[feat]: initial commit
This commit is contained in:
commit
70fc63cec5
24 changed files with 1476 additions and 0 deletions
1
.envrc
Normal file
1
.envrc
Normal file
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@ -0,0 +1 @@
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use flake
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8
.gitignore
vendored
Normal file
8
.gitignore
vendored
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@ -0,0 +1,8 @@
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build/**
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project.sublime-workspace
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game_hot_reload.exe
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game_hot_reload.bin
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game_hot_reload.bin.DSYM
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raylib.dll
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linux/**
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.direnv
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5
Justfile
Normal file
5
Justfile
Normal file
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@ -0,0 +1,5 @@
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build:
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./build_hot_reload.sh
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run:
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./game_hot_reload.bin
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16
build_debug.bat
Normal file
16
build_debug.bat
Normal file
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@ -0,0 +1,16 @@
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@echo off
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:: This creates a build that is similar to a release build, but it's debuggable.
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:: There is no hot reloading and no separate game library.
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set OUT_DIR=build\debug
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if not exist %OUT_DIR% mkdir %OUT_DIR%
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odin build source\main_release -out:%OUT_DIR%\game_debug.exe -strict-style -vet -debug
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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xcopy /y /e /i assets %OUT_DIR%\assets > nul
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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echo Debug build created in %OUT_DIR%
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11
build_debug.sh
Executable file
11
build_debug.sh
Executable file
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@ -0,0 +1,11 @@
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#!/usr/bin/env bash
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set -eu
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# This creates a build that is similar to a release build, but it is debuggable.
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# There is no hot reloading and no separate game library.
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OUT_DIR="build/debug"
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mkdir -p "$OUT_DIR"
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odin build source/main_release -out:$OUT_DIR/game_debug.bin -strict-style -vet -debug
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cp -R assets $OUT_DIR
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echo "Debug build created in $OUT_DIR"
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81
build_hot_reload.bat
Normal file
81
build_hot_reload.bat
Normal file
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@ -0,0 +1,81 @@
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@echo off
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set GAME_RUNNING=false
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:: OUT_DIR is for everything except the exe. The exe needs to stay in root
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:: folder so it sees the assets folder, without having to copy it.
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set OUT_DIR=build\hot_reload
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set GAME_PDBS_DIR=%OUT_DIR%\game_pdbs
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set EXE=game_hot_reload.exe
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:: Check if game is running
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FOR /F %%x IN ('tasklist /NH /FI "IMAGENAME eq %EXE%"') DO IF %%x == %EXE% set GAME_RUNNING=true
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if not exist %OUT_DIR% mkdir %OUT_DIR%
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:: If game isn't running then:
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:: - delete all game_XXX.dll files
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:: - delete all PDBs in pdbs subdir
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:: - optionally create the pdbs subdir
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:: - write 0 into pdbs\pdb_number so game.dll PDBs start counting from zero
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::
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:: This makes sure we start over "fresh" at PDB number 0 when starting up the
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:: game and it also makes sure we don't have so many PDBs laying around.
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if %GAME_RUNNING% == false (
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del /q /s %OUT_DIR% >nul 2>nul
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if not exist "%GAME_PDBS_DIR%" mkdir %GAME_PDBS_DIR%
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echo 0 > %GAME_PDBS_DIR%\pdb_number
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)
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:: Load PDB number from file, increment and store back. For as long as the game
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:: is running the pdb_number file won't be reset to 0, so we'll get a PDB of a
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:: unique name on each hot reload.
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set /p PDB_NUMBER=<%GAME_PDBS_DIR%\pdb_number
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set /a PDB_NUMBER=%PDB_NUMBER%+1
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echo %PDB_NUMBER% > %GAME_PDBS_DIR%\pdb_number
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:: Build game dll, use pdbs\game_%PDB_NUMBER%.pdb as PDB name so each dll gets
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:: its own PDB. This PDB stuff is done in order to make debugging work.
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:: Debuggers tend to lock PDBs or just misbehave if you reuse the same PDB while
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:: the debugger is attached. So each time we compile `game.dll` we give the
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:: PDB a unique PDB.
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::
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:: Note that we could not just rename the PDB after creation; the DLL contains a
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:: reference to where the PDB is.
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::
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:: Also note that we always write game.dll to the same file. game_hot_reload.exe
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:: monitors this file and does the hot reload when it changes.
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echo Building game.dll
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odin build source -strict-style -vet -debug -define:RAYLIB_SHARED=true -build-mode:dll -out:%OUT_DIR%/game.dll -pdb-name:%GAME_PDBS_DIR%\game_%PDB_NUMBER%.pdb > nul
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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:: If game.exe already running: Then only compile game.dll and exit cleanly
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if %GAME_RUNNING% == true (
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echo Hot reloading... && exit /b 0
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)
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:: Build game.exe, which starts the program and loads game.dll och does the logic for hot reloading.
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echo Building %EXE%
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odin build source\main_hot_reload -strict-style -vet -debug -out:%EXE% -pdb-name:%OUT_DIR%\main_hot_reload.pdb
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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set ODIN_PATH=
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for /f "delims=" %%i in ('odin root') do set "ODIN_PATH=%%i"
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if not exist "raylib.dll" (
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if exist "%ODIN_PATH%\vendor\raylib\windows\raylib.dll" (
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echo raylib.dll not found in current directory. Copying from %ODIN_PATH%\vendor\raylib\windows\raylib.dll
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copy "%ODIN_PATH%\vendor\raylib\windows\raylib.dll" .
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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) else (
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echo "Please copy raylib.dll from <your_odin_compiler>/vendor/raylib/windows/raylib.dll to the same directory as game.exe"
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exit /b 1
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)
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)
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if "%~1"=="run" (
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echo Running %EXE%...
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start %EXE%
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)
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56
build_hot_reload.sh
Executable file
56
build_hot_reload.sh
Executable file
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@ -0,0 +1,56 @@
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#!/usr/bin/env bash
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set -eu
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# OUT_DIR is for everything except the exe. The exe needs to stay in root
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# folder so it sees the assets folder, without having to copy it.
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OUT_DIR=build/hot_reload
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EXE=game_hot_reload.bin
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mkdir -p $OUT_DIR
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# root is a special command of the odin compiler that tells you where the Odin
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# compiler is located.
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ROOT=$(odin root)
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# Figure out which DLL extension to use based on platform. Also copy the Linux
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# so libs.
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case $(uname) in
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"Darwin")
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DLL_EXT=".dylib"
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EXTRA_LINKER_FLAGS="-Wl,-rpath $ROOT/vendor/raylib/macos"
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;;
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*)
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DLL_EXT=".so"
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EXTRA_LINKER_FLAGS="'-Wl,-rpath=\$ORIGIN/linux'"
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# Copy the linux libraries into the project automatically.
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if [ ! -d "$OUT_DIR/linux" ]; then
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mkdir -p $OUT_DIR/linux
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cp -r $ROOT/vendor/raylib/linux/libraylib*.so* $OUT_DIR/linux
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fi
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;;
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esac
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# Build the game. Note that the game goes into $OUT_DIR while the exe stays in
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# the root folder.
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echo "Building game$DLL_EXT"
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odin build source -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -build-mode:dll -out:$OUT_DIR/game_tmp$DLL_EXT -strict-style -vet -debug
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# Need to use a temp file on Linux because it first writes an empty `game.so`,
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# which the game will load before it is actually fully written.
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mv $OUT_DIR/game_tmp$DLL_EXT $OUT_DIR/game$DLL_EXT
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# If the executable is already running, then don't try to build and start it.
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# -f is there to make sure we match against full name, including .bin
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if pgrep -f $EXE > /dev/null; then
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echo "Hot reloading..."
