karl2d.doc.odin 15 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. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  34. // 1 means 100% scale, 1.5 means 150% etc.
  35. get_window_scale :: proc() -> f32
  36. set_window_flags :: proc(flags: Window_Flags)
  37. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  38. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  39. // procedures run:
  40. //
  41. // - present
  42. // - set_camera
  43. // - set_shader
  44. // - set_shader_constant
  45. // - draw_texture_* IF previous draw did not use the same texture (1)
  46. // - draw_rect_*, draw_circle_* IF previous draw did not use the shapes drawing texture (2)
  47. //
  48. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  49. // the same batch must use the same texture. So drawing with a new texture will draw the current
  50. // batch. You can combine several textures into an atlas to get bigger batches.
  51. //
  52. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  53. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  54. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  55. // drawing texture so that you can put it into an atlas.
  56. //
  57. // TODO: Name of this proc? submit_current_batch, flush_current_batch, draw_current_batch
  58. draw_current_batch :: proc()
  59. //-------//
  60. // INPUT //
  61. //-------//
  62. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  63. // 'process_events' runs (probably once per frame).
  64. key_went_down :: proc(key: Keyboard_Key) -> bool
  65. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  66. // Set when 'process_events' runs (probably once per frame).
  67. key_went_up :: proc(key: Keyboard_Key) -> bool
  68. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  69. // once per frame).
  70. key_is_held :: proc(key: Keyboard_Key) -> bool
  71. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  72. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  73. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  74. get_mouse_wheel_delta :: proc() -> f32
  75. get_mouse_position :: proc() -> Vec2
  76. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  77. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  78. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  79. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
  80. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  81. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  82. // not vibrate with the same speed.
  83. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
  84. //---------//
  85. // DRAWING //
  86. //---------//
  87. draw_rect :: proc(r: Rect, c: Color)
  88. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
  89. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  90. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  91. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  92. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
  93. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  94. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  95. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  96. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  97. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  98. //--------------------//
  99. // TEXTURE MANAGEMENT //
  100. //--------------------//
  101. load_texture_from_file :: proc(filename: string) -> Texture
  102. destroy_texture :: proc(tex: Texture)
  103. //---------//
  104. // SHADERS //
  105. //---------//
  106. load_shader :: proc(shader_source: string, layout_formats: []Pixel_Format = {}) -> Shader
  107. destroy_shader :: proc(shader: Shader)
  108. get_default_shader :: proc() -> Shader
  109. set_shader :: proc(shader: Maybe(Shader))
  110. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  111. override_shader_input :: proc(shader: Shader, input: int, val: any)
  112. pixel_format_size :: proc(f: Pixel_Format) -> int
  113. //-------------------------------//
  114. // CAMERA AND COORDINATE SYSTEMS //
  115. //-------------------------------//
  116. set_camera :: proc(camera: Maybe(Camera))
  117. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  118. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  119. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  120. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  121. //------//
  122. // MISC //
  123. //------//
  124. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  125. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  126. // library (for example, when doing code hot reload).
  127. set_internal_state :: proc(state: ^State)
  128. //---------------------//
  129. // TYPES AND CONSTANTS //
  130. //---------------------//
  131. Vec2 :: [2]f32
  132. Vec3 :: [3]f32
  133. Vec4 :: [4]f32
  134. Mat4 :: matrix[4,4]f32
  135. // A two dimensional vector of integer numeric type.
  136. Vec2i :: [2]int
  137. // A rectangle that sits at position (x, y) and has size (w, h).
