| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595 |
- // This file is purely documentational. It is generated from the contents of 'karl2d.odin'.
- #+build ignore
- package karl2d
- //-----------------------------------------------//
- // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
- //-----------------------------------------------//
- // Opens a window and initializes some internal state. The internal state will use `allocator` for
- // all dynamically allocated memory. The return value can be ignored unless you need to later call
- // `set_internal_state`.
- init :: proc(window_width: int, window_height: int, window_title: string,
- window_creation_flags := Window_Flags {},
- allocator := context.allocator, loc := #caller_location) -> ^State
- // Returns true if the program wants to shut down. This happens when for example pressing the close
- // button on the window. The application can decide if it wants to shut down or if it wants to show
- // some kind of confirmation dialogue and shut down later.
- //
- // Commonly used for creating the "main loop" of a game.
- shutdown_wanted :: proc() -> bool
- // Closes the window and cleans up the internal state.
- shutdown :: proc()
- // Clear the backbuffer with supplied color.
- clear :: proc(color: Color)
- // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the screen.
- present :: proc()
- // Call at start or end of frame to process all events that have arrived to the window.
- //
- // WARNING: Not calling this will make your program impossible to interact with.
- process_events :: proc()
- get_screen_width :: proc() -> int
- get_screen_height :: proc() -> int
- set_window_position :: proc(x: int, y: int)
- set_window_size :: proc(width: int, height: int)
- // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
- // 1 means 100% scale, 1.5 means 150% etc.
- get_window_scale :: proc() -> f32
- set_window_flags :: proc(flags: Window_Flags)
- // Flushes the current batch. This sends off everything to the GPU that has been queued in the
- // current batch. Normally, you do not need to do this manually. It is done automatically when these
- // procedures run:
- //
- // - present
- // - set_camera
- // - set_shader
- // - set_shader_constant
- // - set_scissor_rect
- // - draw_texture_* IF previous draw did not use the same texture (1)
- // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
- //
- // (1) When drawing textures, the current texture is fed into the active shader. Everything within
- // the same batch must use the same texture. So drawing with a new texture will draw the current
- // batch. You can combine several textures into an atlas to get bigger batches.
- //
- // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
- // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
- // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
- // drawing texture so that you can put it into an atlas.
- //
- // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
- // so the maximum number of vertices that can be drawn in each batch is
- // VERTEX_BUFFER_MAX / shader.vertex_size
- draw_current_batch :: proc()
- //-------//
- // INPUT //
- //-------//
- // Returns true if a keyboard key went down between the current and the previous frame. Set when
- // 'process_events' runs (probably once per frame).
- key_went_down :: proc(key: Keyboard_Key) -> bool
- // Returns true if a keyboard key went up (was released) between the current and the previous frame.
- // Set when 'process_events' runs (probably once per frame).
- key_went_up :: proc(key: Keyboard_Key) -> bool
- // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
- // once per frame).
- key_is_held :: proc(key: Keyboard_Key) -> bool
- mouse_button_went_down :: proc(button: Mouse_Button) -> bool
- mouse_button_went_up :: proc(button: Mouse_Button) -> bool
- mouse_button_is_held :: proc(button: Mouse_Button) -> bool
- get_mouse_wheel_delta :: proc() -> f32
- get_mouse_position :: proc() -> Vec2
- gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
- gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
- gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
- get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
- // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
- // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
- // not vibrate with the same speed.
- set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
- //---------//
- // DRAWING //
- //---------//
- draw_rect :: proc(r: Rect, c: Color)
- draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
- draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
- draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
- draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
- draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
- draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
- draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
- draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
- draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
- measure_text :: proc(text: string, font_size: f32) -> Vec2
- draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
- draw_text_ex :: proc(font: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color)
- //--------------------//
- // TEXTURE MANAGEMENT //
- //--------------------//
- load_texture_from_file :: proc(filename: string) -> Texture
- // TODO should we have an error here or rely on check the handle of the texture?