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exit 0
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fi
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echo "Building $EXE"
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odin build source/main_hot_reload -out:$EXE -strict-style -vet -debug
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if [ $# -ge 1 ] && [ $1 == "run" ]; then
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echo "Running $EXE"
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./$EXE &
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fi
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15
build_release.bat
Normal file
15
build_release.bat
Normal file
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@ -0,0 +1,15 @@
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:: This script creates an optimized release build.
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@echo off
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set OUT_DIR=build\release
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if not exist %OUT_DIR% mkdir %OUT_DIR%
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odin build source\main_release -out:%OUT_DIR%\game_release.exe -strict-style -vet -no-bounds-check -o:speed -subsystem:windows
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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xcopy /y /e /i assets %OUT_DIR%\assets > nul
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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|
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echo Release build created in %OUT_DIR%
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10
build_release.sh
Executable file
10
build_release.sh
Executable file
|
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@ -0,0 +1,10 @@
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#!/usr/bin/env bash
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set -eu
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# This script creates an optimized release build.
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OUT_DIR="build/release"
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mkdir -p "$OUT_DIR"
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odin build source/main_release -out:$OUT_DIR/game_release.bin -strict-style -vet -no-bounds-check -o:speed
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cp -R assets $OUT_DIR
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echo "Release build created in $OUT_DIR"
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||||
40
build_web.bat
Normal file
40
build_web.bat
Normal file
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@ -0,0 +1,40 @@
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|||
@echo off
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||||
|
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:: Point this to where you installed emscripten.
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set EMSCRIPTEN_SDK_DIR=c:\SDK\emsdk
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set OUT_DIR=build\web
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if not exist %OUT_DIR% mkdir %OUT_DIR%
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set EMSDK_QUIET=1
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call %EMSCRIPTEN_SDK_DIR%\emsdk_env.bat
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:: Note RAYLIB_WASM_LIB=env.o -- env.o is an internal WASM object file. You can
|
||||
:: see how RAYLIB_WASM_LIB is used inside <odin>/vendor/raylib/raylib.odin.
|
||||
::
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||||
:: The emcc call will be fed the actual raylib library file. That stuff will end
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:: up in env.o
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::
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:: Note that there is a rayGUI equivalent: -define:RAYGUI_WASM_LIB=env.o
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odin build source\main_web -target:js_wasm32 -build-mode:obj -define:RAYLIB_WASM_LIB=env.o -define:RAYGUI_WASM_LIB=env.o -vet -strict-style -out:%OUT_DIR%\game.wasm.o
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IF %ERRORLEVEL% NEQ 0 exit /b 1
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||||
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for /f "delims=" %%i in ('odin root') do set "ODIN_PATH=%%i"
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copy "%ODIN_PATH%\core\sys\wasm\js\odin.js" %OUT_DIR%
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set files=%OUT_DIR%\game.wasm.o "%ODIN_PATH%\vendor\raylib\wasm\libraylib.a" "%ODIN_PATH%\vendor\raylib\wasm\libraygui.a"
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:: index_template.html contains the javascript code that calls the procedures in
|
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:: source/main_web/main_web.odin
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set flags=-sUSE_GLFW=3 -sWASM_BIGINT -sWARN_ON_UNDEFINED_SYMBOLS=0 -sASSERTIONS --shell-file source\main_web\index_template.html --preload-file assets
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|
||||
:: For debugging: Add `-g` to `emcc` (gives better error callstack in chrome)
|
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::
|
||||
:: This uses `cmd /c` to avoid emcc stealing the whole command prompt. Otherwise
|
||||
:: it does not run the lines that follow it.
|
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cmd /c emcc -o %OUT_DIR%\index.html %files% %flags%
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|
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del %OUT_DIR%\game.wasm.o
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|
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echo Web build created in %OUT_DIR%
|
||||
38
build_web.sh
Executable file
38
build_web.sh
Executable file
|
|
@ -0,0 +1,38 @@
|
|||
#!/usr/bin/env bash
|
||||
set -eu
|
||||
|
||||
# Point this to where you installed emscripten. Optional on systems that already
|
||||
# have `emcc` in the path.
|
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EMSCRIPTEN_SDK_DIR="$HOME/repos/emsdk"
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OUT_DIR="build/web"
|
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|
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mkdir -p $OUT_DIR
|
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|
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export EMSDK_QUIET=1
|
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[[ -f "$EMSCRIPTEN_SDK_DIR/emsdk_env.sh" ]] && . "$EMSCRIPTEN_SDK_DIR/emsdk_env.sh"
|
||||
|
||||
# Note RAYLIB_WASM_LIB=env.o -- env.o is an internal WASM object file. You can
|
||||
# see how RAYLIB_WASM_LIB is used inside <odin>/vendor/raylib/raylib.odin.
|
||||
#
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||||
# The emcc call will be fed the actual raylib library file. That stuff will end
|
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# up in env.o
|
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#
|
||||
# Note that there is a rayGUI equivalent: -define:RAYGUI_WASM_LIB=env.o
|
||||
odin build source/main_web -target:js_wasm32 -build-mode:obj -define:RAYLIB_WASM_LIB=env.o -define:RAYGUI_WASM_LIB=env.o -vet -strict-style -out:$OUT_DIR/game.wasm.o
