karl2d.doc.odin 26 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 the user has pressed the close button on the window, or used a key stroke such as
  14. // ALT+F4 on Windows. The application can decide if it wants to shut down or if it wants to show
  15. // some kind of confirmation dialogue.
  16. //
  17. // Commonly used for creating the "main loop" of a game: `for !k2.shutdown_wanted {}`
  18. shutdown_wanted :: proc() -> bool
  19. // Closes the window and cleans up Karl2D's internal state.
  20. shutdown :: proc()
  21. // Clear the "screen" with the supplied color. By default this will clear your window. But if you
  22. // have set a Render Texture using the `set_render_texture` procedure, then that Render Texture will
  23. // be cleared instead.
  24. clear :: proc(color: Color)
  25. // Call at the start of each frame. This procedure does two main things:
  26. // - Fetches how long the previous frame took and how long since the program started. These values
  27. // can be fetched using `get_frame_time()` and `get_time()`
  28. // - Clears Karl2D's internal "frame_allocator" -- that's the allocator the library uses for
  29. // dynamic memory that has a lifetime of a single frame.
  30. new_frame :: proc()
  31. // "Flips the backbuffer": Call at end of frame to make everything you've drawn appear on the screen.
  32. //
  33. // When you draw using for example `draw_texture`, then that stuff is drawn to an invisible texture
  34. // called a "backbuffer". This makes sure that we don't see half-drawn frames. So when you are happy
  35. // with a frame and want to show it to the player, call this procedure.
  36. //
  37. // WebGL note: WebGL does the backbuffer flipping automatically. But you should still call this to
  38. // make sure that all rendering has been sent off to the GPU (it calls `draw_current_batch()`).
  39. present :: proc()
  40. // Call at start or end of frame to process all events that have arrived to the window. This
  41. // includes keyboard, mouse, gamepad and window events.
  42. //
  43. // WARNING: Not calling this will make your program impossible to interact with.
  44. process_events :: proc()
  45. // Returns how many seconds the previous frame took. Often a tiny number such as 0.016 s.
  46. //
  47. // You must call `new_frame()` at the start of your frame in order for the frame_time to be updated.
  48. get_frame_time :: proc() -> f32
  49. // Returns how many seconds has elapsed since the game started.
  50. //
  51. // You must call `new_frame()` at the start of your frame for this value to get updated.
  52. get_time :: proc() -> f64
  53. // Gets the width of the drawing area within the window. The returned number is not scaled by any
  54. // monitor DPI scaling. You do that manually using the number returned by `get_window_scale()`.
  55. get_screen_width :: proc() -> int
  56. // Gets the height of the drawing area within the window. The returned number is not scaled by any
  57. // monitor DPI scaling. You do that manually using the number returned by `get_window_scale()`.
  58. get_screen_height :: proc() -> int
  59. // Moves the window.
  60. //
  61. // WebGL note: This moves the canvas within the window, which may not be what you want.
  62. set_window_position :: proc(x: int, y: int)
  63. // Resize the window to a new size. If the window has the flag Resizable set, then the backbuffer
  64. // will also be resized.
  65. set_window_size :: proc(width: int, height: int)
  66. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  67. // 1 means 100% scale, 1.5 means 150% etc.
  68. get_window_scale :: proc() -> f32
  69. // These are the same kind of flags that you can send to `init`.
  70. set_window_flags :: proc(flags: Window_Flags)
  71. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  72. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  73. // procedures run:
  74. //
  75. // - present
  76. // - set_camera
  77. // - set_shader
  78. // - set_shader_constant
  79. // - set_scissor_rect
  80. // - set_blend_mode
  81. // - set_render_texture
  82. // - clear
  83. // - draw_texture_* IF previous draw did not use the same texture (1)
  84. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  85. //
  86. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  87. // the same batch must use the same texture. So drawing with a new texture forces the current to
  88. // be drawn. You can combine several textures into an atlas to get bigger batches.
  89. //
  90. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  91. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  92. // before drawing a shape will break up the batches. In a future update I'll add so that you can
  93. // set your own shapes drawing texture, making it possible to combine it with a bigger atlas.
