karl2d.doc.odin 23 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. get_mouse_wheel_delta :: proc() -> f32
  124. get_mouse_position :: proc() -> Vec2
  125. get_mouse_delta :: proc() -> Vec2
  126. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool
  127. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  128. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  129. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  130. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
  131. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  132. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  133. // not vibrate with the same speed.
  134. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
  135. //---------//
  136. // DRAWING //
  137. //---------//
  138. draw_rect :: proc(r: Rect, c: Color)
  139. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
  140. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  141. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  142. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  143. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
  144. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  145. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  146. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  147. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  148. measure_text :: proc(text: string, font_size: f32) -> Vec2
  149. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  150. draw_text_ex :: proc(font_handle: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color)
  151. //--------------------//
  152. // TEXTURE MANAGEMENT //
  153. //--------------------//
  154. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture
  155. // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
  156. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  157. //
  158. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  159. load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture
  160. // Load a texture from a byte slice and upload it to the GPU so you can draw it to the screen.
  161. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  162. //
  163. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  164. load_texture_from_bytes :: proc(bytes: []u8, options: Load_Texture_Options = {}) -> Texture
  165. // Load raw texture data. You need to specify the data, size and format of the texture yourself.
  166. // This assumes that there is no header in the data. If your data has a header (you read the data
  167. // from a file on disk), then please use `load_texture_from_bytes` instead.
  168. load_texture_from_bytes_raw :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
  169. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  170. // (w, h) = (texture_width, texture_height)
  171. get_texture_rect :: proc(t: Texture) -> Rect
  172. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  173. // `tex` where the new pixels should end up.
  174. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
  175. destroy_texture :: proc(tex: Texture)
  176. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  177. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  178. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  179. set_texture_filter :: proc(t: Texture, filter: Texture_Filter)
  180. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  181. // the texture is filtered when we render the texture at a smaller or larger size.
  182. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  183. //
  184. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  185. set_texture_filter_ex :: proc(
  186. t: Texture,
  187. scale_down_filter: Texture_Filter,
  188. scale_up_filter: Texture_Filter,
  189. mip_filter: Texture_Filter,
  190. )
  191. //-----------------//
  192. // RENDER TEXTURES //
  193. //-----------------//
  194. // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
  195. // onto the screen. Set the texture using `set_render_texture`.
  196. create_render_texture :: proc(width: int, height: int) -> Render_Texture
  197. // Destroy a Render_Texture previously created using `create_render_texture`.
  198. destroy_render_texture :: proc(render_texture: Render_Texture)
  199. // Make all rendering go into a texture instead of onto the screen. Create the render texture using
  200. // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
  201. set_render_texture :: proc(render_texture: Maybe(Render_Texture))
  202. //-------//
  203. // FONTS //
  204. //-------//
  205. load_font_from_file :: proc(filename: string) -> Font_Handle
  206. load_font_from_bytes :: proc(data: []u8) -> Font_Handle
  207. destroy_font :: proc(font: Font_Handle)
  208. get_default_font :: proc() -> Font_Handle
  209. //---------//
  210. // SHADERS //
  211. //---------//
  212. load_shader_from_file :: proc(
  213. vertex_filename: string,
  214. fragment_filename: string,
  215. layout_formats: []Pixel_Format = {}
  216. ) -> Shader
  217. load_shader_from_bytes :: proc(
  218. vertex_shader_bytes: []byte,
  219. fragment_shader_bytes: []byte,
  220. layout_formats: []Pixel_Format = {},
  221. ) -> Shader
  222. destroy_shader :: proc(shader: Shader)
  223. get_default_shader :: proc() -> Shader
  224. set_shader :: proc(shader: Maybe(Shader))
  225. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  226. override_shader_input :: proc(shader: Shader, input: int, val: any)
  227. pixel_format_size :: proc(f: Pixel_Format) -> int
  228. //-------------------------------//
  229. // CAMERA AND COORDINATE SYSTEMS //
  230. //-------------------------------//
  231. set_camera :: proc(camera: Maybe(Camera))
  232. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  233. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  234. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  235. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  236. //------//
  237. // MISC //
  238. //------//
  239. // Choose how the alpha channel is used when mixing half-transparent color with what is already
  240. // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
  241. set_blend_mode :: proc(mode: Blend_Mode)
  242. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  243. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  244. // library (for example, when doing code hot reload).
