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2286cdefeb
...
2c94efb796
1
.gitignore
vendored
1
.gitignore
vendored
@ -2,7 +2,6 @@
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*
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!*.*
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!*/
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!bin/*
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!Makefile
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**/*.exe
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12
apps/templates/lua/.gitignore
vendored
12
apps/templates/lua/.gitignore
vendored
@ -1,12 +0,0 @@
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# ignore executables
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*
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!*.*
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!*/
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*.so
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*.dll
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*.exe
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*.trace
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data/scripts/twnapi.lua
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build/
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8
apps/templates/lua/CMakeLists.txt
Normal file
8
apps/templates/lua/CMakeLists.txt
Normal file
@ -0,0 +1,8 @@
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cmake_minimum_required(VERSION 3.21)
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project(twngame LANGUAGES C)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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add_subdirectory($ENV{TWNROOT}/apps/twnlua ${CMAKE_CURRENT_BINARY_DIR}/twnlua)
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@ -14,7 +14,6 @@ dev_id = "you"
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# Game runtime details
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[game]
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resolution = [ 640, 480 ]
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interpreter = "$TWNROOT/apps/twnlua"
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#debug = true
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# Engine tweaks. You probably don't need to change these
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@ -14,19 +14,10 @@ void bindgen_upload_context(lua_State *L);
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/* require will go through physicsfs exclusively so that scripts can be in the data dir */
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/* TODO: allow for bytecode files */
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/* TODO: support .lua suffixes files? */
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static int physfs_loader(lua_State *L) {
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const char *name = luaL_checkstring(L, 1);
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/* replace dots with path slashes */
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char *path_copy = SDL_strdup(name);
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char *ch = NULL;
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while ((ch = SDL_strchr(path_copy, '.')))
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*ch = '/';
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char *final_path = NULL;
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SDL_asprintf(&final_path, "/scripts/%s.lua", path_copy);
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SDL_free(path_copy);
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SDL_asprintf(&final_path, "/scripts/%s.lua", name);
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if (!file_exists(final_path)) {
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char *error_message = NULL;
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@ -43,10 +34,10 @@ static int physfs_loader(lua_State *L) {
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free(final_path);
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/* TODO: use reader interface for streaming instead */
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int const result = luaL_loadbuffer(L, (char *)buf, buf_size, name) == LUA_OK;
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luaL_loadbuffer(L, (char *)buf, buf_size, name);
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free(buf);
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return result;
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return 1;
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}
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19
bin/build.sh
Executable file
19
bin/build.sh
Executable file
@ -0,0 +1,19 @@
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#!/bin/env sh
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set +e
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# check whether ninja is around (you better start running)
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if [ -x "$(command -v ninja)" ]; then
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generator="-G Ninja"
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fi
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# check whether clang is around (it's just better)
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if [ -x "$(command -v clang)" ]; then
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cc="-DCMAKE_C_COMPILER=clang"
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fi
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if [ "$1" = "web" ]; then
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emcmake cmake $generator $cc -B build-web "${@:2}" && cmake --build build-web --parallel
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else
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cmake $generator $cc -B build "$@" && cmake --build build --parallel
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fi
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2
bin/twn
2
bin/twn
@ -8,7 +8,7 @@ toolpath="$(dirname -- "${BASH_SOURCE[0]}")"
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export TWNROOT=$(realpath "$toolpath"/../)
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case "$1" in
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build ) "$toolpath"/twnbuild "${@:2}"
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build ) "$toolpath"/build.sh "${@:2}"
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;;
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run ) $0 build && ./$exe "${@:2}"
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36
bin/twnbuild
36
bin/twnbuild
@ -1,36 +0,0 @@
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#!/bin/env python3
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from subprocess import getoutput, run
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from os.path import expandvars
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from pathlib import Path
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from sys import argv
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import tomllib
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has_ninja = getoutput("command -v ninja") != ""
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has_clang = getoutput("command -v clang") != ""
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#TODO: support for default pack override
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cmake = ["cmake"]
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# check whether clang is around (it's just better)
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if has_clang:
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cmake += ["-DCMAKE_C_COMPILER=clang"]
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# check whether ninja is around (you better start running)
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if has_ninja:
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cmake += ["-G", "Ninja"]
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cmake += ["-B", "build"]
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# TODO: have it --fast instead, where separate --no-debug would mean stripping the debug info
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if "--release" in argv:
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cmake += ["-DCMAKE_BUILD_TYPE=Release"]
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# pass arbitrary arguments over
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if "--" in argv:
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cmake += argv[argv.find("--"):]
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# if no root cmake file is present, infer it from `twn.toml:game.interpreter`
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if not Path("CMakeLists.txt").is_file():
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with open("data/twn.toml", "rb") as f:
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config = tomllib.load(f)
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cmake += ["-S", expandvars(config["game"]["interpreter"])]
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run(cmake, check=True)
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run(["cmake", "--build", "build", "--parallel"], check=True)
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@ -454,9 +454,8 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
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(void)roll;
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/* rotate so that yaw = 0 results in (0, 0, 1) target vector */
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float yawc, yaws, pitchc, pitchs;
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sincosf(yaw + (float)M_PI_2, &yaws, &yawc);
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sincosf(yaw, &yaws, &yawc);
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sincosf(pitch, &pitchs, &pitchc);
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Camera const camera = {
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@ -27,9 +27,6 @@ static void APIENTRY opengl_log(GLenum source,
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(void)severity;
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(void)userParam;
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if (severity == GL_DEBUG_SEVERITY_NOTIFICATION || severity == GL_DEBUG_SEVERITY_LOW)
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return;
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log_info("OpenGL: %.*s\n", length, message);
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}
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@ -289,11 +289,6 @@ void text_cache_reset_arena(TextCache *cache) {
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void draw_text(const char *string, Vec2 position, float height, Color color, const char *font) {
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if (!font) {
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log_warn("Default font isn't yet implemented");
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return;
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}
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ensure_font_cache(font, (int)height);
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/* the original string might not be around by the time it's used, so copy it */
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@ -74,7 +74,7 @@ static ActionHashItem *input_add_action(char const *action_name) {
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SDL_assert(action_name);
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Action new_action = { 0 };
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new_action.bindings = ccalloc(ctx.keybind_slots, sizeof *new_action.bindings);
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new_action.bindings = SDL_calloc(ctx.keybind_slots, sizeof *new_action.bindings);
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shput(ctx.input.action_hash, action_name, new_action);
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return shgetp(ctx.input.action_hash, action_name);
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}
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