yet another api rework, removal of integer types in public api, optionals at the end, some cleaning

This commit is contained in:
veclavtalica
2024-10-29 12:25:24 +03:00
parent 6464d14b3e
commit 9121da0675
30 changed files with 191 additions and 342 deletions

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@ -16,7 +16,7 @@ TWN_API void audio_play(const char *path,
float panning); /* default: 0.0f, range: -1.0 to 1.0f */
/* possible parameter options: "volume", "panning", "repeat" */
TWN_API void audio_set_parameter(const char *channel, const char *parameter, float value);
TWN_API void audio_parameter(const char *channel, const char *parameter, float value);
/* TODO */
// TWN_API bool audio_ended(const char *channel);

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@ -25,9 +25,9 @@ typedef struct Context {
/* resolution is set from config and dictates both logical and drawing space, as they're related */
/* even if scaling is done, game logic should never change over that */
Vec2i resolution;
Vec2i mouse_position;
Vec2i mouse_movement;
Vec2 resolution;
Vec2 mouse_position;
Vec2 mouse_movement;
/* is set on startup, should be used as source of randomness */
uint64_t random_seed;

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@ -8,14 +8,14 @@
#include <stdbool.h>
/* pushes a sprite onto the sprite render queue */
TWN_API void draw_sprite(char const *path,
TWN_API void draw_sprite(char const *texture,
Rect rect,
Rect const *texture_region, /* optional, default: NULL */
Color color, /* optional, default: all 255 */
float rotation, /* optional, default: 0 */
bool flip_x, /* optional, default: false */
bool flip_y, /* optional, default: false */
bool stretch); /* optional, default: false */
bool stretch); /* optional, default: true */
/* pushes a filled rectangle onto the rectangle render queue */
TWN_API void draw_rectangle(Rect rect, Color color);
@ -27,26 +27,24 @@ TWN_API void draw_circle(Vec2 position, float radius, Color color);
/* TODO: have font optional, with something minimal coming embedded */
TWN_API void draw_text(char const *string,
Vec2 position,
int height_px, /* optional, default: 22 */
Color color, /* optional, default: all 0 */
char const *font);
float height, /* optional, default: 22 */
Color color, /* optional, default: all 0 */
char const *font); /* optional, default: NULL */
TWN_API int draw_text_width(char const *string,
int height_px, /* TODO: make optional */
char const *font);
TWN_API float draw_text_width(char const *string,
float height, /* optional, default: 22 */
char const *font); /* optional, default: NULL */
TWN_API void draw_nine_slice(char const *texture_path,
int texture_w,
int texture_h,
int border_thickness,
TWN_API void draw_nine_slice(char const *texture,
Vec2 corners,
Rect rect,
Color color); /* TODO: make optional */
float border_thickness, /* optional, default: 0 */
Color color); /* optional, default: all 255 */
/* pushes a textured 3d triangle onto the render queue */
/* vertices are in absolute coordinates, relative to world origin */
/* texture coordinates are in pixels */
TWN_API void draw_triangle(char const *path,
TWN_API void draw_triangle(char const *texture,
Vec3 v0,
Vec3 v1,
Vec3 v2,
@ -68,12 +66,9 @@ TWN_API void draw_triangle(char const *path,
// Color c1,
// Color c2);
// TODO:
// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2
// void unfurl_billboard(const char *path,
// Vec2 position,
// Vec2 scaling,
// Rect uvs);
TWN_API void draw_billboard(const char *path,
Vec3 position,
Vec2 size);
/* sets a perspective 3d camera to be used for all 3d commands */
TWN_API void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction);
@ -100,7 +95,7 @@ TWN_API void draw_fog(float start, float end, float density, Color color);
#ifndef TWN_NOT_C
typedef struct DrawSpriteArgs {
char const *path;
char const *texture;
Rect rect;
m_option_list(

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@ -3,11 +3,11 @@
#define TWN_GAME_API_H
#include "twn_input.h"
#include "twn_context.h"
#include "twn_draw.h"
#include "twn_audio.h"
#include "twn_engine_api.h"
#include "twn_util.h"
#include "twn_context.h"
#ifndef TWN_NOT_C

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@ -10,11 +10,11 @@
#include <stddef.h>
TWN_API void input_bind_action_control(const char *action_name, Control control);
TWN_API bool input_is_action_pressed(const char *action_name);
TWN_API bool input_is_action_just_pressed(const char *action_name);
TWN_API bool input_is_action_just_released(const char *action_name);
TWN_API Vec2 input_get_action_position(const char *action_name);
TWN_API void input_set_mouse_captured(bool enabled);
TWN_API void input_action(const char *name, Control control);
TWN_API bool input_action_pressed(const char *name);
TWN_API bool input_action_just_pressed(const char *name);
TWN_API bool input_action_just_released(const char *name);
TWN_API Vec2 input_action_position(const char *name);
TWN_API void input_mouse_captured(bool enabled);
#endif

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@ -6,13 +6,6 @@
/* plain data aggregates that are accepted between public procedure boundaries */
/* a point in some space (integer) */
typedef struct Vec2i {
int32_t x;
int32_t y;
} Vec2i;
/* a point in some space (floating point) */
typedef struct Vec2 {
float x;
@ -48,15 +41,6 @@ typedef struct Color {
} Color;
/* a rectangle with the origin at the upper left (integer) */
typedef struct Recti {
int32_t x;
int32_t y;
int32_t w;
int32_t h;
} Recti;
/* a rectangle with the origin at the upper left (floating point) */
typedef struct Rect {
float x;

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@ -52,19 +52,10 @@
#endif /* TWN_NOT_C */
/* calculates the overlap of two rectangles */
TWN_API Recti overlap_recti(const Recti a, const Recti b);
TWN_API Rect overlap_rect(const Rect a, const Rect b);
TWN_API Rect rect_overlap(Rect a, Rect b);
/* returns true if two rectangles are intersecting */
TWN_API bool intersect_recti(const Recti a, const Recti b);
TWN_API bool intersect_rect(const Rect a, const Rect b);
/* TODO: generics and specials (see m_vec2_from() for an example)*/
TWN_API Recti to_recti(Rect rect);
TWN_API Rect to_rect(Recti rect);
TWN_API Vec2i center_recti(Recti rect);
TWN_API Vec2 center_rect(Rect rect);
TWN_API bool rect_intersects(Rect a, Rect b);
TWN_API Vec2 rect_center(Rect rect);
/* decrements an integer value, stopping at 0 */
/* meant for tick-based timers in game logic */

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@ -9,15 +9,6 @@
#include <math.h>
/* aren't macros to prevent double evaluation with side effects */
/* maybe could be inlined? i hope LTO will resolve this */
static inline Vec2 vec2_from_vec2i(Vec2i vec) {
return (Vec2) {
.x = (float)vec.x,
.y = (float)vec.y,
};
}
static inline Vec3 vec3_add(Vec3 a, Vec3 b) {
return (Vec3) { a.x + b.x, a.y + b.y, a.z + b.z };
}