  94. //
  95. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  96. // so the maximum number of vertices that can be drawn in each batch is
  97. // VERTEX_BUFFER_MAX / shader.vertex_size
  98. draw_current_batch :: proc()
  99. //-------//
  100. // INPUT //
  101. //-------//
  102. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  103. // 'process_events' runs.
  104. key_went_down :: proc(key: Keyboard_Key) -> bool
  105. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  106. // Set when 'process_events' runs.
  107. key_went_up :: proc(key: Keyboard_Key) -> bool
  108. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs.
  109. key_is_held :: proc(key: Keyboard_Key) -> bool
  110. // Returns true if a mouse button went down between the current and the previous frame. Specify
  111. // which mouse button using the `button` parameter.
  112. //
  113. // Set when 'process_events' runs.
  114. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  115. // Returns true if a mouse button went up (was released) between the current and the previous frame.
  116. // Specify which mouse button using the `button` parameter.
  117. //
  118. // Set when 'process_events' runs.
  119. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  120. // Returns true if a mouse button is currently being held down. Specify which mouse button using the
  121. // `button` parameter. Set when 'process_events' runs.
  122. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  123. // Returns how many clicks the mouse wheel has scrolled between the previous and current frame.
  124. get_mouse_wheel_delta :: proc() -> f32
  125. // Returns the mouse position, measured from the top-left corner of the window.
  126. get_mouse_position :: proc() -> Vec2
  127. // Returns how many pixels the mouse moved between the previous and the current frame.
  128. get_mouse_delta :: proc() -> Vec2
  129. // Returns true if a gamepad with the supplied index is connected. The parameter should be a value
  130. // between 0 and MAX_GAMEPADS.
  131. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool
  132. // Returns true if a gamepad button went down between the previous and the current frame.
  133. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  134. // Returns true if a gamepad button went up (was released) between the previous and the current
  135. // frame.
  136. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  137. // Returns true if a gamepad button is currently held down.
  138. //
  139. // The "trigger buttons" on some gamepads also have an analogue "axis value" associated with them.
  140. // Fetch that value using `get_gamepad_axis()`.
  141. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  142. // Returns the value of analogue gamepad axes such as the thumbsticks and trigger buttons. The value
  143. // is in the range -1 to 1 for sticks and 0 to 1 for trigger buttons.
  144. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
  145. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  146. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  147. // not vibrate with the same speed.
  148. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
  149. //---------//
  150. // DRAWING //
  151. //---------//
  152. // Draw a colored rectangle. The rectangles have their (x, y) position in the top-left corner of the
  153. // rectangle.
  154. draw_rect :: proc(r: Rect, c: Color)
  155. // Creates a rectangle from a position and a size and draws it.
  156. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
  157. // Draw a rectangle with a custom origin and rotation.
  158. // The origin says which point the rotation rotates around. If the origin is `(0, 0)`, then the
  159. // rectangle rotates around the top-left corner of the rectangle. If it is `(rect.w/2, rect.h/2)`
  160. // then the rectangle rotates around its center.
  161. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  162. // Draw the outline of a rectangle with a specific thickness. The outline is drawn using four
  163. // rectangles.
  164. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  165. // Draw a circle with a certain center and radius. Note the `segments` parameter: This circle is not
  166. // perfect! It is drawn using a number of "cake segments".
  167. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  168. // Like `draw_circle` but only draws the outer edge of the circle.
  169. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
  170. // Draws a line from `start` to `end` of a certain thickness.
  171. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  172. // Draw a texture at a specific position. The texture will be drawn with its top-left corner at
  173. // position `pos`.
  174. //
  175. // Load textures using `load_texture_from_file` or `load_texture_from_bytes`.
  176. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  177. // Draw a section of a texture at a specific position. `rect` is a rectangle measured in pixels. It
  178. // tells the procedure which part of the texture to display. The texture will be drawn with its
  179. // top-left corner at position `pos`.
  180. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  181. // Draw a texture by taking a section of the texture specified by `src` and draw it into the area of
  182. // the screen specified by `dst`. You can also rotate the texture around an origin point of your
  183. // choice.