|
||||
|
||||
ODIN_PATH=$(odin root)
|
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|
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cp $ODIN_PATH/core/sys/wasm/js/odin.js $OUT_DIR
|
||||
|
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files="$OUT_DIR/game.wasm.o ${ODIN_PATH}/vendor/raylib/wasm/libraylib.a ${ODIN_PATH}/vendor/raylib/wasm/libraygui.a"
|
||||
|
||||
# index_template.html contains the javascript code that calls the procedures in
|
||||
# source/main_web/main_web.odin
|
||||
flags="-sUSE_GLFW=3 -sWASM_BIGINT -sWARN_ON_UNDEFINED_SYMBOLS=0 -sASSERTIONS --shell-file source/main_web/index_template.html --preload-file assets"
|
||||
|
||||
# For debugging: Add `-g` to `emcc` (gives better error callstack in chrome)
|
||||
emcc -o $OUT_DIR/index.html $files $flags
|
||||
|
||||
rm $OUT_DIR/game.wasm.o
|
||||
|
||||
echo "Web build created in ${OUT_DIR}"
|
||||
61
flake.lock
generated
Normal file
61
flake.lock
generated
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
{
|
||||
"nodes": {
|
||||
"nixpkgs": {
|
||||
"locked": {
|
||||
"lastModified": 1777578337,
|
||||
"narHash": "sha256-Ad49moKWeXtKBJNy2ebiTQUEgdLyvGmTeykAQ9xM+Z4=",
|
||||
"owner": "NixOS",
|
||||
"repo": "nixpkgs",
|
||||
"rev": "15f4ee454b1dce334612fa6843b3e05cf546efab",
|
||||
"type": "github"
|
||||
},
|
||||
"original": {
|
||||
"owner": "NixOS",
|
||||
"ref": "nixos-unstable",
|
||||
"repo": "nixpkgs",
|
||||
"type": "github"
|
||||
}
|
||||
},
|
||||
"odin-src": {
|
||||
"flake": false,
|
||||
"locked": {
|
||||
"lastModified": 1777720299,
|
||||
"narHash": "sha256-fgN6Lz1CnUPXrmnQr+sPEfwSF/7y0+eZBX6TKFcFA50=",
|
||||
"owner": "odin-lang",
|
||||
"repo": "Odin",
|
||||
"rev": "ea5175d865c2034b033ebf5653d83638f10bba54",
|
||||
"type": "github"
|
||||
},
|
||||
"original": {
|
||||
"owner": "odin-lang",
|
||||
"repo": "Odin",
|
||||
"type": "github"
|
||||
}
|
||||
},
|
||||
"ols-src": {
|
||||
"flake": false,
|
||||
"locked": {
|
||||
"lastModified": 1777392120,
|
||||
"narHash": "sha256-7z/Y03wIc6Ov5Zs1hABUbOjmU81JHGjxXpABwf04v90=",
|
||||
"owner": "DanielGavin",
|
||||
"repo": "ols",
|
||||
"rev": "992787a702914479fe637de68b707de9c567c6ba",
|
||||
"type": "github"
|
||||
},
|
||||
"original": {
|
||||
"owner": "DanielGavin",
|
||||
"repo": "ols",
|
||||
"type": "github"
|
||||
}
|
||||
},
|
||||
"root": {
|
||||
"inputs": {
|
||||
"nixpkgs": "nixpkgs",
|
||||
"odin-src": "odin-src",
|
||||
"ols-src": "ols-src"
|
||||
}
|
||||
}
|
||||
},
|
||||
"root": "root",
|
||||
"version": 7
|
||||
}
|
||||
119
flake.nix
Normal file
119
flake.nix
Normal file
|
|
@ -0,0 +1,119 @@
|
|||
{
|
||||
description = "Bleeding-edge Odin, OLS, and Raylib development environment";
|
||||
|
||||
inputs = {
|
||||
nixpkgs.url = "github:NixOS/nixpkgs/nixos-unstable";
|
||||
|
||||
# Latest GitHub commits
|
||||
odin-src = {
|
||||
url = "github:odin-lang/Odin";
|
||||
flake = false;
|
||||
};
|
||||
ols-src = {
|
||||
url = "github:DanielGavin/ols";
|
||||
flake = false;
|
||||
};
|
||||
};
|
||||
|
||||
outputs =
|
||||
{
|
||||
self,
|
||||
nixpkgs,
|
||||
odin-src,
|
||||
ols-src,
|
||||
}:
|
||||
let
|
||||
supportedSystems = [
|
||||
"x86_64-linux"
|
||||
"aarch64-linux"
|
||||
"x86_64-darwin"
|
||||
"aarch64-darwin"
|
||||
];
|
||||
forAllSystems = nixpkgs.lib.genAttrs supportedSystems;
|
||||
in
|
||||
{
|
||||
devShells = forAllSystems (
|
||||
system:
|
||||
let
|
||||
pkgs = import nixpkgs { inherit system; };
|
||||
lib = pkgs.lib;
|
||||
|
||||
# 1. Override Odin to build directly from the GitHub input
|
||||
odin-latest = pkgs.odin.overrideAttrs (old: {
|
||||
version = "latest-github";
|
||||
src = odin-src;
|
||||
patches = [ ];
|
||||
|
||||
postPatch = (old.postPatch or "") + ''
|
||||
sed -i 's|"linux/libraylib.a"|"system:raylib"|g' vendor/raylib/raylib.odin
|
||||
'';
|
||||
});
|
||||
|
||||
# 2. Override OLS, ensuring it builds using our bleeding-edge Odin package
|
||||
ols-latest = (pkgs.ols.override { odin = odin-latest; }).overrideAttrs (old: {
|
||||
version = "latest-github";
|
||||
src = ols-src;
|
||||
patches = [ ];
|
||||
postPatch = (old.postPatch or "") + "";
|
||||
});
|
||||
|
||||
# 3. Raylib dynamic dependencies
|
||||
# Odin's vendored raylib uses dlopen() to load libraries at runtime.
|
||||
# We expose these directly so the application doesn't crash on Wayland/X11.
|
||||
raylib-deps =
|
||||
with pkgs;
|
||||
lib.optionals stdenv.isLinux [
|
||||
libGL
|
||||
libglvnd
|
||||
libX11
|
||||
libXrandr
|
||||
libXinerama
|
||||
libXcursor
|
||||
libXi
|
||||
wayland
|
||||
libxkbcommon
|
||||
alsa-lib
|
||||
]
|
||||
++ lib.optionals stdenv.isDarwin (
|
||||
with darwin.apple_sdk.frameworks;
|
||||
[
|
||||
Cocoa
|
||||
OpenGL
|
||||
IOKit
|
||||
CoreVideo
|
||||
CoreAudio
|
||||
AudioToolbox
|
||||
]
|
||||
);
|
||||
|
||||
in
|
||||
{
|
||||
default = pkgs.mkShell {
|
||||
nativeBuildInputs = [
|
||||
odin-latest
|
||||
ols-latest
|
||||
pkgs.pkg-config
|
||||
pkgs.just
|
||||
];
|
||||
|
||||
buildInputs = raylib-deps ++ [
|
||||
# Include the system raylib headers/libs just in case you
|
||||
# opt to link externally instead of using the vendored one.
|
||||
pkgs.raylib
|
||||
];
|
||||
|
||||
shellHook = ''
|
||||
# Point vendored Raylib to the system graphics/audio libraries (Linux)
|
||||
${lib.optionalString pkgs.stdenv.isLinux ''
|
||||
export LD_LIBRARY_PATH="${lib.makeLibraryPath raylib-deps}:$LD_LIBRARY_PATH"
|
||||
''}
|
||||
|
||||
echo "🔨 Odin Development Environment Ready"
|
||||
echo "Odin Version: $(${odin-latest}/bin/odin version)"
|
||||
echo "OLS available. Raylib dependencies loaded."
|
||||
'';
|
||||
};
|
||||
}
|
||||
);
|
||||
};
|
||||
}
|
||||
173
source/game.odin
Normal file
173
source/game.odin
Normal file
|
|
@ -0,0 +1,173 @@
|
|||
/*
|
||||
This file is the starting point of your game.
|
||||
|
||||
Some important procedures are:
|
||||
- game_init_window: Opens the window
|
||||
- game_init: Sets up the game state
|
||||
- game_update: Run once per frame
|
||||
- game_should_close: For stopping your game when close button is pressed
|
||||
- game_shutdown: Shuts down game and frees memory
|
||||
- game_shutdown_window: Closes window
|
||||
|
||||
The procs above are used regardless if you compile using the `build_release`
|
||||
script or the `build_hot_reload` script. However, in the hot reload case, the
|
||||
contents of this file is compiled as part of `build/hot_reload/game.dll` (or
|
||||
.dylib/.so on mac/linux). In the hot reload cases some other procedures are
|
||||
also used in order to facilitate the hot reload functionality:
|
||||
|
||||
- game_memory: Run just before a hot reload. That way game_hot_reload.exe has a
|
||||
pointer to the game's memory that it can hand to the new game DLL.
|
||||
- game_hot_reloaded: Run after a hot reload so that the `g` global
|
||||
variable can be set to whatever pointer it was in the old DLL.
|
||||
|
||||
NOTE: When compiled as part of `build_release`, `build_debug` or `build_web`
|
||||
then this whole package is just treated as a normal Odin package. No DLL is
|
||||
created.
|
||||
*/
|
||||
|
||||
// NOTE: `fmt.ctprintf` uses the temp allocator. The temp allocator is
|
||||
// cleared at the end of the frame by the main application, meaning inside
|
||||
// `main_hot_reload.odin`, `main_release.odin` or `main_web_entry.odin`.
