karl2d.doc.odin 13 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. allocator := context.allocator, loc := #caller_location) -> ^State
  12. // Returns true if the program wants to shut down. This happens when for example pressing the close
  13. // button on the window. The application can decide if it wants to shut down or if it wants to show
  14. // some kind of confirmation dialogue and shut down later.
  15. //
  16. // Commonly used for creating the "main loop" of a game.
  17. shutdown_wanted :: proc() -> bool
  18. // Closes the window and cleans up the internal state.
  19. shutdown :: proc()
  20. // Clear the backbuffer with supplied color.
  21. clear :: proc(color: Color)
  22. // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the screen.
  23. present :: proc()
  24. // Call at start or end of frame to process all events that have arrived to the window.
  25. //
  26. // WARNING: Not calling this will make your program impossible to interact with.
  27. process_events :: proc()
  28. get_screen_width :: proc() -> int
  29. get_screen_height :: proc() -> int
  30. set_window_position :: proc(x: int, y: int)
  31. set_window_size :: proc(width: int, height: int)
  32. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  33. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  34. // procedures run:
  35. //
  36. // - present
  37. // - set_camera
  38. // - set_shader
  39. // - set_shader_constant
  40. // - draw_texture_* IF previous draw did not use the same texture (1)
  41. // - draw_rect_*, draw_circle_* IF previous draw did not use the shapes drawing texture (2)
  42. //
  43. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  44. // the same batch must use the same texture. So drawing with a new texture will draw the current
  45. // batch. You can combine several textures into an atlas to get bigger batches.
  46. //
  47. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  48. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  49. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  50. // drawing texture so that you can put it into an atlas.
  51. //
  52. // TODO: Name of this proc? submit_current_batch, flush_current_batch, draw_current_batch
  53. draw_current_batch :: proc()
  54. //-------//
  55. // INPUT //
  56. //-------//
  57. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  58. // 'process_events' runs (probably once per frame).
  59. key_went_down :: proc(key: Keyboard_Key) -> bool
  60. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  61. // Set when 'process_events' runs (probably once per frame).
  62. key_went_up :: proc(key: Keyboard_Key) -> bool
  63. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  64. // once per frame).
  65. key_is_held :: proc(key: Keyboard_Key) -> bool
  66. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  67. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  68. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  69. get_mouse_wheel_delta :: proc() -> f32
  70. get_mouse_position :: proc() -> Vec2
  71. //---------//
  72. // DRAWING //
  73. //---------//
  74. draw_rect :: proc(r: Rect, c: Color)
  75. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  76. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  77. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  78. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  79. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  80. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  81. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  82. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  83. //--------------------//
  84. // TEXTURE MANAGEMENT //
  85. //--------------------//
  86. load_texture_from_file :: proc(filename: string) -> Texture
  87. destroy_texture :: proc(tex: Texture)
  88. //---------//
  89. // SHADERS //
  90. //---------//
  91. load_shader :: proc(shader_source: string, layout_formats: []Shader_Input_Format = {}) -> Shader
  92. destroy_shader :: proc(shader: Shader)
  93. get_default_shader :: proc() -> Shader
  94. set_shader :: proc(shader: Maybe(Shader))
  95. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  96. override_shader_input :: proc(shader: Shader, input: int, val: any)
  97. shader_input_format_size :: proc(f: Shader_Input_Format) -> int
  98. //-------------------------------//
  99. // CAMERA AND COORDINATE SYSTEMS //
  100. //-------------------------------//
  101. set_camera :: proc(camera: Maybe(Camera))
  102. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  103. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  104. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  105. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  106. //------//
  107. // MISC //
  108. //------//
  109. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  110. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  111. // library (for example, when doing code hot reload).
  112. set_internal_state :: proc(state: ^State)
  113. //---------------------//
  114. // TYPES AND CONSTANTS //
  115. //---------------------//
  116. Vec2 :: [2]f32
  117. Vec3 :: [3]f32
  118. Vec4 :: [4]f32
  119. Mat4 :: matrix[4,4]f32
  120. // A two dimensional vector of integer numeric type.
  121. Vec2i :: [2]int
  122. // A rectangle that sits at position (x, y) and has size (w, h).
