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. load_texture_from_file :: proc(filename: string) -> Texture
  111. // TODO should we have an error here or rely on check the handle of the texture?
  112. load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
  113. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  114. // (w, h) = (texture_width, texture_height)
  115. get_texture_rect :: proc(t: Texture) -> Rect
  116. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  117. // `tex` where the new pixels should end up.
  118. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
  119. destroy_texture :: proc(tex: Texture)
  120. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  121. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  122. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  123. set_texture_filter :: proc(t: Texture, filter: Texture_Filter)
  124. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  125. // the texture is filtered when we render the texture at a smaller or larger size.
  126. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  127. //
  128. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  129. set_texture_filter_ex :: proc(
  130. t: Texture,
  131. scale_down_filter: Texture_Filter,
  132. scale_up_filter: Texture_Filter,
  133. mip_filter: Texture_Filter,
  134. )
  135. //-------//
  136. // FONTS //
  137. //-------//
  138. load_font_from_file :: proc(filename: string) -> Font_Handle
  139. load_font_from_bytes :: proc(data: []u8) -> Font_Handle
  140. destroy_font :: proc(font: Font_Handle)
  141. get_default_font :: proc() -> Font_Handle
  142. //---------//
  143. // SHADERS //
  144. //---------//
  145. load_shader :: proc(
  146. vertex_shader_source: string,
  147. fragment_shader_source: string,
  148. layout_formats: []Pixel_Format = {},
  149. ) -> Shader
  150. destroy_shader :: proc(shader: Shader)
  151. get_default_shader :: proc() -> Shader
  152. set_shader :: proc(shader: Maybe(Shader))
  153. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  154. override_shader_input :: proc(shader: Shader, input: int, val: any)
  155. pixel_format_size :: proc(f: Pixel_Format) -> int
  156. //-------------------------------//
  157. // CAMERA AND COORDINATE SYSTEMS //
  158. //-------------------------------//
  159. set_camera :: proc(camera: Maybe(Camera))
  160. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  161. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  162. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  163. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  164. //------//
  165. // MISC //
  166. //------//
  167. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  168. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  169. // library (for example, when doing code hot reload).
  170. set_internal_state :: proc(state: ^State)
  171. //---------------------//
  172. // TYPES AND CONSTANTS //
  173. //---------------------//
  174. Vec2 :: [2]f32
  175. Vec3 :: [3]f32
  176. Vec4 :: [4]f32
  177. Mat4 :: matrix[4,4]f32
  178. // A two dimensional vector of integer numeric type.
  179. Vec2i :: [2]int
  180. // A rectangle that sits at position (x, y) and has size (w, h).
  181. Rect :: struct {
  182. x, y: f32,
  183. w, h: f32,
  184. }
  185. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  186. Color :: [4]u8
  187. WHITE :: Color { 255, 255, 255, 255 }
  188. BLACK :: Color { 0, 0, 0, 255 }
  189. GRAY :: Color { 127, 127, 127, 255 }
  190. RED :: Color { 198, 40, 90, 255 }
  191. GREEN :: Color { 30, 240, 30, 255 }
  192. BLANK :: Color { 0, 0, 0, 0 }
  193. BLUE :: Color { 30, 116, 240, 255 }
  194. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  195. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  196. RL_GRAY :: Color { 130, 130, 130, 255 }
  197. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  198. RL_YELLOW :: Color { 253, 249, 0, 255 }
  199. RL_GOLD :: Color { 255, 203, 0, 255 }
  200. RL_ORANGE :: Color { 255, 161, 0, 255 }
  201. RL_PINK :: Color { 255, 109, 194, 255 }
  202. RL_RED :: Color { 230, 41, 55, 255 }
  203. RL_MAROON :: Color { 190, 33, 55, 255 }
  204. RL_GREEN :: Color { 0, 228, 48, 255 }
  205. RL_LIME :: Color { 0, 158, 47, 255 }
  206. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  207. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  208. RL_BLUE :: Color { 0, 121, 241, 255 }
  209. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  210. RL_PURPLE :: Color { 200, 122, 255, 255 }
  211. RL_VIOLET :: Color { 135, 60, 190, 255 }
  212. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  213. RL_BEIGE :: Color { 211, 176, 131, 255 }
  214. RL_BROWN :: Color { 127, 106, 79, 255 }
  215. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  216. RL_WHITE :: WHITE
  217. RL_BLACK :: BLACK
  218. RL_BLANK :: BLANK
  219. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  220. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  221. Texture :: struct {
  222. handle: Texture_Handle,
  223. width: int,
  224. height: int,
  225. }
  226. Texture_Filter :: enum {
  227. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  228. Linear, // Smoothed texture scaling.
