0, 121, 241, 255 }
  210. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  211. RL_PURPLE :: Color { 200, 122, 255, 255 }
  212. RL_VIOLET :: Color { 135, 60, 190, 255 }
  213. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  214. RL_BEIGE :: Color { 211, 176, 131, 255 }
  215. RL_BROWN :: Color { 127, 106, 79, 255 }
  216. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  217. RL_WHITE :: WHITE
  218. RL_BLACK :: BLACK
  219. RL_BLANK :: BLANK
  220. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  221. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  222. Texture :: struct {
  223. handle: Texture_Handle,
  224. width: int,
  225. height: int,
  226. }
  227. Texture_Filter :: enum {
  228. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  229. Linear, // Smoothed texture scaling.
  230. }
  231. Camera :: struct {
  232. target: Vec2,
  233. offset: Vec2,
  234. rotation: f32,
  235. zoom: f32,
  236. }
  237. Window_Flag :: enum {
  238. Resizable,
  239. }
  240. Window_Flags :: bit_set[Window_Flag]
  241. Shader_Handle :: distinct Handle
  242. SHADER_NONE :: Shader_Handle {}
  243. Shader_Constant_Location :: struct {
  244. offset: int,
  245. size: int,
  246. }
  247. Shader :: struct {
  248. handle: Shader_Handle,
  249. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  250. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  251. // maps a name to a constant location.
  252. constants_data: []u8,
  253. constants: []Shader_Constant_Location,
  254. constant_lookup: map[string]Shader_Constant_Location,
  255. // Maps built in constant types such as "model view projection matrix" to a location.
  256. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  257. texture_bindpoints: []Texture_Handle,
  258. texture_lookup: map[string]int,
  259. default_texture_index: Maybe(int),
  260. inputs: []Shader_Input,
  261. input_overrides: []Shader_Input_Value_Override,
  262. default_input_offsets: [Shader_Default_Inputs]int,
  263. vertex_size: int,
  264. }
  265. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  266. Shader_Input_Value_Override :: struct {
  267. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  268. used: int,
  269. }
  270. Shader_Input_Type :: enum {
  271. F32,
  272. Vec2,
  273. Vec3,
  274. Vec4,
  275. }
  276. Shader_Builtin_Constant :: enum {
  277. MVP,
  278. }
  279. Shader_Default_Inputs :: enum {
  280. Unknown,
  281. Position,
  282. UV,
  283. Color,
  284. }
  285. Shader_Input :: struct {
  286. name: string,
  287. register: int,
  288. type: Shader_Input_Type,
  289. format: Pixel_Format,
  290. }
  291. Pixel_Format :: enum {
  292. Unknown,
  293. RGBA_32_Float,
  294. RGB_32_Float,
  295. RG_32_Float,
  296. R_32_Float,
  297. RGBA_8_Norm,
  298. RG_8_Norm,
  299. R_8_Norm,
  300. R_8_UInt,
  301. }
  302. Font :: struct {
  303. atlas: Texture,
  304. // internal
  305. fontstash_handle: int,
  306. }
  307. Handle :: hm.Handle
  308. Texture_Handle :: distinct Handle
  309. Render_Texture_Handle :: distinct Handle
  310. Font_Handle :: distinct int
  311. FONT_NONE :: Font_Handle {}
  312. TEXTURE_NONE :: Texture_Handle {}
  313. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  314. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  315. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  316. // reload).
  317. State :: struct {
  318. allocator: runtime.Allocator,
  319. frame_arena: runtime.Arena,
  320. frame_allocator: runtime.Allocator,
  321. win: Window_Interface,
  322. window_state: rawptr,
  323. rb: Render_Backend_Interface,
  324. rb_state: rawptr,
  325. fs: fs.FontContext,
  326. shutdown_wanted: bool,
  327. mouse_position: Vec2,
  328. mouse_delta: Vec2,
  329. mouse_wheel_delta: f32,
  330. key_went_down: #sparse [Keyboard_Key]bool,
  331. key_went_up: #sparse [Keyboard_Key]bool,
  332. key_is_held: #sparse [Keyboard_Key]bool,
  333. mouse_button_went_down: #sparse [Mouse_Button]bool,
  334. mouse_button_went_up: #sparse [Mouse_Button]bool,
  335. mouse_button_is_held: #sparse [Mouse_Button]bool,
  336. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  337. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  338. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  339. window: Window_Handle,
  340. default_font: Font_Handle,
  341. fonts: [dynamic]Font,
  342. shape_drawing_texture: Texture_Handle,
  343. batch_font: Font_Handle,
  344. batch_camera: Maybe(Camera),
  345. batch_shader: Shader,
  346. batch_scissor: Maybe(Rect),
  347. batch_texture: Texture_Handle,
  348. view_matrix: Mat4,
  349. proj_matrix: Mat4,
  350. depth: f32,
  351. depth_start: f32,
  352. depth_increment: f32,
  353. vertex_buffer_cpu: []u8,
  354. vertex_buffer_cpu_used: int,
  355. default_shader: Shader,
  356. }
  357. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  358. // options presented here.