  138. Rect :: struct {
  139. x, y: f32,
  140. w, h: f32,
  141. }
  142. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  143. Color :: [4]u8
  144. WHITE :: Color { 255, 255, 255, 255 }
  145. BLACK :: Color { 0, 0, 0, 255 }
  146. GRAY :: Color { 127, 127, 127, 255 }
  147. RED :: Color { 198, 80, 90, 255 }
  148. BLANK :: Color { 0, 0, 0, 0 }
  149. BLUE :: Color { 30, 116, 240, 255 }
  150. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  151. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  152. RL_GRAY :: Color { 130, 130, 130, 255 }
  153. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  154. RL_YELLOW :: Color { 253, 249, 0, 255 }
  155. RL_GOLD :: Color { 255, 203, 0, 255 }
  156. RL_ORANGE :: Color { 255, 161, 0, 255 }
  157. RL_PINK :: Color { 255, 109, 194, 255 }
  158. RL_RED :: Color { 230, 41, 55, 255 }
  159. RL_MAROON :: Color { 190, 33, 55, 255 }
  160. RL_GREEN :: Color { 0, 228, 48, 255 }
  161. RL_LIME :: Color { 0, 158, 47, 255 }
  162. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  163. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  164. RL_BLUE :: Color { 0, 121, 241, 255 }
  165. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  166. RL_PURPLE :: Color { 200, 122, 255, 255 }
  167. RL_VIOLET :: Color { 135, 60, 190, 255 }
  168. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  169. RL_BEIGE :: Color { 211, 176, 131, 255 }
  170. RL_BROWN :: Color { 127, 106, 79, 255 }
  171. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  172. RL_WHITE :: WHITE
  173. RL_BLACK :: BLACK
  174. RL_BLANK :: BLANK
  175. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  176. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  177. Texture :: struct {
  178. handle: Texture_Handle,
  179. width: int,
  180. height: int,
  181. }
  182. Camera :: struct {
  183. target: Vec2,
  184. offset: Vec2,
  185. rotation: f32,
  186. zoom: f32,
  187. }
  188. Window_Flag :: enum {
  189. Resizable,
  190. }
  191. Window_Flags :: bit_set[Window_Flag]
  192. Shader_Handle :: distinct Handle
  193. SHADER_NONE :: Shader_Handle {}
  194. Shader :: struct {
  195. handle: Shader_Handle,
  196. constant_buffers: []Shader_Constant_Buffer,
  197. constant_lookup: map[string]Shader_Constant_Location,
  198. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  199. inputs: []Shader_Input,
  200. input_overrides: []Shader_Input_Value_Override,
  201. default_input_offsets: [Shader_Default_Inputs]int,
  202. vertex_size: int,
  203. }
  204. Shader_Constant_Buffer :: struct {
  205. cpu_data: []u8,
  206. }
  207. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  208. Shader_Input_Value_Override :: struct {
  209. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  210. used: int,
  211. }
  212. Shader_Input_Type :: enum {
  213. F32,
  214. Vec2,
  215. Vec3,
  216. Vec4,
  217. }
  218. Shader_Builtin_Constant :: enum {
  219. MVP,
  220. }
  221. Shader_Default_Inputs :: enum {
  222. Unknown,
  223. Position,
  224. UV,
  225. Color,
  226. }
  227. Shader_Input :: struct {
  228. name: string,
  229. register: int,
  230. type: Shader_Input_Type,
  231. format: Pixel_Format,
  232. }
  233. Shader_Constant_Location :: struct {
  234. buffer_idx: u32,
  235. offset: u32,
  236. }
  237. Pixel_Format :: enum {
  238. Unknown,
  239. RGBA_32_Float,
  240. RGB_32_Float,
  241. RG_32_Float,
  242. R_32_Float,
  243. RGBA_8_Norm,
  244. RG_8_Norm,
  245. R_8_Norm,
  246. }
  247. Handle :: hm.Handle
  248. Texture_Handle :: distinct Handle
  249. TEXTURE_NONE :: Texture_Handle {}
  250. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  251. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  252. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  253. // reload).
  254. State :: struct {
  255. allocator: runtime.Allocator,
  256. custom_context: runtime.Context,
  257. win: Window_Interface,
  258. window_state: rawptr,
  259. rb: Render_Backend_Interface,
  260. rb_state: rawptr,
  261. shutdown_wanted: bool,
  262. mouse_position: Vec2,
  263. mouse_delta: Vec2,
  264. mouse_wheel_delta: f32,
  265. key_went_down: #sparse [Keyboard_Key]bool,
  266. key_went_up: #sparse [Keyboard_Key]bool,
  267. key_is_held: #sparse [Keyboard_Key]bool,
  268. mouse_button_went_down: #sparse [Mouse_Button]bool,
  269. mouse_button_went_up: #sparse [Mouse_Button]bool,
  270. mouse_button_is_held: #sparse [Mouse_Button]bool,
  271. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  272. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  273. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  274. window: Window_Handle,
  275. width: int,
  276. height: int,
  277. shape_drawing_texture: Texture_Handle,
  278. batch_camera: Maybe(Camera),
  279. batch_shader: Maybe(Shader),
  280. batch_scissor: Maybe(Rect),
  281. batch_texture: Texture_Handle,
  282. view_matrix: Mat4,
  283. proj_matrix: Mat4,
  284. vertex_buffer_cpu: []u8,
  285. vertex_buffer_cpu_used: int,
  286. default_shader: Shader,
  287. }
  288. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  289. // options presented here.