|
||||
|
||||
package game
|
||||
|
||||
import "game"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
GAME_WIDTH :: 640
|
||||
GAME_HEIGHT :: 270
|
||||
|
||||
Game_Memory :: struct {
|
||||
render_target: rl.RenderTexture,
|
||||
render_scale: f32,
|
||||
run: bool,
|
||||
}
|
||||
g: ^Game_Memory
|
||||
|
||||
update :: proc() {
|
||||
if rl.IsKeyPressed(.ESCAPE) {
|
||||
g.run = false
|
||||
}
|
||||
|
||||
g.render_scale = min(
|
||||
f32(rl.GetScreenWidth()) / f32(GAME_WIDTH),
|
||||
f32(rl.GetScreenHeight()) / f32(GAME_HEIGHT),
|
||||
)
|
||||
|
||||
rl.SetMouseOffset(
|
||||
-i32((f32(rl.GetScreenWidth()) - (f32(GAME_WIDTH) * g.render_scale)) * 0.5),
|
||||
-i32((f32(rl.GetScreenHeight()) - (f32(GAME_HEIGHT) * g.render_scale)) * 0.5),
|
||||
)
|
||||
rl.SetMouseScale(1 / g.render_scale, 1 / g.render_scale)
|
||||
|
||||
game.update()
|
||||
}
|
||||
|
||||
draw :: proc() {
|
||||
rl.BeginTextureMode(g.render_target)
|
||||
rl.ClearBackground(rl.BLACK)
|
||||
game.draw()
|
||||
rl.EndTextureMode()
|
||||
|
||||
rl.BeginDrawing()
|
||||
rl.ClearBackground(rl.BLACK)
|
||||
rl.DrawTexturePro(
|
||||
g.render_target.texture,
|
||||
{0, 0, f32(g.render_target.texture.width), f32(-g.render_target.texture.height)},
|
||||
{
|
||||
(f32(rl.GetScreenWidth()) - (f32(GAME_WIDTH) * g.render_scale)) * 0.5,
|
||||
(f32(rl.GetScreenHeight()) - (f32(GAME_HEIGHT) * g.render_scale)) * 0.5,
|
||||
f32(GAME_WIDTH) * g.render_scale,
|
||||
f32(GAME_HEIGHT) * g.render_scale,
|
||||
},
|
||||
{0, 0},
|
||||
0,
|
||||
rl.WHITE,
|
||||
)
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_update :: proc() {
|
||||
update()
|
||||
draw()
|
||||
free_all(context.temp_allocator)
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_init_window :: proc() {
|
||||
rl.SetConfigFlags({.WINDOW_RESIZABLE, .VSYNC_HINT})
|
||||
rl.InitWindow(1280, 720, "Untitle Roguelike")
|
||||
rl.SetWindowPosition(200, 200)
|
||||
rl.SetTargetFPS(60)
|
||||
rl.SetExitKey(nil)
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_init :: proc() {
|
||||
g = new(Game_Memory)
|
||||
|
||||
g^ = Game_Memory {
|
||||
render_target = rl.LoadRenderTexture(GAME_WIDTH, GAME_HEIGHT),
|
||||
run = true,
|
||||
}
|
||||
game.init()
|
||||
game_hot_reloaded(g)
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_should_run :: proc() -> bool {
|
||||
when ODIN_OS != .JS {
|
||||
if rl.WindowShouldClose() {
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
return g.run
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_shutdown :: proc() {
|
||||
free(g)
|
||||
game.unload()
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_shutdown_window :: proc() {
|
||||
rl.CloseWindow()
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_memory :: proc() -> rawptr {
|
||||
return g
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_memory_size :: proc() -> int {
|
||||
return size_of(Game_Memory)
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_hot_reloaded :: proc(mem: rawptr) {
|
||||
g = (^Game_Memory)(mem)
|
||||
|
||||
// Here you can also set your own global variables. A good idea is to make
|
||||
// your global variables into pointers that point to something inside `g`.
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_force_reload :: proc() -> bool {
|
||||
return rl.IsKeyPressed(.F5)
|
||||
}
|
||||
|
||||
@(export)
|
||||
game_force_restart :: proc() -> bool {
|
||||
return rl.IsKeyPressed(.F6)
|
||||
}
|
||||
|
||||
// In a web build, this is called when browser changes size. Remove the
|
||||
// `rl.SetWindowSize` call if you don't want a resizable game.
|
||||
game_parent_window_size_changed :: proc(w, h: int) {
|
||||
rl.SetWindowSize(i32(w), i32(h))
|
||||
}
|
||||
|
||||
19
source/game/main.odin
Normal file
19
source/game/main.odin
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
package game
|
||||
|
||||
init :: proc() {
|
||||
|
||||
}
|
||||
|
||||
update :: proc() {
|
||||
|
||||
}
|
||||
|
||||
|
||||
draw :: proc() {
|
||||
|
||||
}
|
||||
|
||||
unload :: proc() {
|
||||
|
||||
}
|
||||
|
||||
229
source/main_hot_reload/main_hot_reload.odin
Normal file
229
source/main_hot_reload/main_hot_reload.odin
Normal file
|
|
@ -0,0 +1,229 @@
|
|||
/*
|
||||
Development game exe. Loads build/hot_reload/game.dll and reloads it whenever it
|
||||
changes.
|
||||
*/
|
||||
|
||||
package main
|
||||
|
||||
import "core:dynlib"
|
||||
import "core:fmt"
|
||||
import "core:c/libc"
|
||||
import "core:os"
|
||||
import "core:log"
|
||||
import "core:mem"
|
||||
import "core:path/filepath"
|
||||
import "core:time"
|
||||
|
||||
when ODIN_OS == .Windows {
|
||||
DLL_EXT :: ".dll"
|
||||
} else when ODIN_OS == .Darwin {
|
||||
DLL_EXT :: ".dylib"
|
||||
} else {
|
||||
DLL_EXT :: ".so"
|
||||
}
|
||||
|
||||
GAME_DLL_DIR :: "build/hot_reload/"
|
||||
GAME_DLL_PATH :: GAME_DLL_DIR + "game" + DLL_EXT
|
||||
|
||||
// We copy the DLL because using it directly would lock it, which would prevent
|
||||
// the compiler from writing to it.
|
||||
copy_dll :: proc(to: string) -> bool {
|
||||
copy_err := os.copy_file(to, GAME_DLL_PATH)
|
||||
|
||||
if copy_err != nil {
|
||||
fmt.printfln("Failed to copy " + GAME_DLL_PATH + " to {0}: %v", to, copy_err)
|
||||
return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
Game_API :: struct {
|
||||
lib: dynlib.Library,
|
||||
init_window: proc(),
|
||||
init: proc(),
|
||||
update: proc(),
|
||||
should_run: proc() -> bool,
|
||||
shutdown: proc(),
|
||||
shutdown_window: proc(),
|
||||
memory: proc() -> rawptr,
|
||||
memory_size: proc() -> int,
|
||||
hot_reloaded: proc(mem: rawptr),
|
||||
force_reload: proc() -> bool,
|
||||
force_restart: proc() -> bool,
|
||||
modification_time: time.Time,
|
||||
api_version: int,
|
||||
}
|
||||
|
||||
load_game_api :: proc(api_version: int) -> (api: Game_API, ok: bool) {
|
||||
mod_time, mod_time_error := os.last_write_time_by_name(GAME_DLL_PATH)
|
||||
if mod_time_error != os.ERROR_NONE {
|
||||
fmt.printfln(
|
||||
"Failed getting last write time of " + GAME_DLL_PATH + ", error code: {1}",
|
||||
mod_time_error,
|
||||
)
|
||||
return
|
||||
}
|
||||
|
||||
game_dll_name := fmt.tprintf(GAME_DLL_DIR + "game_{0}" + DLL_EXT, api_version)
|
||||
copy_dll(game_dll_name) or_return
|
||||
|
||||
// This proc matches the names of the fields in Game_API to symbols in the
|
||||
// game DLL. It actually looks for symbols starting with `game_`, which is
|
||||
// why the argument `"game_"` is there.