  123. Rect :: struct {
  124. x, y: f32,
  125. w, h: f32,
  126. }
  127. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  128. Color :: [4]u8
  129. WHITE :: Color { 255, 255, 255, 255 }
  130. BLACK :: Color { 0, 0, 0, 255 }
  131. BLANK :: Color { 0, 0, 0, 0 }
  132. BLUE :: Color { 30, 116, 240, 255 }
  133. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  134. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  135. RL_GRAY :: Color { 130, 130, 130, 255 }
  136. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  137. RL_YELLOW :: Color { 253, 249, 0, 255 }
  138. RL_GOLD :: Color { 255, 203, 0, 255 }
  139. RL_ORANGE :: Color { 255, 161, 0, 255 }
  140. RL_PINK :: Color { 255, 109, 194, 255 }
  141. RL_RED :: Color { 230, 41, 55, 255 }
  142. RL_MAROON :: Color { 190, 33, 55, 255 }
  143. RL_GREEN :: Color { 0, 228, 48, 255 }
  144. RL_LIME :: Color { 0, 158, 47, 255 }
  145. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  146. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  147. RL_BLUE :: Color { 0, 121, 241, 255 }
  148. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  149. RL_PURPLE :: Color { 200, 122, 255, 255 }
  150. RL_VIOLET :: Color { 135, 60, 190, 255 }
  151. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  152. RL_BEIGE :: Color { 211, 176, 131, 255 }
  153. RL_BROWN :: Color { 127, 106, 79, 255 }
  154. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  155. RL_WHITE :: WHITE
  156. RL_BLACK :: BLACK
  157. RL_BLANK :: BLANK
  158. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  159. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  160. Texture :: struct {
  161. handle: Texture_Handle,
  162. width: int,
  163. height: int,
  164. }
  165. Camera :: struct {
  166. target: Vec2,
  167. offset: Vec2,
  168. rotation: f32,
  169. zoom: f32,
  170. }
  171. Shader_Handle :: distinct Handle
  172. SHADER_NONE :: Shader_Handle {}
  173. Shader :: struct {
  174. handle: Shader_Handle,
  175. constant_buffers: []Shader_Constant_Buffer,
  176. constant_lookup: map[string]Shader_Constant_Location,
  177. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  178. inputs: []Shader_Input,
  179. input_overrides: []Shader_Input_Value_Override,
  180. default_input_offsets: [Shader_Default_Inputs]int,
  181. vertex_size: int,
  182. }
  183. Shader_Constant_Buffer :: struct {
  184. cpu_data: []u8,
  185. }
  186. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  187. Shader_Input_Value_Override :: struct {
  188. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  189. used: int,
  190. }
  191. Shader_Input_Type :: enum {
  192. F32,
  193. Vec2,
  194. Vec3,
  195. Vec4,
  196. }
  197. Shader_Builtin_Constant :: enum {
  198. MVP,
  199. }
  200. Shader_Default_Inputs :: enum {
  201. Unknown,
  202. Position,
  203. UV,
  204. Color,
  205. }
  206. Shader_Input :: struct {
  207. name: string,
  208. register: int,
  209. type: Shader_Input_Type,
  210. format: Shader_Input_Format,
  211. }
  212. Shader_Constant_Location :: struct {
  213. buffer_idx: u32,
  214. offset: u32,
  215. }
  216. Shader_Input_Format :: enum {
  217. Unknown,
  218. RGBA32_Float,
  219. RGBA8_Norm,
  220. RGBA8_Norm_SRGB,
  221. RGB32_Float,
  222. RG32_Float,
  223. R32_Float,
  224. }
  225. Handle :: hm.Handle
  226. Texture_Handle :: distinct Handle
  227. TEXTURE_NONE :: Texture_Handle {}
  228. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  229. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  230. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  231. // reload).