  290. Mouse_Button :: enum {
  291. Left,
  292. Right,
  293. Middle,
  294. Max = 255,
  295. }
  296. // Based on Raylib / GLFW
  297. Keyboard_Key :: enum {
  298. None = 0,
  299. // Numeric keys (top row)
  300. N0 = 48,
  301. N1 = 49,
  302. N2 = 50,
  303. N3 = 51,
  304. N4 = 52,
  305. N5 = 53,
  306. N6 = 54,
  307. N7 = 55,
  308. N8 = 56,
  309. N9 = 57,
  310. // Letter keys
  311. A = 65,
  312. B = 66,
  313. C = 67,
  314. D = 68,
  315. E = 69,
  316. F = 70,
  317. G = 71,
  318. H = 72,
  319. I = 73,
  320. J = 74,
  321. K = 75,
  322. L = 76,
  323. M = 77,
  324. N = 78,
  325. O = 79,
  326. P = 80,
  327. Q = 81,
  328. R = 82,
  329. S = 83,
  330. T = 84,
  331. U = 85,
  332. V = 86,
  333. W = 87,
  334. X = 88,
  335. Y = 89,
  336. Z = 90,
  337. // Special characters
  338. Apostrophe = 39,
  339. Comma = 44,
  340. Minus = 45,
  341. Period = 46,
  342. Slash = 47,
  343. Semicolon = 59,
  344. Equal = 61,
  345. Left_Bracket = 91,
  346. Backslash = 92,
  347. Right_Bracket = 93,
  348. Grave_Accent = 96,
  349. // Function keys, modifiers, caret control etc
  350. Space = 32,
  351. Escape = 256,
  352. Enter = 257,
  353. Tab = 258,
  354. Backspace = 259,
  355. Insert = 260,
  356. Delete = 261,
  357. Right = 262,
  358. Left = 263,
  359. Down = 264,
  360. Up = 265,
  361. Page_Up = 266,
  362. Page_Down = 267,
  363. Home = 268,
  364. End = 269,
  365. Caps_Lock = 280,
  366. Scroll_Lock = 281,
  367. Num_Lock = 282,
  368. Print_Screen = 283,
  369. Pause = 284,
  370. F1 = 290,
  371. F2 = 291,
  372. F3 = 292,
  373. F4 = 293,
  374. F5 = 294,
  375. F6 = 295,
  376. F7 = 296,
  377. F8 = 297,
  378. F9 = 298,
  379. F10 = 299,
  380. F11 = 300,
  381. F12 = 301,
  382. Left_Shift = 340,
  383. Left_Control = 341,
  384. Left_Alt = 342,
  385. Left_Super = 343,
  386. Right_Shift = 344,
  387. Right_Control = 345,
  388. Right_Alt = 346,
  389. Right_Super = 347,
  390. Menu = 348,
  391. // Numpad keys
  392. NP_0 = 320,
  393. NP_1 = 321,
  394. NP_2 = 322,
  395. NP_3 = 323,
  396. NP_4 = 324,
  397. NP_5 = 325,
  398. NP_6 = 326,
  399. NP_7 = 327,
  400. NP_8 = 328,
  401. NP_9 = 329,
  402. NP_Decimal = 330,
  403. NP_Divide = 331,
  404. NP_Multiply = 332,
  405. NP_Subtract = 333,
  406. NP_Add = 334,
  407. NP_Enter = 335,
  408. NP_Equal = 336,
  409. }
  410. MAX_GAMEPADS :: 4
  411. // A value between 0 and MAX_GAMEPADS - 1
  412. Gamepad_Index :: int
  413. Gamepad_Axis :: enum {
  414. Left_Stick_X,
  415. Left_Stick_Y,
  416. Right_Stick_X,
  417. Right_Stick_Y,
  418. Left_Trigger,
  419. Right_Trigger,
  420. }
  421. Gamepad_Button :: enum {
  422. // DPAD buttons
  423. Left_Face_Up,
  424. Left_Face_Down,
  425. Left_Face_Left,
  426. Left_Face_Right,
  427. Right_Face_Up, // XBOX: Y, PS: Triangle
  428. Right_Face_Down, // XBOX: A, PS: X
  429. Right_Face_Left, // XBOX: X, PS: Square
  430. Right_Face_Right, // XBOX: B, PS: Circle
  431. Left_Shoulder,
  432. Left_Trigger,
  433. Right_Shoulder,
  434. Right_Trigger,
  435. Left_Stick_Press, // Clicking the left analogue stick
  436. Right_Stick_Press, // Clicking the right analogue stick
  437. Middle_Face_Left, // Select / back / options button
  438. Middle_Face_Middle, // PS button (not available on XBox)
  439. Middle_Face_Right, // Start
  440. }