ilimination of system code, removal of x-watcher and replacement of it by dmon, fixes in audio code, dynamic asset reload
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98
src/game_object/twn_dynamic_game_object.c
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98
src/game_object/twn_dynamic_game_object.c
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#include "twn_game_object_c.h"
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#include "twn_engine_context_c.h"
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#include "twn_filewatch_c.h"
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#include "twn_util_c.h"
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#include "twn_util.h"
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#include "twn_loop_c.h"
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#include <SDL2/SDL.h>
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#ifdef _WIN32
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#define GAME_OBJECT_NAME "libgame.dll"
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#else
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#define GAME_OBJECT_NAME "libgame.so"
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#endif
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static void (*game_tick_callback)(void);
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static void (*game_end_callback)(void);
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static void *handle = NULL;
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static void game_object_file_action(char const *path, enum FilewatchAction action) {
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(void)action;
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if (action == FILEWATCH_ACTION_FILE_DELETED)
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return;
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if (handle) {
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SDL_UnloadObject(handle);
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game_tick_callback = NULL;
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game_end_callback = NULL;
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handle = NULL;
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}
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handle = SDL_LoadObject(path);
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if (!handle) {
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CRY_SDL("Hot Reload Error: Cannot open game code shared object");
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return;
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}
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpedantic"
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game_tick_callback = (void (*)(void))SDL_LoadFunction(handle, "game_tick");
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if (!game_tick_callback) {
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CRY("Hot Reload Error", "game_tick_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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game_end_callback = (void (*)(void))SDL_LoadFunction(handle, "game_end");
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if (!game_end_callback) {
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CRY("Hot Reload Error", "game_end_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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#pragma GCC diagnostic pop
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if (fabsf(0.0f - ctx.game.frame_number) > 0.00001f) {
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log_info("Game object was reloaded\n");
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reset_state();
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}
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return;
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ERR_GETTING_PROC:
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SDL_UnloadObject(handle);
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handle = NULL;
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game_tick_callback = NULL;
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game_end_callback = NULL;
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}
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void game_object_load(void) {
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static bool filewatch_attached;
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if (!filewatch_attached) {
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char *game_object_path;
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SDL_asprintf(&game_object_path, "%s%s", ctx.base_dir, GAME_OBJECT_NAME);
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filewatch_add_file(game_object_path, game_object_file_action);
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game_object_file_action(game_object_path, FILEWATCH_ACTION_FILE_MODIFIED);
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SDL_free(game_object_path);
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filewatch_attached = true;
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}
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}
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void game_object_unload(void) {
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game_end_callback();
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/* needs to be closed otherwise symbols aren't resolved again */
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SDL_UnloadObject(handle);
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game_tick_callback = NULL;
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game_end_callback = NULL;
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handle = NULL;
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}
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void game_object_tick(void) {
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game_tick_callback();
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}
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