  232. State :: struct {
  233. allocator: runtime.Allocator,
  234. custom_context: runtime.Context,
  235. win: Window_Interface,
  236. window_state: rawptr,
  237. rb: Render_Backend_Interface,
  238. rb_state: rawptr,
  239. shutdown_wanted: bool,
  240. mouse_position: Vec2,
  241. mouse_delta: Vec2,
  242. mouse_wheel_delta: f32,
  243. keys_went_down: #sparse [Keyboard_Key]bool,
  244. keys_went_up: #sparse [Keyboard_Key]bool,
  245. keys_is_held: #sparse [Keyboard_Key]bool,
  246. mouse_button_went_down: #sparse [Mouse_Button]bool,
  247. mouse_button_went_up: #sparse [Mouse_Button]bool,
  248. mouse_button_is_held: #sparse [Mouse_Button]bool,
  249. window: Window_Handle,
  250. width: int,
  251. height: int,
  252. shape_drawing_texture: Texture_Handle,
  253. batch_camera: Maybe(Camera),
  254. batch_shader: Maybe(Shader),
  255. batch_texture: Texture_Handle,
  256. view_matrix: Mat4,
  257. proj_matrix: Mat4,
  258. vertex_buffer_cpu: []u8,
  259. vertex_buffer_cpu_used: int,
  260. default_shader: Shader,
  261. }
  262. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  263. // options presented here.
  264. Mouse_Button :: enum {
  265. Left,
  266. Right,
  267. Middle,
  268. Max = 255,
  269. }
  270. // Based on Raylib / GLFW
  271. Keyboard_Key :: enum {
  272. None = 0,
  273. // Alphanumeric keys
  274. Apostrophe = 39,
  275. Comma = 44,
  276. Minus = 45,
  277. Period = 46,
  278. Slash = 47,
  279. Zero = 48,
  280. One = 49,
  281. Two = 50,
  282. Three = 51,
  283. Four = 52,
  284. Five = 53,
  285. Six = 54,
  286. Seven = 55,
  287. Eight = 56,
  288. Nine = 57,
  289. Semicolon = 59,
  290. Equal = 61,
  291. A = 65,
  292. B = 66,
  293. C = 67,
  294. D = 68,
  295. E = 69,
  296. F = 70,
  297. G = 71,
  298. H = 72,
  299. I = 73,
  300. J = 74,
  301. K = 75,
  302. L = 76,
  303. M = 77,
  304. N = 78,
  305. O = 79,
  306. P = 80,
  307. Q = 81,
  308. R = 82,
  309. S = 83,
  310. T = 84,
  311. U = 85,
  312. V = 86,
  313. W = 87,
  314. X = 88,
  315. Y = 89,
  316. Z = 90,
  317. Left_Bracket = 91,
  318. Backslash = 92,
  319. Right_Bracket = 93,
  320. Grave = 96,
  321. // Function keys
  322. Space = 32,
  323. Escape = 256,
  324. Enter = 257,
  325. Tab = 258,
  326. Backspace = 259,
  327. Insert = 260,
  328. Delete = 261,
  329. Right = 262,
  330. Left = 263,
  331. Down = 264,
  332. Up = 265,
  333. Page_Up = 266,
  334. Page_Down = 267,
  335. Home = 268,
  336. End = 269,
  337. Caps_Lock = 280,
  338. Scroll_Lock = 281,
  339. Num_Lock = 282,
  340. Print_Screen = 283,
  341. Pause = 284,
  342. F1 = 290,
  343. F2 = 291,
  344. F3 = 292,
  345. F4 = 293,
  346. F5 = 294,
  347. F6 = 295,
  348. F7 = 296,
  349. F8 = 297,
  350. F9 = 298,
  351. F10 = 299,
  352. F11 = 300,
  353. F12 = 301,
  354. Left_Shift = 340,
  355. Left_Control = 341,
  356. Left_Alt = 342,
  357. Left_Super = 343,
  358. Right_Shift = 344,
  359. Right_Control = 345,
  360. Right_Alt = 346,
  361. Right_Super = 347,
  362. Menu = 348,
  363. // Keypad keys
  364. KP_0 = 320,
  365. KP_1 = 321,
  366. KP_2 = 322,
  367. KP_3 = 323,
  368. KP_4 = 324,
  369. KP_5 = 325,
  370. KP_6 = 326,
  371. KP_7 = 327,
  372. KP_8 = 328,
  373. KP_9 = 329,
  374. KP_Decimal = 330,
  375. KP_Divide = 331,
  376. KP_Multiply = 332,
  377. KP_Subtract = 333,
  378. KP_Add = 334,
  379. KP_Enter = 335,
  380. KP_Equal = 336,
  381. }