|
||||
_, ok = dynlib.initialize_symbols(&api, game_dll_name, "game_", "lib")
|
||||
if !ok {
|
||||
fmt.printfln("Failed initializing symbols: {0}", dynlib.last_error())
|
||||
}
|
||||
|
||||
api.api_version = api_version
|
||||
api.modification_time = mod_time
|
||||
ok = true
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
unload_game_api :: proc(api: ^Game_API) {
|
||||
if api.lib != nil {
|
||||
if !dynlib.unload_library(api.lib) {
|
||||
fmt.printfln("Failed unloading lib: {0}", dynlib.last_error())
|
||||
}
|
||||
}
|
||||
|
||||
if os.remove(fmt.tprintf(GAME_DLL_DIR + "game_{0}" + DLL_EXT, api.api_version)) != nil {
|
||||
fmt.printfln("Failed to remove {0}game_{1}" + DLL_EXT + " copy", GAME_DLL_DIR, api.api_version)
|
||||
}
|
||||
}
|
||||
|
||||
main :: proc() {
|
||||
// Set working dir to dir of executable.
|
||||
exe_path := os.args[0]
|
||||
exe_dir := filepath.dir(string(exe_path), context.temp_allocator)
|
||||
os.set_working_directory(exe_dir)
|
||||
|
||||
context.logger = log.create_console_logger()
|
||||
|
||||
default_allocator := context.allocator
|
||||
tracking_allocator: mem.Tracking_Allocator
|
||||
mem.tracking_allocator_init(&tracking_allocator, default_allocator)
|
||||
context.allocator = mem.tracking_allocator(&tracking_allocator)
|
||||
|
||||
reset_tracking_allocator :: proc(a: ^mem.Tracking_Allocator) -> bool {
|
||||
err := false
|
||||
|
||||
for _, value in a.allocation_map {
|
||||
log.errorf("%v: Leaked %v bytes\n", value.location, value.size)
|
||||
err = true
|
||||
}
|
||||
|
||||
mem.tracking_allocator_clear(a)
|
||||
return err
|
||||
}
|
||||
|
||||
game_api_version := 0
|
||||
game_api, game_api_ok := load_game_api(game_api_version)
|
||||
|
||||
if !game_api_ok {
|
||||
fmt.println("Failed to load Game API")
|
||||
return
|
||||
}
|
||||
|
||||
game_api_version += 1
|
||||
game_api.init_window()
|
||||
game_api.init()
|
||||
|
||||
old_game_apis := make([dynamic]Game_API, default_allocator)
|
||||
|
||||
for game_api.should_run() {
|
||||
game_api.update()
|
||||
force_reload := game_api.force_reload()
|
||||
force_restart := game_api.force_restart()
|
||||
reload := force_reload || force_restart
|
||||
game_dll_mod, game_dll_mod_err := os.last_write_time_by_name(GAME_DLL_PATH)
|
||||
|
||||
if game_dll_mod_err == os.ERROR_NONE && game_api.modification_time != game_dll_mod {
|
||||
reload = true
|
||||
}
|
||||
|
||||
if reload {
|
||||
new_game_api, new_game_api_ok := load_game_api(game_api_version)
|
||||
|
||||
if new_game_api_ok {
|
||||
force_restart = force_restart || game_api.memory_size() != new_game_api.memory_size()
|
||||
|
||||
if !force_restart {
|
||||
// This does the normal hot reload
|
||||
|
||||
// Note that we don't unload the old game APIs because that
|
||||
// would unload the DLL. The DLL can contain stored info
|
||||
// such as string literals. The old DLLs are only unloaded
|
||||
// on a full reset or on shutdown.
|
||||
append(&old_game_apis, game_api)
|
||||
game_memory := game_api.memory()
|
||||
game_api = new_game_api
|
||||
game_api.hot_reloaded(game_memory)
|
||||
} else {
|
||||
// This does a full reset. That's basically like opening and
|
||||
// closing the game, without having to restart the executable.
|
||||
//
|
||||
// You end up in here if the game requests a full reset OR
|
||||
// if the size of the game memory has changed. That would
|
||||
// probably lead to a crash anyways.
|
||||
|
||||
game_api.shutdown()
|
||||
reset_tracking_allocator(&tracking_allocator)
|
||||
|
||||
for &g in old_game_apis {
|
||||
unload_game_api(&g)
|
||||
}
|
||||
|
||||
clear(&old_game_apis)
|
||||
unload_game_api(&game_api)
|
||||
game_api = new_game_api
|
||||
game_api.init()
|
||||
}
|
||||
|
||||
game_api_version += 1
|
||||
}
|
||||
}
|
||||
|
||||
if len(tracking_allocator.bad_free_array) > 0 {
|
||||
for b in tracking_allocator.bad_free_array {
|
||||
log.errorf("Bad free at: %v", b.location)
|
||||
}
|
||||
|
||||
// This prevents the game from closing without you seeing the bad
|
||||
// frees. This is mostly needed because I use Sublime Text and my game's
|
||||
// console isn't hooked up into Sublime's console properly.
|
||||
libc.getchar()
|
||||
panic("Bad free detected")
|
||||
}
|
||||
}
|
||||
|
||||
free_all(context.temp_allocator)
|
||||
game_api.shutdown()
|
||||
if reset_tracking_allocator(&tracking_allocator) {
|
||||
// This prevents the game from closing without you seeing the memory
|
||||
// leaks. This is mostly needed because I use Sublime Text and my game's
|
||||
// console isn't hooked up into Sublime's console properly.
|
||||
libc.getchar()
|
||||
}
|
||||
|
||||
for &g in old_game_apis {
|
||||
unload_game_api(&g)
|
||||
}
|
||||
|
||||
delete(old_game_apis)
|
||||
|
||||
game_api.shutdown_window()
|
||||
unload_game_api(&game_api)
|
||||
mem.tracking_allocator_destroy(&tracking_allocator)
|
||||
}
|
||||
|
||||
// Make game use good GPU on laptops.
|
||||
|
||||
@(export)
|
||||
NvOptimusEnablement: u32 = 1
|
||||
|
||||
@(export)
|
||||
AmdPowerXpressRequestHighPerformance: i32 = 1
|
||||
72
source/main_release/main_release.odin
Normal file
72
source/main_release/main_release.odin
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
/*
|
||||
For making a release exe that does not use hot reload.
|
||||
*/
|
||||
|
||||
package main_release
|
||||
|
||||
import "core:log"
|
||||
import "core:os"
|
||||
import "core:path/filepath"
|
||||
import "core:mem"
|
||||
import game ".."
|
||||
|
||||
_ :: mem
|
||||
|
||||
USE_TRACKING_ALLOCATOR :: #config(USE_TRACKING_ALLOCATOR, false)
|
||||
|
||||
main :: proc() {
|
||||
// Set working dir to dir of executable.
