karl2d.doc.odin 13 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 screen.
  24. present :: proc()
  25. // Call at start or end of frame to process all events that have arrived to the window.
  26. //
  27. // WARNING: Not calling this will make your program impossible to interact with.
  28. process_events :: proc()
  29. get_screen_width :: proc() -> int
  30. get_screen_height :: proc() -> int
  31. set_window_position :: proc(x: int, y: int)
  32. set_window_size :: proc(width: int, height: int)
  33. set_window_flags :: proc(flags: Window_Flags)
  34. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  35. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  36. // procedures run:
  37. //
  38. // - present
  39. // - set_camera
  40. // - set_shader
  41. // - set_shader_constant
  42. // - draw_texture_* IF previous draw did not use the same texture (1)
  43. // - draw_rect_*, draw_circle_* IF previous draw did not use the shapes drawing texture (2)
  44. //
  45. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  46. // the same batch must use the same texture. So drawing with a new texture will draw the current
  47. // batch. You can combine several textures into an atlas to get bigger batches.
  48. //
  49. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  50. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  51. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  52. // drawing texture so that you can put it into an atlas.
  53. //
  54. // TODO: Name of this proc? submit_current_batch, flush_current_batch, draw_current_batch
  55. draw_current_batch :: proc()
  56. //-------//
  57. // INPUT //
  58. //-------//
  59. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  60. // 'process_events' runs (probably once per frame).
  61. key_went_down :: proc(key: Keyboard_Key) -> bool
  62. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  63. // Set when 'process_events' runs (probably once per frame).
  64. key_went_up :: proc(key: Keyboard_Key) -> bool
  65. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  66. // once per frame).
  67. key_is_held :: proc(key: Keyboard_Key) -> bool
  68. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  69. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  70. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  71. get_mouse_wheel_delta :: proc() -> f32
  72. get_mouse_position :: proc() -> Vec2
  73. //---------//
  74. // DRAWING //
  75. //---------//
  76. draw_rect :: proc(r: Rect, c: Color)
  77. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  78. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  79. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  80. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  81. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  82. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  83. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  84. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  85. //--------------------//
  86. // TEXTURE MANAGEMENT //
  87. //--------------------//
  88. load_texture_from_file :: proc(filename: string) -> Texture
  89. destroy_texture :: proc(tex: Texture)
  90. //---------//
  91. // SHADERS //
  92. //---------//
  93. load_shader :: proc(shader_source: string, layout_formats: []Pixel_Format = {}) -> Shader
  94. destroy_shader :: proc(shader: Shader)
  95. get_default_shader :: proc() -> Shader
  96. set_shader :: proc(shader: Maybe(Shader))
  97. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  98. override_shader_input :: proc(shader: Shader, input: int, val: any)
  99. pixel_format_size :: proc(f: Pixel_Format) -> int
  100. //-------------------------------//
  101. // CAMERA AND COORDINATE SYSTEMS //
  102. //-------------------------------//
  103. set_camera :: proc(camera: Maybe(Camera))
  104. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  105. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  106. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  107. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  108. //------//
  109. // MISC //
  110. //------//
  111. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  112. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  113. // library (for example, when doing code hot reload).
  114. set_internal_state :: proc(state: ^State)
  115. //---------------------//
  116. // TYPES AND CONSTANTS //
  117. //---------------------//
  118. Vec2 :: [2]f32
  119. Vec3 :: [3]f32
  120. Vec4 :: [4]f32
  121. Mat4 :: matrix[4,4]f32
  122. // A two dimensional vector of integer numeric type.
  123. Vec2i :: [2]int
  124. // A rectangle that sits at position (x, y) and has size (w, h).