  184. //
  185. // Tip: Use `k2.get_texture_rect(tex)` for `src` if you want to draw the whole texture.
  186. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  187. measure_text :: proc(text: string, font_size: f32) -> Vec2
  188. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  189. draw_text_ex :: proc(font_handle: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color)
  190. //--------------------//
  191. // TEXTURE MANAGEMENT //
  192. //--------------------//
  193. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture
  194. // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
  195. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  196. //
  197. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  198. load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture
  199. // Load a texture from a byte slice and upload it to the GPU so you can draw it to the screen.
  200. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  201. //
  202. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  203. load_texture_from_bytes :: proc(bytes: []u8, options: Load_Texture_Options = {}) -> Texture
  204. // Load raw texture data. You need to specify the data, size and format of the texture yourself.
  205. // This assumes that there is no header in the data. If your data has a header (you read the data
  206. // from a file on disk), then please use `load_texture_from_bytes` instead.
  207. load_texture_from_bytes_raw :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
  208. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  209. // (w, h) = (texture_width, texture_height)
  210. get_texture_rect :: proc(t: Texture) -> Rect
  211. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  212. // `tex` where the new pixels should end up.
  213. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
  214. destroy_texture :: proc(tex: Texture)
  215. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  216. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  217. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  218. set_texture_filter :: proc(t: Texture, filter: Texture_Filter)
  219. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  220. // the texture is filtered when we render the texture at a smaller or larger size.
  221. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  222. //
  223. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  224. set_texture_filter_ex :: proc(
  225. t: Texture,
  226. scale_down_filter: Texture_Filter,
  227. scale_up_filter: Texture_Filter,
  228. mip_filter: Texture_Filter,
  229. )
  230. //-----------------//
  231. // RENDER TEXTURES //
  232. //-----------------//
  233. // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
  234. // onto the screen. Set the texture using `set_render_texture`.
  235. create_render_texture :: proc(width: int, height: int) -> Render_Texture
  236. // Destroy a Render_Texture previously created using `create_render_texture`.
  237. destroy_render_texture :: proc(render_texture: Render_Texture)
  238. // Make all rendering go into a texture instead of onto the screen. Create the render texture using
  239. // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
  240. set_render_texture :: proc(render_texture: Maybe(Render_Texture))
  241. //-------//
  242. // FONTS //
  243. //-------//
  244. load_font_from_file :: proc(filename: string) -> Font_Handle
  245. load_font_from_bytes :: proc(data: []u8) -> Font_Handle
  246. destroy_font :: proc(font: Font_Handle)
  247. get_default_font :: proc() -> Font_Handle
  248. //---------//
  249. // SHADERS //
  250. //---------//
  251. load_shader_from_file :: proc(
  252. vertex_filename: string,
  253. fragment_filename: string,
  254. layout_formats: []Pixel_Format = {}
  255. ) -> Shader
  256. load_shader_from_bytes :: proc(
  257. vertex_shader_bytes: []byte,
  258. fragment_shader_bytes: []byte,
  259. layout_formats: []Pixel_Format = {},
  260. ) -> Shader
  261. destroy_shader :: proc(shader: Shader)
  262. get_default_shader :: proc() -> Shader
  263. set_shader :: proc(shader: Maybe(Shader))
  264. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  265. override_shader_input :: proc(shader: Shader, input: int, val: any)
  266. pixel_format_size :: proc(f: Pixel_Format) -> int
  267. //-------------------------------//
  268. // CAMERA AND COORDINATE SYSTEMS //
  269. //-------------------------------//
  270. set_camera :: proc(camera: Maybe(Camera))
  271. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  272. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  273. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  274. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  275. //------//
  276. // MISC //
  277. //------//
  278. // Choose how the alpha channel is used when mixing half-transparent color with what is already
  279. // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
  280. set_blend_mode :: proc(mode: Blend_Mode)
  281. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  282. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  283. // library (for example, when doing code hot reload).