|
||||
exe_path := os.args[0]
|
||||
exe_dir := filepath.dir(string(exe_path), context.temp_allocator)
|
||||
os.set_working_directory(exe_dir)
|
||||
|
||||
mode := os.Permissions { .Read_User, .Write_User, .Read_Group, .Read_Other }
|
||||
logh, logh_err := os.open("log.txt", {.Create, .Trunc, .Read, .Write}, mode)
|
||||
|
||||
if logh_err == os.ERROR_NONE {
|
||||
os.stdout = logh
|
||||
os.stderr = logh
|
||||
}
|
||||
|
||||
logger_alloc := context.allocator
|
||||
logger := logh_err == os.ERROR_NONE ? log.create_file_logger(logh, allocator = logger_alloc) : log.create_console_logger(allocator = logger_alloc)
|
||||
context.logger = logger
|
||||
|
||||
when USE_TRACKING_ALLOCATOR {
|
||||
default_allocator := context.allocator
|
||||
tracking_allocator: mem.Tracking_Allocator
|
||||
mem.tracking_allocator_init(&tracking_allocator, default_allocator)
|
||||
context.allocator = mem.tracking_allocator(&tracking_allocator)
|
||||
}
|
||||
|
||||
game.game_init_window()
|
||||
game.game_init()
|
||||
|
||||
for game.game_should_run() {
|
||||
game.game_update()
|
||||
}
|
||||
|
||||
free_all(context.temp_allocator)
|
||||
game.game_shutdown()
|
||||
game.game_shutdown_window()
|
||||
|
||||
when USE_TRACKING_ALLOCATOR {
|
||||
for _, value in tracking_allocator.allocation_map {
|
||||
log.errorf("%v: Leaked %v bytes\n", value.location, value.size)
|
||||
}
|
||||
|
||||
mem.tracking_allocator_destroy(&tracking_allocator)
|
||||
}
|
||||
|
||||
if logh_err == os.ERROR_NONE {
|
||||
log.destroy_file_logger(logger, logger_alloc)
|
||||
}
|
||||
}
|
||||
|
||||
// make game use good GPU on laptops etc
|
||||
|
||||
@(export)
|
||||
NvOptimusEnablement: u32 = 1
|
||||
|
||||
@(export)
|
||||
AmdPowerXpressRequestHighPerformance: i32 = 1
|
||||
126
source/main_web/emscripten_allocator.odin
Normal file
126
source/main_web/emscripten_allocator.odin
Normal file
|
|
@ -0,0 +1,126 @@
|
|||
/*
|
||||
This allocator uses the malloc, calloc, free and realloc procs that emscripten
|
||||
exposes in order to allocate memory. Just like Odin's default heap allocator
|
||||
this uses proper alignment, so that maps and simd works.
|
||||
*/
|
||||
|
||||
package main_web
|
||||
|
||||
import "core:mem"
|
||||
import "core:c"
|
||||
import "base:intrinsics"
|
||||
|
||||
// This will create bindings to emscripten's implementation of libc
|
||||
// memory allocation features.
|
||||
@(default_calling_convention = "c")
|
||||
foreign {
|
||||
calloc :: proc(num, size: c.size_t) -> rawptr ---
|
||||
free :: proc(ptr: rawptr) ---
|
||||
malloc :: proc(size: c.size_t) -> rawptr ---
|
||||
realloc :: proc(ptr: rawptr, size: c.size_t) -> rawptr ---
|
||||
}
|
||||
|
||||
emscripten_allocator :: proc "contextless" () -> mem.Allocator {
|
||||
return mem.Allocator{emscripten_allocator_proc, nil}
|
||||
}
|
||||
|
||||
emscripten_allocator_proc :: proc(
|
||||
allocator_data: rawptr,
|
||||
mode: mem.Allocator_Mode,
|
||||
size, alignment: int,
|
||||
old_memory: rawptr,
|
||||
old_size: int,
|
||||
location := #caller_location
|
||||
) -> (data: []byte, err: mem.Allocator_Error) {
|
||||
// These aligned alloc procs are almost indentical those in
|
||||
// `_heap_allocator_proc` in `core:os`. Without the proper alignment you
|
||||
// cannot use maps and simd features.
|
||||
|
||||
aligned_alloc :: proc(size, alignment: int, zero_memory: bool, old_ptr: rawptr = nil) -> ([]byte, mem.Allocator_Error) {
|
||||
a := max(alignment, align_of(rawptr))
|
||||
space := size + a - 1
|
||||
|
||||
allocated_mem: rawptr
|
||||
if old_ptr != nil {
|
||||
original_old_ptr := mem.ptr_offset((^rawptr)(old_ptr), -1)^
|
||||
allocated_mem = realloc(original_old_ptr, c.size_t(space+size_of(rawptr)))
|
||||
} else if zero_memory {
|
||||
// calloc automatically zeros memory, but it takes a number + size
|
||||
// instead of just size.
|
||||
allocated_mem = calloc(c.size_t(space+size_of(rawptr)), 1)
|
||||
} else {
|
||||
allocated_mem = malloc(c.size_t(space+size_of(rawptr)))
|
||||
}
|
||||
aligned_mem := rawptr(mem.ptr_offset((^u8)(allocated_mem), size_of(rawptr)))
|
||||
|
||||
ptr := uintptr(aligned_mem)
|
||||
aligned_ptr := (ptr - 1 + uintptr(a)) & -uintptr(a)
|
||||
diff := int(aligned_ptr - ptr)
|
||||
if (size + diff) > space || allocated_mem == nil {
|
||||
return nil, .Out_Of_Memory
|
||||
}
|
||||
|
||||
aligned_mem = rawptr(aligned_ptr)
|
||||
mem.ptr_offset((^rawptr)(aligned_mem), -1)^ = allocated_mem
|
||||
|
||||
return mem.byte_slice(aligned_mem, size), nil
|
||||
}
|
||||
|
||||
aligned_free :: proc(p: rawptr) {
|
||||
if p != nil {
|
||||
free(mem.ptr_offset((^rawptr)(p), -1)^)
|
||||
}
|
||||
}
|
||||
|
||||
aligned_resize :: proc(p: rawptr, old_size: int, new_size: int, new_alignment: int) -> ([]byte, mem.Allocator_Error) {
|
||||
if p == nil {
|
||||
return nil, nil
|
||||
}
|
||||
return aligned_alloc(new_size, new_alignment, true, p)
|
||||
}
|
||||
|
||||
switch mode {
|
||||
case .Alloc:
|
||||
return aligned_alloc(size, alignment, true)
|
||||
|
||||
case .Alloc_Non_Zeroed:
|
||||
return aligned_alloc(size, alignment, false)
|
||||
|
||||
case .Free:
|
||||
aligned_free(old_memory)
|
||||
return nil, nil
|
||||
|
||||
case .Resize:
|
||||
if old_memory == nil {
|
||||
return aligned_alloc(size, alignment, true)
|
||||
}
|
||||
|
||||
bytes := aligned_resize(old_memory, old_size, size, alignment) or_return
|
||||
|
||||
// realloc doesn't zero the new bytes, so we do it manually.
|
||||
if size > old_size {
|
||||
new_region := raw_data(bytes[old_size:])
|
||||
intrinsics.mem_zero(new_region, size - old_size)
|
||||
}
|
||||
|
||||
return bytes, nil
|
||||
|
||||
case .Resize_Non_Zeroed:
|
||||
if old_memory == nil {
|
||||
return aligned_alloc(size, alignment, false)
|
||||
}
|
||||
|
||||
return aligned_resize(old_memory, old_size, size, alignment)
|
||||
|
||||
case .Query_Features:
|
||||
set := (^mem.Allocator_Mode_Set)(old_memory)
|
||||
if set != nil {
|
||||
set^ = {.Alloc, .Free, .Resize, .Query_Features}
|
||||
}
|
||||
return nil, nil
|
||||
|
||||
case .Free_All, .Query_Info:
|
||||
return nil, .Mode_Not_Implemented
|
||||
}
|
||||
return nil, .Mode_Not_Implemented
|
||||
}
|
||||
91
source/main_web/emscripten_logger.odin
Normal file
91
source/main_web/emscripten_logger.odin
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
/*
|
||||
This logger is largely a copy of the console logger in `core:log`, but it uses
|
||||
emscripten's `puts` proc to write into he console of the web browser.