  125. Rect :: struct {
  126. x, y: f32,
  127. w, h: f32,
  128. }
  129. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  130. Color :: [4]u8
  131. WHITE :: Color { 255, 255, 255, 255 }
  132. BLACK :: Color { 0, 0, 0, 255 }
  133. BLANK :: Color { 0, 0, 0, 0 }
  134. BLUE :: Color { 30, 116, 240, 255 }
  135. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  136. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  137. RL_GRAY :: Color { 130, 130, 130, 255 }
  138. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  139. RL_YELLOW :: Color { 253, 249, 0, 255 }
  140. RL_GOLD :: Color { 255, 203, 0, 255 }
  141. RL_ORANGE :: Color { 255, 161, 0, 255 }
  142. RL_PINK :: Color { 255, 109, 194, 255 }
  143. RL_RED :: Color { 230, 41, 55, 255 }
  144. RL_MAROON :: Color { 190, 33, 55, 255 }
  145. RL_GREEN :: Color { 0, 228, 48, 255 }
  146. RL_LIME :: Color { 0, 158, 47, 255 }
  147. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  148. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  149. RL_BLUE :: Color { 0, 121, 241, 255 }
  150. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  151. RL_PURPLE :: Color { 200, 122, 255, 255 }
  152. RL_VIOLET :: Color { 135, 60, 190, 255 }
  153. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  154. RL_BEIGE :: Color { 211, 176, 131, 255 }
  155. RL_BROWN :: Color { 127, 106, 79, 255 }
  156. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  157. RL_WHITE :: WHITE
  158. RL_BLACK :: BLACK
  159. RL_BLANK :: BLANK
  160. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  161. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  162. Texture :: struct {
  163. handle: Texture_Handle,
  164. width: int,
  165. height: int,
  166. }
  167. Camera :: struct {
  168. target: Vec2,
  169. offset: Vec2,
  170. rotation: f32,
  171. zoom: f32,
  172. }
  173. Window_Flag :: enum {
  174. Resizable,
  175. }
  176. Window_Flags :: bit_set[Window_Flag]
  177. Shader_Handle :: distinct Handle
  178. SHADER_NONE :: Shader_Handle {}
  179. Shader :: struct {
  180. handle: Shader_Handle,
  181. constant_buffers: []Shader_Constant_Buffer,
  182. constant_lookup: map[string]Shader_Constant_Location,
  183. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  184. inputs: []Shader_Input,
  185. input_overrides: []Shader_Input_Value_Override,
  186. default_input_offsets: [Shader_Default_Inputs]int,
  187. vertex_size: int,
  188. }
  189. Shader_Constant_Buffer :: struct {
  190. cpu_data: []u8,
  191. }
  192. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  193. Shader_Input_Value_Override :: struct {
  194. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  195. used: int,
  196. }
  197. Shader_Input_Type :: enum {
  198. F32,
  199. Vec2,
  200. Vec3,
  201. Vec4,
  202. }
  203. Shader_Builtin_Constant :: enum {
  204. MVP,
  205. }
  206. Shader_Default_Inputs :: enum {
  207. Unknown,
  208. Position,
  209. UV,
  210. Color,
  211. }
  212. Shader_Input :: struct {
  213. name: string,
  214. register: int,
  215. type: Shader_Input_Type,
  216. format: Pixel_Format,
  217. }
  218. Shader_Constant_Location :: struct {
  219. buffer_idx: u32,
  220. offset: u32,
  221. }
  222. Pixel_Format :: enum {
  223. Unknown,
  224. RGBA_32_Float,
  225. RGB_32_Float,
  226. RG_32_Float,
  227. R_32_Float,
  228. RGBA_8_Norm,
  229. RG_8_Norm,
  230. R_8_Norm,
  231. }
  232. Handle :: hm.Handle
  233. Texture_Handle :: distinct Handle
  234. TEXTURE_NONE :: Texture_Handle {}
  235. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  236. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  237. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  238. // reload).