  359. Mouse_Button :: enum {
  360. Left,
  361. Right,
  362. Middle,
  363. Max = 255,
  364. }
  365. // Based on Raylib / GLFW
  366. Keyboard_Key :: enum {
  367. None = 0,
  368. // Numeric keys (top row)
  369. N0 = 48,
  370. N1 = 49,
  371. N2 = 50,
  372. N3 = 51,
  373. N4 = 52,
  374. N5 = 53,
  375. N6 = 54,
  376. N7 = 55,
  377. N8 = 56,
  378. N9 = 57,
  379. // Letter keys
  380. A = 65,
  381. B = 66,
  382. C = 67,
  383. D = 68,
  384. E = 69,
  385. F = 70,
  386. G = 71,
  387. H = 72,
  388. I = 73,
  389. J = 74,
  390. K = 75,
  391. L = 76,
  392. M = 77,
  393. N = 78,
  394. O = 79,
  395. P = 80,
  396. Q = 81,
  397. R = 82,
  398. S = 83,
  399. T = 84,
  400. U = 85,
  401. V = 86,
  402. W = 87,
  403. X = 88,
  404. Y = 89,
  405. Z = 90,
  406. // Special characters
  407. Apostrophe = 39,
  408. Comma = 44,
  409. Minus = 45,
  410. Period = 46,
  411. Slash = 47,
  412. Semicolon = 59,
  413. Equal = 61,
  414. Left_Bracket = 91,
  415. Backslash = 92,
  416. Right_Bracket = 93,
  417. Grave_Accent = 96,
  418. // Function keys, modifiers, caret control etc
  419. Space = 32,
  420. Escape = 256,
  421. Enter = 257,
  422. Tab = 258,
  423. Backspace = 259,
  424. Insert = 260,
  425. Delete = 261,
  426. Right = 262,
  427. Left = 263,
  428. Down = 264,
  429. Up = 265,
  430. Page_Up = 266,
  431. Page_Down = 267,
  432. Home = 268,
  433. End = 269,
  434. Caps_Lock = 280,
  435. Scroll_Lock = 281,
  436. Num_Lock = 282,
  437. Print_Screen = 283,
  438. Pause = 284,
  439. F1 = 290,
  440. F2 = 291,
  441. F3 = 292,
  442. F4 = 293,
  443. F5 = 294,
  444. F6 = 295,
  445. F7 = 296,
  446. F8 = 297,
  447. F9 = 298,
  448. F10 = 299,
  449. F11 = 300,
  450. F12 = 301,
  451. Left_Shift = 340,
  452. Left_Control = 341,
  453. Left_Alt = 342,
  454. Left_Super = 343,
  455. Right_Shift = 344,
  456. Right_Control = 345,
  457. Right_Alt = 346,
  458. Right_Super = 347,
  459. Menu = 348,
  460. // Numpad keys
  461. NP_0 = 320,
  462. NP_1 = 321,
  463. NP_2 = 322,
  464. NP_3 = 323,
  465. NP_4 = 324,
  466. NP_5 = 325,
  467. NP_6 = 326,
  468. NP_7 = 327,
  469. NP_8 = 328,
  470. NP_9 = 329,
  471. NP_Decimal = 330,
  472. NP_Divide = 331,
  473. NP_Multiply = 332,
  474. NP_Subtract = 333,
  475. NP_Add = 334,
  476. NP_Enter = 335,
  477. NP_Equal = 336,
  478. }
  479. MAX_GAMEPADS :: 4
  480. // A value between 0 and MAX_GAMEPADS - 1
  481. Gamepad_Index :: int
  482. Gamepad_Axis :: enum {
  483. Left_Stick_X,
  484. Left_Stick_Y,
  485. Right_Stick_X,
  486. Right_Stick_Y,
  487. Left_Trigger,
  488. Right_Trigger,
  489. }
  490. Gamepad_Button :: enum {
  491. // DPAD buttons
  492. Left_Face_Up,
  493. Left_Face_Down,
  494. Left_Face_Left,
  495. Left_Face_Right,
  496. Right_Face_Up, // XBOX: Y, PS: Triangle
  497. Right_Face_Down, // XBOX: A, PS: X
  498. Right_Face_Left, // XBOX: X, PS: Square
  499. Right_Face_Right, // XBOX: B, PS: Circle
  500. Left_Shoulder,
  501. Left_Trigger,
  502. Right_Shoulder,
  503. Right_Trigger,
  504. Left_Stick_Press, // Clicking the left analogue stick
  505. Right_Stick_Press, // Clicking the right analogue stick
  506. Middle_Face_Left, // Select / back / options button
  507. Middle_Face_Middle, // PS button (not available on XBox)
  508. Middle_Face_Right, // Start
  509. }