  284. set_internal_state :: proc(state: ^State)
  285. //---------------------//
  286. // TYPES AND CONSTANTS //
  287. //---------------------//
  288. Vec2 :: [2]f32
  289. Vec3 :: [3]f32
  290. Vec4 :: [4]f32
  291. Mat4 :: matrix[4,4]f32
  292. // A two dimensional vector of integer numeric type.
  293. Vec2i :: [2]int
  294. // A rectangle that sits at position (x, y) and has size (w, h).
  295. Rect :: struct {
  296. x, y: f32,
  297. w, h: f32,
  298. }
  299. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  300. Color :: [4]u8
  301. WHITE :: Color { 255, 255, 255, 255 }
  302. BLACK :: Color { 0, 0, 0, 255 }
  303. GRAY :: Color { 127, 127, 127, 255 }
  304. RED :: Color { 198, 40, 90, 255 }
  305. GREEN :: Color { 30, 240, 30, 255 }
  306. YELLOW :: Color {240, 190, 0, 255 }
  307. BLANK :: Color { 0, 0, 0, 0 }
  308. BLUE :: Color { 30, 116, 240, 255 }
  309. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  310. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  311. RL_GRAY :: Color { 130, 130, 130, 255 }
  312. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  313. RL_YELLOW :: Color { 253, 249, 0, 255 }
  314. RL_GOLD :: Color { 255, 203, 0, 255 }
  315. RL_ORANGE :: Color { 255, 161, 0, 255 }
  316. RL_PINK :: Color { 255, 109, 194, 255 }
  317. RL_RED :: Color { 230, 41, 55, 255 }
  318. RL_MAROON :: Color { 190, 33, 55, 255 }
  319. RL_GREEN :: Color { 0, 228, 48, 255 }
  320. RL_LIME :: Color { 0, 158, 47, 255 }
  321. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  322. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  323. RL_BLUE :: Color { 0, 121, 241, 255 }
  324. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  325. RL_PURPLE :: Color { 200, 122, 255, 255 }
  326. RL_VIOLET :: Color { 135, 60, 190, 255 }
  327. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  328. RL_BEIGE :: Color { 211, 176, 131, 255 }
  329. RL_BROWN :: Color { 127, 106, 79, 255 }
  330. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  331. RL_WHITE :: WHITE
  332. RL_BLACK :: BLACK
  333. RL_BLANK :: BLANK
  334. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  335. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  336. Texture :: struct {
  337. handle: Texture_Handle,
  338. width: int,
  339. height: int,
  340. }
  341. Load_Texture_Option :: enum {
  342. Premultiply_Alpha,
  343. }
  344. Load_Texture_Options :: bit_set[Load_Texture_Option]
  345. Blend_Mode :: enum {
  346. Alpha,
  347. Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
  348. }
  349. Render_Texture :: struct {
  350. texture: Texture,
  351. render_target: Render_Target_Handle,
  352. }
  353. Texture_Filter :: enum {
  354. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  355. Linear, // Smoothed texture scaling.
  356. }
  357. Camera :: struct {
  358. target: Vec2,
  359. offset: Vec2,
  360. rotation: f32,
  361. zoom: f32,
  362. }
  363. Window_Flag :: enum {
  364. Resizable,
  365. }
  366. Window_Flags :: bit_set[Window_Flag]
  367. Shader_Handle :: distinct Handle
  368. SHADER_NONE :: Shader_Handle {}
  369. Shader_Constant_Location :: struct {
  370. offset: int,
  371. size: int,
  372. }
  373. Shader :: struct {
  374. handle: Shader_Handle,
  375. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  376. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  377. // maps a name to a constant location.
  378. constants_data: []u8,
  379. constants: []Shader_Constant_Location,
  380. constant_lookup: map[string]Shader_Constant_Location,
  381. // Maps built in constant types such as "model view projection matrix" to a location.