|
||||
|
||||
This is more or less identical to the logger in Aronicu's repository:
|
||||
https://github.com/Aronicu/Raylib-WASM/tree/main
|
||||
*/
|
||||
|
||||
package main_web
|
||||
|
||||
import "core:c"
|
||||
import "core:fmt"
|
||||
import "core:log"
|
||||
import "core:strings"
|
||||
|
||||
Emscripten_Logger_Opts :: log.Options{.Level, .Short_File_Path, .Line}
|
||||
|
||||
create_emscripten_logger :: proc (lowest := log.Level.Debug, opt := Emscripten_Logger_Opts) -> log.Logger {
|
||||
return log.Logger{data = nil, procedure = logger_proc, lowest_level = lowest, options = opt}
|
||||
}
|
||||
|
||||
// This create's a binding to `puts` which will be linked in as part of the
|
||||
// emscripten runtime.
|
||||
@(default_calling_convention = "c")
|
||||
foreign {
|
||||
puts :: proc(buffer: cstring) -> c.int ---
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
logger_proc :: proc(
|
||||
logger_data: rawptr,
|
||||
level: log.Level,
|
||||
text: string,
|
||||
options: log.Options,
|
||||
location := #caller_location
|
||||
) {
|
||||
b := strings.builder_make(context.temp_allocator)
|
||||
strings.write_string(&b, Level_Headers[level])
|
||||
do_location_header(options, &b, location)
|
||||
fmt.sbprint(&b, text)
|
||||
|
||||
if bc, bc_err := strings.to_cstring(&b); bc_err == nil {
|
||||
puts(bc)
|
||||
}
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
Level_Headers := [?]string {
|
||||
0 ..< 10 = "[DEBUG] --- ",
|
||||
10 ..< 20 = "[INFO ] --- ",
|
||||
20 ..< 30 = "[WARN ] --- ",
|
||||
30 ..< 40 = "[ERROR] --- ",
|
||||
40 ..< 50 = "[FATAL] --- ",
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
do_location_header :: proc(opts: log.Options, buf: ^strings.Builder, location := #caller_location) {
|
||||
if log.Location_Header_Opts & opts == nil {
|
||||
return
|
||||
}
|
||||
fmt.sbprint(buf, "[")
|
||||
file := location.file_path
|
||||
if .Short_File_Path in opts {
|
||||
last := 0
|
||||
for r, i in location.file_path {
|
||||
if r == '/' {
|
||||
last = i + 1
|
||||
}
|
||||
}
|
||||
file = location.file_path[last:]
|
||||
}
|
||||
|
||||
if log.Location_File_Opts & opts != nil {
|
||||
fmt.sbprint(buf, file)
|
||||
}
|
||||
if .Line in opts {
|
||||
if log.Location_File_Opts & opts != nil {
|
||||
fmt.sbprint(buf, ":")
|
||||
}
|
||||
fmt.sbprint(buf, location.line)
|
||||
}
|
||||
|
||||
if .Procedure in opts {
|
||||
if (log.Location_File_Opts | {.Line}) & opts != nil {
|
||||
fmt.sbprint(buf, ":")
|
||||
}
|
||||
fmt.sbprintf(buf, "%s()", location.procedure)
|
||||
}
|
||||
|
||||
fmt.sbprint(buf, "] ")
|
||||
}
|
||||
114
source/main_web/index_template.html
Normal file
114
source/main_web/index_template.html
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
<!doctype html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||
|
||||
<title>Odin + Raylib on the web</title>
|
||||
<meta name="title" content="Odin + Raylib on the web">
|
||||
<meta name="description" content="Make games using Odin + Raylib that work in the browser">
|
||||
<meta name="viewport" content="width=device-width">
|
||||
|
||||
<style>
|
||||
body {
|
||||
margin: 0px;
|
||||
overflow: hidden;
|
||||
background-color: black;
|
||||
}
|
||||
canvas.game_canvas {
|
||||
border: 0px none;
|
||||
background-color: black;
|
||||
padding-left: 0;
|
||||
padding-right: 0;
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
display: block;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas class="game_canvas" id="canvas" oncontextmenu="event.preventDefault()" tabindex="-1" onmousedown="event.target.focus()" onkeydown="event.preventDefault()"></canvas>
|
||||
<script type="text/javascript" src="odin.js"></script>
|
||||
<script>
|
||||
var odinMemoryInterface = new odin.WasmMemoryInterface();
|
||||
odinMemoryInterface.setIntSize(4);
|
||||
var odinImports = odin.setupDefaultImports(odinMemoryInterface);
|
||||
|
||||
// The Module is used as configuration for emscripten.
|
||||
var Module = {
|
||||
// This is called by emscripten when it starts up.
|
||||
instantiateWasm: (imports, successCallback) => {
|
||||
const newImports = {
|
||||
...odinImports,
|
||||
...imports
|
||||
}
|
||||
|
||||
return WebAssembly.instantiateStreaming(fetch("index.wasm"), newImports).then(function(output) {
|
||||
var e = output.instance.exports;
|
||||
odinMemoryInterface.setExports(e);
|
||||
odinMemoryInterface.setMemory(e.memory);
|
||||
return successCallback(output.instance);
|
||||
});
|
||||
},
|
||||
// This happens a bit after `instantiateWasm`, when everything is
|
||||
// done setting up. At that point we can run code.
|
||||
onRuntimeInitialized: () => {
|
||||
var e = wasmExports;
|
||||
|
||||
// Calls any procedure marked with @init
|
||||
e._start();
|
||||
|
||||
// See source/main_web/main_web.odin for main_start,
|
||||
// main_update and main_end.
|
||||
e.main_start();
|
||||
|
||||
function send_resize() {
|
||||
var canvas = document.getElementById('canvas');
|
||||
e.web_window_size_changed(canvas.width, canvas.height);
|
||||
}
|
||||
|
||||
window.addEventListener('resize', function(event) {
|
||||
send_resize();
|
||||
}, true);
|
||||
|
||||
// This can probably be done better: Ideally we'd feed the
|
||||
// initial size to `main_start`. But there seems to be a
|
||||
// race condition. `canvas` doesn't have it's correct size yet.
|
||||
send_resize();
|
||||
|
||||
// Runs the "main loop".
|
||||
function do_main_update() {
|
||||
if (!e.main_update()) {
|
||||
e.main_end();
|
||||
|
||||
// Calls procedures marked with @fini
|
||||
e._end();
|
||||
return;
|
||||
}
|
||||
window.requestAnimationFrame(do_main_update);
|
||||
}
|
||||
|
||||
window.requestAnimationFrame(do_main_update);
|
||||
},
|
||||
print: (function() {
|
||||
var element = document.getElementById("output");
|
||||
if (element) element.value = ''; // clear browser cache
|
||||
return function(text) {
|
||||
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
|
||||
console.log(text);
|
||||
if (element) {
|
||||
element.value += text + "\n";
|
||||
element.scrollTop = element.scrollHeight; // focus on bottom
|
||||
}
|
||||
};
|
||||
})(),
|
||||
canvas: (function() {
|
||||
return document.getElementById("canvas");
|
||||
})()
|
||||
};
|
||||
</script>
|
||||
|
||||
<!-- Emscripten injects its javascript here -->
|
||||
{{{ SCRIPT }}}
|
||||
</body>
|
||||
</html>
|
||||
54
source/main_web/main_web.odin
Normal file
54
source/main_web/main_web.odin
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
/*
|
||||
These procs are the ones that will be called from `main_wasm.c`.