  245. set_internal_state :: proc(state: ^State)
  246. //---------------------//
  247. // TYPES AND CONSTANTS //
  248. //---------------------//
  249. Vec2 :: [2]f32
  250. Vec3 :: [3]f32
  251. Vec4 :: [4]f32
  252. Mat4 :: matrix[4,4]f32
  253. // A two dimensional vector of integer numeric type.
  254. Vec2i :: [2]int
  255. // A rectangle that sits at position (x, y) and has size (w, h).
  256. Rect :: struct {
  257. x, y: f32,
  258. w, h: f32,
  259. }
  260. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  261. Color :: [4]u8
  262. WHITE :: Color { 255, 255, 255, 255 }
  263. BLACK :: Color { 0, 0, 0, 255 }
  264. GRAY :: Color { 127, 127, 127, 255 }
  265. RED :: Color { 198, 40, 90, 255 }
  266. GREEN :: Color { 30, 240, 30, 255 }
  267. YELLOW :: Color {240, 190, 0, 255 }
  268. BLANK :: Color { 0, 0, 0, 0 }
  269. BLUE :: Color { 30, 116, 240, 255 }
  270. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  271. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  272. RL_GRAY :: Color { 130, 130, 130, 255 }
  273. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  274. RL_YELLOW :: Color { 253, 249, 0, 255 }
  275. RL_GOLD :: Color { 255, 203, 0, 255 }
  276. RL_ORANGE :: Color { 255, 161, 0, 255 }
  277. RL_PINK :: Color { 255, 109, 194, 255 }
  278. RL_RED :: Color { 230, 41, 55, 255 }
  279. RL_MAROON :: Color { 190, 33, 55, 255 }
  280. RL_GREEN :: Color { 0, 228, 48, 255 }
  281. RL_LIME :: Color { 0, 158, 47, 255 }
  282. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  283. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  284. RL_BLUE :: Color { 0, 121, 241, 255 }
  285. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  286. RL_PURPLE :: Color { 200, 122, 255, 255 }
  287. RL_VIOLET :: Color { 135, 60, 190, 255 }
  288. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  289. RL_BEIGE :: Color { 211, 176, 131, 255 }
  290. RL_BROWN :: Color { 127, 106, 79, 255 }
  291. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  292. RL_WHITE :: WHITE
  293. RL_BLACK :: BLACK
  294. RL_BLANK :: BLANK
  295. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  296. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  297. Texture :: struct {
  298. handle: Texture_Handle,
  299. width: int,
  300. height: int,
  301. }
  302. Load_Texture_Option :: enum {
  303. Premultiply_Alpha,
  304. }
  305. Load_Texture_Options :: bit_set[Load_Texture_Option]
  306. Blend_Mode :: enum {
  307. Alpha,
  308. Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
  309. }
  310. Render_Texture :: struct {
  311. texture: Texture,
  312. render_target: Render_Target_Handle,
  313. }
  314. Texture_Filter :: enum {
  315. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  316. Linear, // Smoothed texture scaling.
  317. }
  318. Camera :: struct {
  319. target: Vec2,
  320. offset: Vec2,
  321. rotation: f32,
  322. zoom: f32,
  323. }
  324. Window_Flag :: enum {
  325. Resizable,
  326. }
  327. Window_Flags :: bit_set[Window_Flag]
  328. Shader_Handle :: distinct Handle
  329. SHADER_NONE :: Shader_Handle {}
  330. Shader_Constant_Location :: struct {
  331. offset: int,
  332. size: int,
  333. }
  334. Shader :: struct {
  335. handle: Shader_Handle,
  336. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  337. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  338. // maps a name to a constant location.
  339. constants_data: []u8,
  340. constants: []Shader_Constant_Location,
  341. constant_lookup: map[string]Shader_Constant_Location,
  342. // Maps built in constant types such as "model view projection matrix" to a location.
  343. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  344. texture_bindpoints: []Texture_Handle,
  345. texture_lookup: map[string]int,
  346. default_texture_index: Maybe(int),
  347. inputs: []Shader_Input,
  348. input_overrides: []Shader_Input_Value_Override,
  349. default_input_offsets: [Shader_Default_Inputs]int,
  350. vertex_size: int,
  351. }
  352. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  353. Shader_Input_Value_Override :: struct {
  354. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  355. used: int,
  356. }
  357. Shader_Input_Type :: enum {
  358. F32,
  359. Vec2,
  360. Vec3,
  361. Vec4,
  362. }
  363. Shader_Builtin_Constant :: enum {
  364. MVP,
  365. }
  366. Shader_Default_Inputs :: enum {
  367. Unknown,
  368. Position,
  369. UV,
  370. Color,
  371. }
  372. Shader_Input :: struct {
  373. name: string,
  374. register: int,
  375. type: Shader_Input_Type,
  376. format: Pixel_Format,
  377. }
  378. Pixel_Format :: enum {
  379. Unknown,
  380. RGBA_32_Float,
  381. RGB_32_Float,
  382. RG_32_Float,
  383. R_32_Float,
  384. RGBA_8_Norm,
  385. RG_8_Norm,
  386. R_8_Norm,
  387. R_8_UInt,
  388. }
  389. Font :: struct {
  390. atlas: Texture,
  391. // internal
  392. fontstash_handle: int,
  393. }
  394. Handle :: hm.Handle
  395. Texture_Handle :: distinct Handle
  396. Render_Target_Handle :: distinct Handle
  397. Font_Handle :: distinct int
  398. FONT_NONE :: Font_Handle {}
  399. TEXTURE_NONE :: Texture_Handle {}
  400. RENDER_TARGET_NONE :: Render_Target_Handle {}
  401. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  402. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  403. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  404. // reload).
  405. State :: struct {
  406. allocator: runtime.Allocator,
  407. frame_arena: runtime.Arena,
  408. frame_allocator: runtime.Allocator,
  409. win: Window_Interface,
  410. window_state: rawptr,
  411. rb: Render_Backend_Interface,
  412. rb_state: rawptr,
  413. fs: fs.FontContext,
  414. shutdown_wanted: bool,
  415. mouse_position: Vec2,
  416. mouse_delta: Vec2,
  417. mouse_wheel_delta: f32,
  418. key_went_down: #sparse [Keyboard_Key]bool,
  419. key_went_up: #sparse [Keyboard_Key]bool,
  420. key_is_held: #sparse [Keyboard_Key]bool,
  421. mouse_button_went_down: #sparse [Mouse_Button]bool,
  422. mouse_button_went_up: #sparse [Mouse_Button]bool,
  423. mouse_button_is_held: #sparse [Mouse_Button]bool,
  424. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  425. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  426. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  427. window: Window_Handle,
  428. default_font: Font_Handle,
  429. fonts: [dynamic]Font,
  430. shape_drawing_texture: Texture_Handle,
  431. batch_font: Font_Handle,
  432. batch_camera: Maybe(Camera),
  433. batch_shader: Shader,
  434. batch_scissor: Maybe(Rect),
  435. batch_texture: Texture_Handle,
  436. batch_render_target: Render_Target_Handle,
  437. batch_blend_mode: Blend_Mode,
  438. view_matrix: Mat4,
  439. proj_matrix: Mat4,
  440. depth: f32,
  441. depth_start: f32,
  442. depth_increment: f32,
  443. vertex_buffer_cpu: []u8,
  444. vertex_buffer_cpu_used: int,
  445. default_shader: Shader,
  446. // Time when the first call to `new_frame` happened
  447. start_time: time.Time,
  448. prev_frame_time: time.Time,
  449. // "dt"
  450. frame_time: f32,
  451. time: f64,
  452. }
  453. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  454. // options presented here.