  382. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  383. texture_bindpoints: []Texture_Handle,
  384. texture_lookup: map[string]int,
  385. default_texture_index: Maybe(int),
  386. inputs: []Shader_Input,
  387. input_overrides: []Shader_Input_Value_Override,
  388. default_input_offsets: [Shader_Default_Inputs]int,
  389. vertex_size: int,
  390. }
  391. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  392. Shader_Input_Value_Override :: struct {
  393. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  394. used: int,
  395. }
  396. Shader_Input_Type :: enum {
  397. F32,
  398. Vec2,
  399. Vec3,
  400. Vec4,
  401. }
  402. Shader_Builtin_Constant :: enum {
  403. MVP,
  404. }
  405. Shader_Default_Inputs :: enum {
  406. Unknown,
  407. Position,
  408. UV,
  409. Color,
  410. }
  411. Shader_Input :: struct {
  412. name: string,
  413. register: int,
  414. type: Shader_Input_Type,
  415. format: Pixel_Format,
  416. }
  417. Pixel_Format :: enum {
  418. Unknown,
  419. RGBA_32_Float,
  420. RGB_32_Float,
  421. RG_32_Float,
  422. R_32_Float,
  423. RGBA_8_Norm,
  424. RG_8_Norm,
  425. R_8_Norm,
  426. R_8_UInt,
  427. }
  428. Font :: struct {
  429. atlas: Texture,
  430. // internal
  431. fontstash_handle: int,
  432. }
  433. Handle :: hm.Handle
  434. Texture_Handle :: distinct Handle
  435. Render_Target_Handle :: distinct Handle
  436. Font_Handle :: distinct int
  437. FONT_NONE :: Font_Handle {}
  438. TEXTURE_NONE :: Texture_Handle {}
  439. RENDER_TARGET_NONE :: Render_Target_Handle {}
  440. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  441. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  442. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  443. // reload).
  444. State :: struct {
  445. allocator: runtime.Allocator,
  446. frame_arena: runtime.Arena,
  447. frame_allocator: runtime.Allocator,
  448. win: Window_Interface,
  449. window_state: rawptr,
  450. rb: Render_Backend_Interface,
  451. rb_state: rawptr,
  452. fs: fs.FontContext,
  453. shutdown_wanted: bool,
  454. mouse_position: Vec2,
  455. mouse_delta: Vec2,
  456. mouse_wheel_delta: f32,
  457. key_went_down: #sparse [Keyboard_Key]bool,
  458. key_went_up: #sparse [Keyboard_Key]bool,
  459. key_is_held: #sparse [Keyboard_Key]bool,
  460. mouse_button_went_down: #sparse [Mouse_Button]bool,
  461. mouse_button_went_up: #sparse [Mouse_Button]bool,
  462. mouse_button_is_held: #sparse [Mouse_Button]bool,
  463. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  464. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  465. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  466. window: Window_Handle,
  467. default_font: Font_Handle,
  468. fonts: [dynamic]Font,
  469. shape_drawing_texture: Texture_Handle,
  470. batch_font: Font_Handle,
  471. batch_camera: Maybe(Camera),
  472. batch_shader: Shader,
  473. batch_scissor: Maybe(Rect),
  474. batch_texture: Texture_Handle,
  475. batch_render_target: Render_Target_Handle,
  476. batch_blend_mode: Blend_Mode,
  477. view_matrix: Mat4,
  478. proj_matrix: Mat4,
  479. depth: f32,
  480. depth_start: f32,
  481. depth_increment: f32,
  482. vertex_buffer_cpu: []u8,
  483. vertex_buffer_cpu_used: int,
  484. default_shader: Shader,
  485. // Time when the first call to `new_frame` happened
  486. start_time: time.Time,
  487. prev_frame_time: time.Time,
  488. // "dt"
  489. frame_time: f32,
  490. time: f64,
  491. }
  492. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  493. // options presented here.