|
||||
*/
|
||||
|
||||
package main_web
|
||||
|
||||
import "base:runtime"
|
||||
import "core:c"
|
||||
import "core:mem"
|
||||
import game ".."
|
||||
|
||||
@(private="file")
|
||||
web_context: runtime.Context
|
||||
|
||||
@export
|
||||
main_start :: proc "c" () {
|
||||
context = runtime.default_context()
|
||||
|
||||
// The WASM allocator doesn't seem to work properly in combination with
|
||||
// emscripten. There is some kind of conflict with how the manage memory.
|
||||
// So this sets up an allocator that uses emscripten's malloc.
|
||||
context.allocator = emscripten_allocator()
|
||||
runtime.init_global_temporary_allocator(1*mem.Megabyte)
|
||||
|
||||
// Since we now use js_wasm32 we should be able to remove this and use
|
||||
// context.logger = log.create_console_logger(). However, that one produces
|
||||
// extra newlines on web. So it's a bug in that core lib.
|
||||
context.logger = create_emscripten_logger()
|
||||
|
||||
web_context = context
|
||||
|
||||
game.game_init_window()
|
||||
game.game_init()
|
||||
}
|
||||
|
||||
@export
|
||||
main_update :: proc "c" () -> bool {
|
||||
context = web_context
|
||||
game.game_update()
|
||||
return game.game_should_run()
|
||||
}
|
||||
|
||||
@export
|
||||
main_end :: proc "c" () {
|
||||
context = web_context
|
||||
game.game_shutdown()
|
||||
game.game_shutdown_window()
|
||||
}
|
||||
|
||||
@export
|
||||
web_window_size_changed :: proc "c" (w: c.int, h: c.int) {
|
||||
context = web_context
|
||||
game.game_parent_window_size_changed(int(w), int(h))
|
||||
}
|
||||
12
source/utils.odin
Normal file
12
source/utils.odin
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
// Wraps os.read_entire_file and os.write_entire_file, but they also work with emscripten.
|
||||
|
||||
package game
|
||||
|
||||
@(require_results)
|
||||
read_entire_file :: proc(name: string, allocator := context.allocator, loc := #caller_location) -> (data: []byte, success: bool) {
|
||||
return _read_entire_file(name, allocator, loc)
|
||||
}
|
||||
|
||||
write_entire_file :: proc(name: string, data: []byte, truncate := true) -> (success: bool) {
|
||||
return _write_entire_file(name, data, truncate)
|
||||
}
|
||||
16
source/utils_default.odin
Normal file
16
source/utils_default.odin
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#+build !wasm32
|
||||
#+build !wasm64p32
|
||||
|
||||
package game
|
||||
|
||||
import "core:os"
|
||||
|
||||
_read_entire_file :: proc(name: string, allocator := context.allocator, loc := #caller_location) -> (data: []byte, success: bool) {
|
||||
err: os.Error
|
||||
data, err = os.read_entire_file(name, allocator, loc)
|
||||
return data, err == nil
|
||||
}
|
||||
|
||||
_write_entire_file :: proc(name: string, data: []byte, truncate := true) -> (err: bool) {
|
||||
return os.write_entire_file(name, data, truncate = truncate) == nil
|
||||
}
|
||||
109
source/utils_web.odin
Normal file
109
source/utils_web.odin
Normal file
|
|
@ -0,0 +1,109 @@
|
|||
// Implementations of `read_entire_file` and `write_entire_file` using the libc
|
||||
// stuff emscripten exposes. You can read the files that get bundled by
|
||||
// `--preload-file assets` in `build_web` script.
|
||||
|
||||
#+build wasm32, wasm64p32
|
||||
|
||||
package game
|
||||
|
||||
import "base:runtime"
|
||||
import "core:log"
|
||||
import "core:c"
|
||||
import "core:strings"
|
||||
|
||||
// These will be linked in by emscripten.
|
||||
@(default_calling_convention = "c")
|
||||
foreign {
|
||||
fopen :: proc(filename, mode: cstring) -> ^FILE ---
|
||||
fseek :: proc(stream: ^FILE, offset: c.long, whence: Whence) -> c.int ---
|
||||
ftell :: proc(stream: ^FILE) -> c.long ---
|
||||
fclose :: proc(stream: ^FILE) -> c.int ---
|
||||
fread :: proc(ptr: rawptr, size: c.size_t, nmemb: c.size_t, stream: ^FILE) -> c.size_t ---
|
||||
fwrite :: proc(ptr: rawptr, size: c.size_t, nmemb: c.size_t, stream: ^FILE) -> c.size_t ---
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
FILE :: struct {}
|
||||
|
||||
Whence :: enum c.int {
|
||||
SET,
|
||||
CUR,
|
||||
END,
|
||||
}
|
||||
|
||||
// Similar to raylib's LoadFileData
|
||||
_read_entire_file :: proc(name: string, allocator := context.allocator, loc := #caller_location) -> (data: []byte, success: bool) {
|
||||
if name == "" {
|
||||
log.error("No file name provided")
|
||||
return
|
||||
}
|
||||
|
||||
file := fopen(strings.clone_to_cstring(name, context.temp_allocator), "rb")
|
||||
|
||||
if file == nil {
|
||||
log.errorf("Failed to open file %v", name)
|
||||
return
|
||||
}
|
||||
|
||||
defer fclose(file)
|
||||
|
||||
fseek(file, 0, .END)
|
||||
size := ftell(file)
|
||||
fseek(file, 0, .SET)
|
||||
|
||||
if size <= 0 {
|
||||
log.errorf("Failed to read file %v", name)
|
||||
return
|
||||
}
|
||||
|
||||
data_err: runtime.Allocator_Error
|
||||
data, data_err = make([]byte, size, allocator, loc)
|
||||
|
||||
if data_err != nil {
|
||||
log.errorf("Error allocating memory: %v", data_err)
|
||||
return
|
||||
}
|
||||
|
||||
read_size := fread(raw_data(data), 1, c.size_t(size), file)
|
||||
|
||||
if read_size != c.size_t(size) {
|
||||
log.warnf("File %v partially loaded (%i bytes out of %i)", name, read_size, size)
|
||||
}
|
||||
|
||||
log.debugf("Successfully loaded %v", name)
|
||||
return data, true
|
||||
}
|
||||
|
||||
// Similar to raylib's SaveFileData.
|
||||
//
|
||||
// Note: This can save during the current session, but I don't think you can
|
||||
// save any data between sessions. So when you close the tab your saved files
|
||||
// are gone. Perhaps you could communicate back to emscripten and save a cookie.
|
||||
// Or communicate with a server and tell it to save data.
|
||||
_write_entire_file :: proc(name: string, data: []byte, truncate := true) -> (success: bool) {
|
||||
if name == "" {
|
||||
log.error("No file name provided")
|
||||
return
|
||||
}
|
||||
|
||||
file := fopen(strings.clone_to_cstring(name, context.temp_allocator), truncate ? "wb" : "ab")
|
||||
defer fclose(file)
|
||||
|
||||
if file == nil {
|
||||
log.errorf("Failed to open '%v' for writing", name)
|
||||
return
|
||||
}
|
||||
|
||||
bytes_written := fwrite(raw_data(data), 1, len(data), file)
|
||||
|
||||
if bytes_written == 0 {
|
||||
log.errorf("Failed to write file %v", name)
|
||||
return
|
||||
} else if bytes_written != len(data) {
|
||||
log.errorf("File partially written, wrote %v out of %v bytes", bytes_written, len(data))
|
||||
return
|
||||
}
|
||||
|
||||
log.debugf("File written successfully: %v", name)
|
||||
return true
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue