- [WIP] Reestructuració: Fase 1 acabada
This commit is contained in:
@@ -16,238 +16,241 @@
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#include <SDL3/SDL_opengl_glext.h>
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#endif
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namespace shader
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namespace mini
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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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SDL_Texture* backBuffer = nullptr;
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SDL_Point win_size = {640, 480};
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SDL_FPoint tex_size = {320, 240};
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bool can_use_opengl = false;
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bool using_opengl = false;
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GLuint texture_number;
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GLuint nose;
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#ifndef __APPLE__
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// I'm avoiding the use of GLEW or some extensions handler, but that
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// doesn't mean you should...
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)SDL_GL_GetProcAddress("glActiveTexture");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
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glGetProgramInfoLog && glUseProgram && glGetUniformLocation;
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}
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Add define depending on shader type
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const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
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// Define shader text
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glShaderSource(result, 2, sources, NULL);
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// Compile shader
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glCompileShader(result);
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//Check vertex shader for errors
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
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if (shaderCompiled != GL_TRUE)
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{
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std::cout << "Error en la compilación: " << result << "!" << std::endl;
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GLint logLength;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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//std::cout << source << std::endl;
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free(log);
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}
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glDeleteShader(result);
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result = 0;
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}
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return result;
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}
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GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
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namespace shader
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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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SDL_Texture* backBuffer = nullptr;
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SDL_Point win_size = {640, 480};
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SDL_FPoint tex_size = {320, 240};
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bool can_use_opengl = false;
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bool using_opengl = false;
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GLuint texture_number;
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GLuint nose;
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if (programId != 0) glDeleteProgram(programId);
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programId = glCreateProgram();
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#ifndef __APPLE__
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// I'm avoiding the use of GLEW or some extensions handler, but that
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// doesn't mean you should...
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)SDL_GL_GetProcAddress("glActiveTexture");
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if(vtxShaderId && fragShaderId)
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{
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// Associate shader with program
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glAttachShader(programId, vtxShaderId);
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glAttachShader(programId, fragShaderId);
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glLinkProgram(programId);
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glValidateProgram(programId);
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
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glGetProgramInfoLog && glUseProgram && glGetUniformLocation;
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}
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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if (logLen > 0)
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Add define depending on shader type
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const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
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// Define shader text
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glShaderSource(result, 2, sources, NULL);
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// Compile shader
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glCompileShader(result);
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//Check vertex shader for errors
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
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if (shaderCompiled != GL_TRUE)
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{
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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std::cout << "Error en la compilación: " << result << "!" << std::endl;
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GLint logLength;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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//std::cout << source << std::endl;
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free(log);
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}
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glDeleteShader(result);
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result = 0;
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}
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return result;
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}
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if (vtxShaderId) glDeleteShader(vtxShaderId);
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if (fragShaderId) glDeleteShader(fragShaderId);
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return programId;
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}
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const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
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{
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shader::win = win;
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shader::renderer = SDL_GetRenderer(win);
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shader::backBuffer = backBuffer;
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SDL_GetWindowSize(win, &win_size.x, &win_size.y);
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SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
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//printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
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SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
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texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
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//printf("texture number: %i\n", texture_number);
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int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
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nose = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, -1);
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//printf("texture target number: %i\n", nose);
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if (access != SDL_TEXTUREACCESS_TARGET)
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GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
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{
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std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
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exit(1);
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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if (programId != 0) glDeleteProgram(programId);
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programId = glCreateProgram();
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vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
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if(vtxShaderId && fragShaderId)
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{
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// Associate shader with program
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glAttachShader(programId, vtxShaderId);
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glAttachShader(programId, fragShaderId);
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glLinkProgram(programId);
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glValidateProgram(programId);
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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if (logLen > 0)
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{
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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}
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}
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if (vtxShaderId) glDeleteShader(vtxShaderId);
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if (fragShaderId) glDeleteShader(fragShaderId);
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return programId;