  455. Mouse_Button :: enum {
  456. Left,
  457. Right,
  458. Middle,
  459. Max = 255,
  460. }
  461. // Based on Raylib / GLFW
  462. Keyboard_Key :: enum {
  463. None = 0,
  464. // Numeric keys (top row)
  465. N0 = 48,
  466. N1 = 49,
  467. N2 = 50,
  468. N3 = 51,
  469. N4 = 52,
  470. N5 = 53,
  471. N6 = 54,
  472. N7 = 55,
  473. N8 = 56,
  474. N9 = 57,
  475. // Letter keys
  476. A = 65,
  477. B = 66,
  478. C = 67,
  479. D = 68,
  480. E = 69,
  481. F = 70,
  482. G = 71,
  483. H = 72,
  484. I = 73,
  485. J = 74,
  486. K = 75,
  487. L = 76,
  488. M = 77,
  489. N = 78,
  490. O = 79,
  491. P = 80,
  492. Q = 81,
  493. R = 82,
  494. S = 83,
  495. T = 84,
  496. U = 85,
  497. V = 86,
  498. W = 87,
  499. X = 88,
  500. Y = 89,
  501. Z = 90,
  502. // Special characters
  503. Apostrophe = 39,
  504. Comma = 44,
  505. Minus = 45,
  506. Period = 46,
  507. Slash = 47,
  508. Semicolon = 59,
  509. Equal = 61,
  510. Left_Bracket = 91,
  511. Backslash = 92,
  512. Right_Bracket = 93,
  513. Backtick = 96,
  514. // Function keys, modifiers, caret control etc
  515. Space = 32,
  516. Escape = 256,
  517. Enter = 257,
  518. Tab = 258,
  519. Backspace = 259,
  520. Insert = 260,
  521. Delete = 261,
  522. Right = 262,
  523. Left = 263,
  524. Down = 264,
  525. Up = 265,
  526. Page_Up = 266,
  527. Page_Down = 267,
  528. Home = 268,
  529. End = 269,
  530. Caps_Lock = 280,
  531. Scroll_Lock = 281,
  532. Num_Lock = 282,
  533. Print_Screen = 283,
  534. Pause = 284,
  535. F1 = 290,
  536. F2 = 291,
  537. F3 = 292,
  538. F4 = 293,
  539. F5 = 294,
  540. F6 = 295,
  541. F7 = 296,
  542. F8 = 297,
  543. F9 = 298,
  544. F10 = 299,
  545. F11 = 300,
  546. F12 = 301,
  547. Left_Shift = 340,
  548. Left_Control = 341,
  549. Left_Alt = 342,
  550. Left_Super = 343,
  551. Right_Shift = 344,
  552. Right_Control = 345,
  553. Right_Alt = 346,
  554. Right_Super = 347,
  555. Menu = 348,
  556. // Numpad keys
  557. NP_0 = 320,
  558. NP_1 = 321,
  559. NP_2 = 322,
  560. NP_3 = 323,
  561. NP_4 = 324,
  562. NP_5 = 325,
  563. NP_6 = 326,
  564. NP_7 = 327,
  565. NP_8 = 328,
  566. NP_9 = 329,
  567. NP_Decimal = 330,
  568. NP_Divide = 331,
  569. NP_Multiply = 332,
  570. NP_Subtract = 333,
  571. NP_Add = 334,
  572. NP_Enter = 335,
  573. NP_Equal = 336,
  574. }
  575. MAX_GAMEPADS :: 4
  576. // A value between 0 and MAX_GAMEPADS - 1
  577. Gamepad_Index :: int
  578. Gamepad_Axis :: enum {
  579. Left_Stick_X,
  580. Left_Stick_Y,
  581. Right_Stick_X,
  582. Right_Stick_Y,
  583. Left_Trigger,
  584. Right_Trigger,
  585. }
  586. Gamepad_Button :: enum {
  587. // DPAD buttons
  588. Left_Face_Up,
  589. Left_Face_Down,
  590. Left_Face_Left,
  591. Left_Face_Right,
  592. Right_Face_Up, // XBOX: Y, PS: Triangle
  593. Right_Face_Down, // XBOX: A, PS: X
  594. Right_Face_Left, // XBOX: X, PS: Square
  595. Right_Face_Right, // XBOX: B, PS: Circle
  596. Left_Shoulder,
  597. Left_Trigger,
  598. Right_Shoulder,
  599. Right_Trigger,
  600. Left_Stick_Press, // Clicking the left analogue stick
  601. Right_Stick_Press, // Clicking the right analogue stick
  602. Middle_Face_Left, // Select / back / options button
  603. Middle_Face_Middle, // PS button (not available on XBox)
  604. Middle_Face_Right, // Start
  605. }