- load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
- // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
- // (w, h) = (texture_width, texture_height)
- get_texture_rect :: proc(t: Texture) -> Rect
- // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
- // `tex` where the new pixels should end up.
- update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
- destroy_texture :: proc(tex: Texture)
- //-------//
- // FONTS //
- //-------//
- load_font_from_file :: proc(filename: string) -> Font_Handle
- load_font_from_bytes :: proc(data: []u8) -> Font_Handle
- get_default_font :: proc() -> Font_Handle
- //---------//
- // SHADERS //
- //---------//
- load_shader :: proc(shader_source: string, layout_formats: []Pixel_Format = {}) -> Shader
- destroy_shader :: proc(shader: Shader)
- get_default_shader :: proc() -> Shader
- set_shader :: proc(shader: Maybe(Shader))
- set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
- override_shader_input :: proc(shader: Shader, input: int, val: any)
- pixel_format_size :: proc(f: Pixel_Format) -> int
- //-------------------------------//
- // CAMERA AND COORDINATE SYSTEMS //
- //-------------------------------//
- set_camera :: proc(camera: Maybe(Camera))
- screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
- world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
- get_camera_view_matrix :: proc(c: Camera) -> Mat4
- get_camera_world_matrix :: proc(c: Camera) -> Mat4
- //------//
- // MISC //
- //------//
- set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
- // Restore the internal state using the pointer returned by `init`. Useful after reloading the
- // library (for example, when doing code hot reload).
- set_internal_state :: proc(state: ^State)
- //---------------------//
- // TYPES AND CONSTANTS //
- //---------------------//
- Vec2 :: [2]f32
- Vec3 :: [3]f32
- Vec4 :: [4]f32
- Mat4 :: matrix[4,4]f32
- // A two dimensional vector of integer numeric type.
- Vec2i :: [2]int
- // A rectangle that sits at position (x, y) and has size (w, h).
- Rect :: struct {
- x, y: f32,
- w, h: f32,
- }
- // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
- Color :: [4]u8
- WHITE :: Color { 255, 255, 255, 255 }
- BLACK :: Color { 0, 0, 0, 255 }
- GRAY :: Color { 127, 127, 127, 255 }
- RED :: Color { 198, 80, 90, 255 }
- BLANK :: Color { 0, 0, 0, 0 }
- BLUE :: Color { 30, 116, 240, 255 }
- // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
- RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
- RL_GRAY :: Color { 130, 130, 130, 255 }
- RL_DARKGRAY :: Color { 80, 80, 80, 255 }
- RL_YELLOW :: Color { 253, 249, 0, 255 }
- RL_GOLD :: Color { 255, 203, 0, 255 }
- RL_ORANGE :: Color { 255, 161, 0, 255 }
- RL_PINK :: Color { 255, 109, 194, 255 }
- RL_RED :: Color { 230, 41, 55, 255 }
- RL_MAROON :: Color { 190, 33, 55, 255 }
- RL_GREEN :: Color { 0, 228, 48, 255 }
- RL_LIME :: Color { 0, 158, 47, 255 }
- RL_DARKGREEN :: Color { 0, 117, 44, 255 }
- RL_SKYBLUE :: Color { 102, 191, 255, 255 }
- RL_BLUE :: Color { 0, 121, 241, 255 }
- RL_DARKBLUE :: Color { 0, 82, 172, 255 }
- RL_PURPLE :: Color { 200, 122, 255, 255 }
- RL_VIOLET :: Color { 135, 60, 190, 255 }
- RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
- RL_BEIGE :: Color { 211, 176, 131, 255 }
- RL_BROWN :: Color { 127, 106, 79, 255 }
- RL_DARKBROWN :: Color { 76, 63, 47, 255 }
- RL_WHITE :: WHITE
- RL_BLACK :: BLACK
- RL_BLANK :: BLANK
- RL_MAGENTA :: Color { 255, 0, 255, 255 }
- RL_RAYWHITE :: Color { 245, 245, 245, 255 }
- Texture :: struct {
- handle: Texture_Handle,
- width: int,
- height: int,
- }
- Camera :: struct {
- target: Vec2,
- offset: Vec2,
- rotation: f32,
- zoom: f32,
- }
- Window_Flag :: enum {
- Resizable,
- }
- Window_Flags :: bit_set[Window_Flag]
- Shader_Handle :: distinct Handle
- SHADER_NONE :: Shader_Handle {}
- Shader :: struct {
- handle: Shader_Handle,
- constant_buffers: []Shader_Constant_Buffer,
- constant_lookup: map[string]Shader_Constant_Location,
- constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
- inputs: []Shader_Input,
- input_overrides: []Shader_Input_Value_Override,
- default_input_offsets: [Shader_Default_Inputs]int,
- vertex_size: int,
- }
- Shader_Constant_Buffer :: struct {
- cpu_data: []u8,
- }
- SHADER_INPUT_VALUE_MAX_SIZE :: 256
- Shader_Input_Value_Override :: struct {
- val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
- used: int,
- }
- Shader_Input_Type :: enum {
- F32,
- Vec2,
- Vec3,
- Vec4,
- }
- Shader_Builtin_Constant :: enum {
- MVP,
- }
- Shader_Default_Inputs :: enum {
- Unknown,
- Position,
- UV,
- Color,
- }
- Shader_Input :: struct {
- name: string,
- register: int,
- type: Shader_Input_Type,
- format: Pixel_Format,
- }
- Shader_Constant_Location :: struct {
- buffer_idx: u32,
- offset: u32,
- }
- Pixel_Format :: enum {
- Unknown,
-
- RGBA_32_Float,
- RGB_32_Float,
- RG_32_Float,
- R_32_Float,
- RGBA_8_Norm,
- RG_8_Norm,
- R_8_Norm,
- R_8_UInt,
- }
- Font :: struct {
- atlas: Texture,
- // internal
- fontstash_handle: int,
- }
- Handle :: hm.Handle
- Texture_Handle :: distinct Handle
- Font_Handle :: distinct int
- FONT_NONE :: Font_Handle(0)
- TEXTURE_NONE :: Texture_Handle {}
- // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
- // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
- // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
- // reload).
- State :: struct {
- allocator: runtime.Allocator,
- frame_arena: runtime.Arena,
- frame_allocator: runtime.Allocator,
- custom_context: runtime.Context,
- win: Window_Interface,
- window_state: rawptr,
- rb: Render_Backend_Interface,
- rb_state: rawptr,
- fs: fs.FontContext,
-
- shutdown_wanted: bool,
- mouse_position: Vec2,
- mouse_delta: Vec2,
- mouse_wheel_delta: f32,
- key_went_down: #sparse [Keyboard_Key]bool,
- key_went_up: #sparse [Keyboard_Key]bool,
- key_is_held: #sparse [Keyboard_Key]bool,
- mouse_button_went_down: #sparse [Mouse_Button]bool,
- mouse_button_went_up: #sparse [Mouse_Button]bool,
- mouse_button_is_held: #sparse [Mouse_Button]bool,
- gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
- gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
- gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
- window: Window_Handle,
- width: int,
- height: int,
- default_font: Font_Handle,
- fonts: [dynamic]Font,
- shape_drawing_texture: Texture_Handle,
- batch_font: Font_Handle,
- batch_camera: Maybe(Camera),
- batch_shader: Shader,
- batch_scissor: Maybe(Rect),
- batch_texture: Texture_Handle,
- view_matrix: Mat4,
- proj_matrix: Mat4,
- vertex_buffer_cpu: []u8,
- vertex_buffer_cpu_used: int,
- default_shader: Shader,
- }
- // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
- // options presented here.