  239. State :: struct {
  240. allocator: runtime.Allocator,
  241. custom_context: runtime.Context,
  242. win: Window_Interface,
  243. window_state: rawptr,
  244. rb: Render_Backend_Interface,
  245. rb_state: rawptr,
  246. shutdown_wanted: bool,
  247. mouse_position: Vec2,
  248. mouse_delta: Vec2,
  249. mouse_wheel_delta: f32,
  250. keys_went_down: #sparse [Keyboard_Key]bool,
  251. keys_went_up: #sparse [Keyboard_Key]bool,
  252. keys_is_held: #sparse [Keyboard_Key]bool,
  253. mouse_button_went_down: #sparse [Mouse_Button]bool,
  254. mouse_button_went_up: #sparse [Mouse_Button]bool,
  255. mouse_button_is_held: #sparse [Mouse_Button]bool,
  256. window: Window_Handle,
  257. width: int,
  258. height: int,
  259. shape_drawing_texture: Texture_Handle,
  260. batch_camera: Maybe(Camera),
  261. batch_shader: Maybe(Shader),
  262. batch_scissor: Maybe(Rect),
  263. batch_texture: Texture_Handle,
  264. view_matrix: Mat4,
  265. proj_matrix: Mat4,
  266. vertex_buffer_cpu: []u8,
  267. vertex_buffer_cpu_used: int,
  268. default_shader: Shader,
  269. }
  270. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  271. // options presented here.
  272. Mouse_Button :: enum {
  273. Left,
  274. Right,
  275. Middle,
  276. Max = 255,
  277. }
  278. // Based on Raylib / GLFW
  279. Keyboard_Key :: enum {
  280. None = 0,
  281. // Alphanumeric keys
  282. Apostrophe = 39,
  283. Comma = 44,
  284. Minus = 45,
  285. Period = 46,
  286. Slash = 47,
  287. Zero = 48,
  288. One = 49,
  289. Two = 50,
  290. Three = 51,
  291. Four = 52,
  292. Five = 53,
  293. Six = 54,
  294. Seven = 55,
  295. Eight = 56,
  296. Nine = 57,
  297. Semicolon = 59,
  298. Equal = 61,
  299. A = 65,
  300. B = 66,
  301. C = 67,
  302. D = 68,
  303. E = 69,
  304. F = 70,
  305. G = 71,
  306. H = 72,
  307. I = 73,
  308. J = 74,
  309. K = 75,
  310. L = 76,
  311. M = 77,
  312. N = 78,
  313. O = 79,
  314. P = 80,
  315. Q = 81,
  316. R = 82,
  317. S = 83,
  318. T = 84,
  319. U = 85,
  320. V = 86,
  321. W = 87,
  322. X = 88,
  323. Y = 89,
  324. Z = 90,
  325. Left_Bracket = 91,
  326. Backslash = 92,
  327. Right_Bracket = 93,
  328. Grave = 96,
  329. // Function keys
  330. Space = 32,
  331. Escape = 256,
  332. Enter = 257,
  333. Tab = 258,
  334. Backspace = 259,
  335. Insert = 260,
  336. Delete = 261,
  337. Right = 262,
  338. Left = 263,
  339. Down = 264,
  340. Up = 265,
  341. Page_Up = 266,
  342. Page_Down = 267,
  343. Home = 268,
  344. End = 269,
  345. Caps_Lock = 280,
  346. Scroll_Lock = 281,
  347. Num_Lock = 282,
  348. Print_Screen = 283,
  349. Pause = 284,
  350. F1 = 290,
  351. F2 = 291,
  352. F3 = 292,
  353. F4 = 293,
  354. F5 = 294,
  355. F6 = 295,
  356. F7 = 296,
  357. F8 = 297,
  358. F9 = 298,
  359. F10 = 299,
  360. F11 = 300,
  361. F12 = 301,
  362. Left_Shift = 340,
  363. Left_Control = 341,
  364. Left_Alt = 342,
  365. Left_Super = 343,
  366. Right_Shift = 344,
  367. Right_Control = 345,
  368. Right_Alt = 346,
  369. Right_Super = 347,
  370. Menu = 348,
  371. // Keypad keys
  372. KP_0 = 320,
  373. KP_1 = 321,
  374. KP_2 = 322,
  375. KP_3 = 323,
  376. KP_4 = 324,
  377. KP_5 = 325,
  378. KP_6 = 326,
  379. KP_7 = 327,
  380. KP_8 = 328,
  381. KP_9 = 329,
  382. KP_Decimal = 330,
  383. KP_Divide = 331,
  384. KP_Multiply = 332,
  385. KP_Subtract = 333,
  386. KP_Add = 334,
  387. KP_Enter = 335,
  388. KP_Equal = 336,
  389. }