  229. }
  230. Camera :: struct {
  231. target: Vec2,
  232. offset: Vec2,
  233. rotation: f32,
  234. zoom: f32,
  235. }
  236. Window_Flag :: enum {
  237. Resizable,
  238. }
  239. Window_Flags :: bit_set[Window_Flag]
  240. Shader_Handle :: distinct Handle
  241. SHADER_NONE :: Shader_Handle {}
  242. Shader_Constant_Location :: struct {
  243. offset: int,
  244. size: int,
  245. }
  246. Shader :: struct {
  247. handle: Shader_Handle,
  248. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  249. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  250. // maps a name to a constant location.
  251. constants_data: []u8,
  252. constants: []Shader_Constant_Location,
  253. constant_lookup: map[string]Shader_Constant_Location,
  254. // Maps built in constant types such as "model view projection matrix" to a location.
  255. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  256. texture_bindpoints: []Texture_Handle,
  257. texture_lookup: map[string]int,
  258. default_texture_index: Maybe(int),
  259. inputs: []Shader_Input,
  260. input_overrides: []Shader_Input_Value_Override,
  261. default_input_offsets: [Shader_Default_Inputs]int,
  262. vertex_size: int,
  263. }
  264. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  265. Shader_Input_Value_Override :: struct {
  266. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  267. used: int,
  268. }
  269. Shader_Input_Type :: enum {
  270. F32,
  271. Vec2,
  272. Vec3,
  273. Vec4,
  274. }
  275. Shader_Builtin_Constant :: enum {
  276. MVP,
  277. }
  278. Shader_Default_Inputs :: enum {
  279. Unknown,
  280. Position,
  281. UV,
  282. Color,
  283. }
  284. Shader_Input :: struct {
  285. name: string,
  286. register: int,
  287. type: Shader_Input_Type,
  288. format: Pixel_Format,
  289. }
  290. Pixel_Format :: enum {
  291. Unknown,
  292. RGBA_32_Float,
  293. RGB_32_Float,
  294. RG_32_Float,
  295. R_32_Float,
  296. RGBA_8_Norm,
  297. RG_8_Norm,
  298. R_8_Norm,
  299. R_8_UInt,
  300. }
  301. Font :: struct {
  302. atlas: Texture,
  303. // internal
  304. fontstash_handle: int,
  305. }
  306. Handle :: hm.Handle
  307. Texture_Handle :: distinct Handle
  308. Font_Handle :: distinct int
  309. FONT_NONE :: Font_Handle {}
  310. TEXTURE_NONE :: Texture_Handle {}
  311. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  312. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  313. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  314. // reload).
  315. State :: struct {
  316. allocator: runtime.Allocator,
  317. frame_arena: runtime.Arena,
  318. frame_allocator: runtime.Allocator,
  319. win: Window_Interface,
  320. window_state: rawptr,
  321. rb: Render_Backend_Interface,
  322. rb_state: rawptr,
  323. fs: fs.FontContext,
  324. shutdown_wanted: bool,
  325. mouse_position: Vec2,
  326. mouse_delta: Vec2,
  327. mouse_wheel_delta: f32,
  328. key_went_down: #sparse [Keyboard_Key]bool,
  329. key_went_up: #sparse [Keyboard_Key]bool,
  330. key_is_held: #sparse [Keyboard_Key]bool,
  331. mouse_button_went_down: #sparse [Mouse_Button]bool,
  332. mouse_button_went_up: #sparse [Mouse_Button]bool,
  333. mouse_button_is_held: #sparse [Mouse_Button]bool,
  334. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  335. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  336. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  337. window: Window_Handle,
  338. default_font: Font_Handle,
  339. fonts: [dynamic]Font,
  340. shape_drawing_texture: Texture_Handle,
  341. batch_font: Font_Handle,
  342. batch_camera: Maybe(Camera),
  343. batch_shader: Shader,
  344. batch_scissor: Maybe(Rect),
  345. batch_texture: Texture_Handle,
  346. view_matrix: Mat4,
  347. proj_matrix: Mat4,
  348. depth: f32,
  349. depth_start: f32,
  350. depth_increment: f32,
  351. vertex_buffer_cpu: []u8,
  352. vertex_buffer_cpu_used: int,
  353. default_shader: Shader,
  354. }
  355. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  356. // options presented here.