  494. Mouse_Button :: enum {
  495. Left,
  496. Right,
  497. Middle,
  498. Max = 255,
  499. }
  500. // Based on Raylib / GLFW
  501. Keyboard_Key :: enum {
  502. None = 0,
  503. // Numeric keys (top row)
  504. N0 = 48,
  505. N1 = 49,
  506. N2 = 50,
  507. N3 = 51,
  508. N4 = 52,
  509. N5 = 53,
  510. N6 = 54,
  511. N7 = 55,
  512. N8 = 56,
  513. N9 = 57,
  514. // Letter keys
  515. A = 65,
  516. B = 66,
  517. C = 67,
  518. D = 68,
  519. E = 69,
  520. F = 70,
  521. G = 71,
  522. H = 72,
  523. I = 73,
  524. J = 74,
  525. K = 75,
  526. L = 76,
  527. M = 77,
  528. N = 78,
  529. O = 79,
  530. P = 80,
  531. Q = 81,
  532. R = 82,
  533. S = 83,
  534. T = 84,
  535. U = 85,
  536. V = 86,
  537. W = 87,
  538. X = 88,
  539. Y = 89,
  540. Z = 90,
  541. // Special characters
  542. Apostrophe = 39,
  543. Comma = 44,
  544. Minus = 45,
  545. Period = 46,
  546. Slash = 47,
  547. Semicolon = 59,
  548. Equal = 61,
  549. Left_Bracket = 91,
  550. Backslash = 92,
  551. Right_Bracket = 93,
  552. Backtick = 96,
  553. // Function keys, modifiers, caret control etc
  554. Space = 32,
  555. Escape = 256,
  556. Enter = 257,
  557. Tab = 258,
  558. Backspace = 259,
  559. Insert = 260,
  560. Delete = 261,
  561. Right = 262,
  562. Left = 263,
  563. Down = 264,
  564. Up = 265,
  565. Page_Up = 266,
  566. Page_Down = 267,
  567. Home = 268,
  568. End = 269,
  569. Caps_Lock = 280,
  570. Scroll_Lock = 281,
  571. Num_Lock = 282,
  572. Print_Screen = 283,
  573. Pause = 284,
  574. F1 = 290,
  575. F2 = 291,
  576. F3 = 292,
  577. F4 = 293,
  578. F5 = 294,
  579. F6 = 295,
  580. F7 = 296,
  581. F8 = 297,
  582. F9 = 298,
  583. F10 = 299,
  584. F11 = 300,
  585. F12 = 301,
  586. Left_Shift = 340,
  587. Left_Control = 341,
  588. Left_Alt = 342,
  589. Left_Super = 343,
  590. Right_Shift = 344,
  591. Right_Control = 345,
  592. Right_Alt = 346,
  593. Right_Super = 347,
  594. Menu = 348,
  595. // Numpad keys
  596. NP_0 = 320,
  597. NP_1 = 321,
  598. NP_2 = 322,
  599. NP_3 = 323,
  600. NP_4 = 324,
  601. NP_5 = 325,
  602. NP_6 = 326,
  603. NP_7 = 327,
  604. NP_8 = 328,
  605. NP_9 = 329,
  606. NP_Decimal = 330,
  607. NP_Divide = 331,
  608. NP_Multiply = 332,
  609. NP_Subtract = 333,
  610. NP_Add = 334,
  611. NP_Enter = 335,
  612. NP_Equal = 336,
  613. }
  614. MAX_GAMEPADS :: 4
  615. // A value between 0 and MAX_GAMEPADS - 1
  616. Gamepad_Index :: int
  617. Gamepad_Axis :: enum {
  618. Left_Stick_X,
  619. Left_Stick_Y,
  620. Right_Stick_X,
  621. Right_Stick_Y,
  622. Left_Trigger,
  623. Right_Trigger,
  624. }
  625. Gamepad_Button :: enum {
  626. // DPAD buttons
  627. Left_Face_Up,
  628. Left_Face_Down,
  629. Left_Face_Left,
  630. Left_Face_Right,
  631. Right_Face_Up, // XBOX: Y, PS: Triangle
  632. Right_Face_Down, // XBOX: A, PS: X
  633. Right_Face_Left, // XBOX: X, PS: Square
  634. Right_Face_Right, // XBOX: B, PS: Circle
  635. Left_Shoulder,
  636. Left_Trigger,
  637. Right_Shoulder,
  638. Right_Trigger,
  639. Left_Stick_Press, // Clicking the left analogue stick
  640. Right_Stick_Press, // Clicking the right analogue stick
  641. Middle_Face_Left, // Select / back / options button
  642. Middle_Face_Middle, // PS button (not available on XBox)
  643. Middle_Face_Right, // Start
  644. }