- Mouse_Button :: enum {
- Left,
- Right,
- Middle,
- Max = 255,
- }
- // Based on Raylib / GLFW
- Keyboard_Key :: enum {
- None = 0,
- // Numeric keys (top row)
- N0 = 48,
- N1 = 49,
- N2 = 50,
- N3 = 51,
- N4 = 52,
- N5 = 53,
- N6 = 54,
- N7 = 55,
- N8 = 56,
- N9 = 57,
- // Letter keys
- A = 65,
- B = 66,
- C = 67,
- D = 68,
- E = 69,
- F = 70,
- G = 71,
- H = 72,
- I = 73,
- J = 74,
- K = 75,
- L = 76,
- M = 77,
- N = 78,
- O = 79,
- P = 80,
- Q = 81,
- R = 82,
- S = 83,
- T = 84,
- U = 85,
- V = 86,
- W = 87,
- X = 88,
- Y = 89,
- Z = 90,
- // Special characters
- Apostrophe = 39,
- Comma = 44,
- Minus = 45,
- Period = 46,
- Slash = 47,
- Semicolon = 59,
- Equal = 61,
- Left_Bracket = 91,
- Backslash = 92,
- Right_Bracket = 93,
- Grave_Accent = 96,
- // Function keys, modifiers, caret control etc
- Space = 32,
- Escape = 256,
- Enter = 257,
- Tab = 258,
- Backspace = 259,
- Insert = 260,
- Delete = 261,
- Right = 262,
- Left = 263,
- Down = 264,
- Up = 265,
- Page_Up = 266,
- Page_Down = 267,
- Home = 268,
- End = 269,
- Caps_Lock = 280,
- Scroll_Lock = 281,
- Num_Lock = 282,
- Print_Screen = 283,
- Pause = 284,
- F1 = 290,
- F2 = 291,
- F3 = 292,
- F4 = 293,
- F5 = 294,
- F6 = 295,
- F7 = 296,
- F8 = 297,
- F9 = 298,
- F10 = 299,
- F11 = 300,
- F12 = 301,
- Left_Shift = 340,
- Left_Control = 341,
- Left_Alt = 342,
- Left_Super = 343,
- Right_Shift = 344,
- Right_Control = 345,
- Right_Alt = 346,
- Right_Super = 347,
- Menu = 348,
- // Numpad keys
- NP_0 = 320,
- NP_1 = 321,
- NP_2 = 322,
- NP_3 = 323,
- NP_4 = 324,
- NP_5 = 325,
- NP_6 = 326,
- NP_7 = 327,
- NP_8 = 328,
- NP_9 = 329,
- NP_Decimal = 330,
- NP_Divide = 331,
- NP_Multiply = 332,
- NP_Subtract = 333,
- NP_Add = 334,
- NP_Enter = 335,
- NP_Equal = 336,
- }
- MAX_GAMEPADS :: 4
- // A value between 0 and MAX_GAMEPADS - 1
- Gamepad_Index :: int
- Gamepad_Axis :: enum {
- Left_Stick_X,
- Left_Stick_Y,
- Right_Stick_X,
- Right_Stick_Y,
- Left_Trigger,
- Right_Trigger,
- }
- Gamepad_Button :: enum {
- // DPAD buttons
- Left_Face_Up,
- Left_Face_Down,
- Left_Face_Left,
- Left_Face_Right,
- Right_Face_Up, // XBOX: Y, PS: Triangle
- Right_Face_Down, // XBOX: A, PS: X
- Right_Face_Left, // XBOX: X, PS: Square
- Right_Face_Right, // XBOX: B, PS: Circle
- Left_Shoulder,
- Left_Trigger,
- Right_Shoulder,
- Right_Trigger,
- Left_Stick_Press, // Clicking the left analogue stick
- Right_Stick_Press, // Clicking the right analogue stick
- Middle_Face_Left, // Select / back / options button
- Middle_Face_Middle, // PS button (not available on XBox)
- Middle_Face_Right, // Start
- }
|