  357. Mouse_Button :: enum {
  358. Left,
  359. Right,
  360. Middle,
  361. Max = 255,
  362. }
  363. // Based on Raylib / GLFW
  364. Keyboard_Key :: enum {
  365. None = 0,
  366. // Numeric keys (top row)
  367. N0 = 48,
  368. N1 = 49,
  369. N2 = 50,
  370. N3 = 51,
  371. N4 = 52,
  372. N5 = 53,
  373. N6 = 54,
  374. N7 = 55,
  375. N8 = 56,
  376. N9 = 57,
  377. // Letter keys
  378. A = 65,
  379. B = 66,
  380. C = 67,
  381. D = 68,
  382. E = 69,
  383. F = 70,
  384. G = 71,
  385. H = 72,
  386. I = 73,
  387. J = 74,
  388. K = 75,
  389. L = 76,
  390. M = 77,
  391. N = 78,
  392. O = 79,
  393. P = 80,
  394. Q = 81,
  395. R = 82,
  396. S = 83,
  397. T = 84,
  398. U = 85,
  399. V = 86,
  400. W = 87,
  401. X = 88,
  402. Y = 89,
  403. Z = 90,
  404. // Special characters
  405. Apostrophe = 39,
  406. Comma = 44,
  407. Minus = 45,
  408. Period = 46,
  409. Slash = 47,
  410. Semicolon = 59,
  411. Equal = 61,
  412. Left_Bracket = 91,
  413. Backslash = 92,
  414. Right_Bracket = 93,
  415. Grave_Accent = 96,
  416. // Function keys, modifiers, caret control etc
  417. Space = 32,
  418. Escape = 256,
  419. Enter = 257,
  420. Tab = 258,
  421. Backspace = 259,
  422. Insert = 260,
  423. Delete = 261,
  424. Right = 262,
  425. Left = 263,
  426. Down = 264,
  427. Up = 265,
  428. Page_Up = 266,
  429. Page_Down = 267,
  430. Home = 268,
  431. End = 269,
  432. Caps_Lock = 280,
  433. Scroll_Lock = 281,
  434. Num_Lock = 282,
  435. Print_Screen = 283,
  436. Pause = 284,
  437. F1 = 290,
  438. F2 = 291,
  439. F3 = 292,
  440. F4 = 293,
  441. F5 = 294,
  442. F6 = 295,
  443. F7 = 296,
  444. F8 = 297,
  445. F9 = 298,
  446. F10 = 299,
  447. F11 = 300,
  448. F12 = 301,
  449. Left_Shift = 340,
  450. Left_Control = 341,
  451. Left_Alt = 342,
  452. Left_Super = 343,
  453. Right_Shift = 344,
  454. Right_Control = 345,
  455. Right_Alt = 346,
  456. Right_Super = 347,
  457. Menu = 348,
  458. // Numpad keys
  459. NP_0 = 320,
  460. NP_1 = 321,
  461. NP_2 = 322,
  462. NP_3 = 323,
  463. NP_4 = 324,
  464. NP_5 = 325,
  465. NP_6 = 326,
  466. NP_7 = 327,
  467. NP_8 = 328,
  468. NP_9 = 329,
  469. NP_Decimal = 330,
  470. NP_Divide = 331,
  471. NP_Multiply = 332,
  472. NP_Subtract = 333,
  473. NP_Add = 334,
  474. NP_Enter = 335,
  475. NP_Equal = 336,
  476. }
  477. MAX_GAMEPADS :: 4
  478. // A value between 0 and MAX_GAMEPADS - 1
  479. Gamepad_Index :: int
  480. Gamepad_Axis :: enum {
  481. Left_Stick_X,
  482. Left_Stick_Y,
  483. Right_Stick_X,
  484. Right_Stick_Y,
  485. Left_Trigger,
  486. Right_Trigger,
  487. }
  488. Gamepad_Button :: enum {
  489. // DPAD buttons
  490. Left_Face_Up,
  491. Left_Face_Down,
  492. Left_Face_Left,
  493. Left_Face_Right,
  494. Right_Face_Up, // XBOX: Y, PS: Triangle
  495. Right_Face_Down, // XBOX: A, PS: X
  496. Right_Face_Left, // XBOX: X, PS: Square
  497. Right_Face_Right, // XBOX: B, PS: Circle
  498. Left_Shoulder,
  499. Left_Trigger,
  500. Right_Shoulder,
  501. Right_Trigger,
  502. Left_Stick_Press, // Clicking the left analogue stick
  503. Right_Stick_Press, // Clicking the right analogue stick
  504. Middle_Face_Left, // Select / back / options button
  505. Middle_Face_Middle, // PS button (not available on XBox)
  506. Middle_Face_Right, // Start
  507. }