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}
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const char * renderer_name = SDL_GetRendererName(renderer);
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//printf("rendererInfo.name: %s\n", renderer_name);
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const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
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{
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shader::win = win;
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shader::renderer = SDL_GetRenderer(win);
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shader::backBuffer = backBuffer;
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SDL_GetWindowSize(win, &win_size.x, &win_size.y);
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SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
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//printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
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SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
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texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
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//printf("texture number: %i\n", texture_number);
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int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
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nose = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, -1);
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//printf("texture target number: %i\n", nose);
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if(!strncmp(renderer_name, "opengl", 6)) {
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#ifndef __APPLE__
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static bool gl_extensions_initialized = false;
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if (!gl_extensions_initialized) {
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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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if (access != SDL_TEXTUREACCESS_TARGET)
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{
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std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
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exit(1);
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}
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const char * renderer_name = SDL_GetRendererName(renderer);
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//printf("rendererInfo.name: %s\n", renderer_name);
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if(!strncmp(renderer_name, "opengl", 6)) {
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#ifndef __APPLE__
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static bool gl_extensions_initialized = false;
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if (!gl_extensions_initialized) {
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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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can_use_opengl = false;
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return false;
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}
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gl_extensions_initialized = true;
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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if (!vertexShader) {
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can_use_opengl = false;
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return false;
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}
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gl_extensions_initialized = true;
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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if (!vertexShader) {
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programId = compileProgram(vertexShader, fragmentShader);
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} else {
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std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
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can_use_opengl = false;
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return false;
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}
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programId = compileProgram(vertexShader, fragmentShader);
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} else {
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std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
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can_use_opengl = false;
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return false;
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can_use_opengl = true;
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return true;
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}
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can_use_opengl = true;
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return true;
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}
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unsigned char pixels[512*240*4];
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unsigned char pixels[512*240*4];
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void enable() { if (can_use_opengl) using_opengl = true; }
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void disable() { using_opengl = false; }
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void enable() { if (can_use_opengl) using_opengl = true; }
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void disable() { using_opengl = false; }
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void render()
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{
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SDL_FlushRenderer(renderer);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_FlushRenderer(renderer);
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if (using_opengl)
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void render()
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{
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GLint oldProgramId;
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if (programId != 0)
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SDL_FlushRenderer(renderer);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_FlushRenderer(renderer);
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if (using_opengl)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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glUseProgram(programId);
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GLint oldProgramId;
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if (programId != 0)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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glUseProgram(programId);
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}
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 1);
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//glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
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//if (glGetError()) { printf("GLGETERROR!\n"); exit(1);}
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//GLint param;
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//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, ¶m);
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//printf("tex width: %i\n", param);
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glViewport(0, 0, win_size.x, win_size.y);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(tex_size.x, 0.0f);
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glVertex2f(1.0f, -1.0f);
|
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glTexCoord2f(0.0f, tex_size.y);
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glVertex2f(-1.0f, 1.0f);
|
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glTexCoord2f(tex_size.x, tex_size.y);
|
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glVertex2f(1.0f, 1.0f);
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glEnd();
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SDL_GL_SwapWindow(win);
|
||||
|
||||
if (programId != 0) glUseProgram(oldProgramId);
|
||||
|
||||
} else {
|
||||
SDL_RenderTexture(renderer, backBuffer, NULL, NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 1);
|
||||
//glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
|
||||
//if (glGetError()) { printf("GLGETERROR!\n"); exit(1);}
|
||||
//GLint param;
|
||||
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, ¶m);
|
||||
//printf("tex width: %i\n", param);
|
||||
glViewport(0, 0, win_size.x, win_size.y);
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex2f(-1.0f, -1.0f);
|
||||
glTexCoord2f(tex_size.x, 0.0f);
|
||||
glVertex2f(1.0f, -1.0f);
|
||||
glTexCoord2f(0.0f, tex_size.y);
|
||||
glVertex2f(-1.0f, 1.0f);
|
||||
glTexCoord2f(tex_size.x, tex_size.y);
|
||||
glVertex2f(1.0f, 1.0f);
|
||||
glEnd();
|
||||
|
||||
SDL_GL_SwapWindow(win);
|
||||
|
||||
if (programId != 0) glUseProgram(oldProgramId);
|
||||
|
||||
} else {
|
||||
SDL_RenderTexture(renderer, backBuffer, NULL, NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
if (glGetError()) { printf("GLERROR!\n"); exit(1); }
|
||||
}
|
||||
if (glGetError()) { printf("GLERROR!\n"); exit(1); }
|
||||
}
|
||||
}
|
||||
@@ -35,14 +35,17 @@
|
||||
// Ah! una cosa mes: al compilar, en Linux afegir "-lGL", en Windows afegir "-lopengl32".
|
||||
// En Mac ni idea
|
||||
|
||||
namespace shader
|
||||
namespace mini
|
||||
{
|
||||
const bool init(SDL_Window* win, SDL_Texture* backBuffer,
|
||||
const char* vertexShader, const char* fragmentShader=nullptr);
|
||||
namespace shader
|
||||
{
|
||||
const bool init(SDL_Window* win, SDL_Texture* backBuffer,
|
||||
const char* vertexShader, const char* fragmentShader=nullptr);
|
||||
|
||||
|
||||
void enable();
|
||||
void disable();
|
||||
//void enable();
|
||||
//void disable();
|
||||
|
||||
void render();
|
||||
void render();
|
||||
}
|
||||
}
|
||||
|
||||
2347
source/lua.cpp
2347
source/lua.cpp
File diff suppressed because it is too large
Load Diff
@@ -4,7 +4,7 @@ namespace mini
|
||||
{
|
||||
namespace lua
|
||||
{
|
||||
bool runnning();
|
||||
bool running();
|
||||
void init(const char* main_lua_file = "main.lua");
|
||||
void quit();
|
||||
void cleanup();
|
||||
|
||||
@@ -3,23 +3,25 @@
|
||||
uint16_t ants = 0xc936;
|
||||
float t = 0;
|
||||
|
||||
using namespace mini;
|
||||
|
||||
void exception_loop() {
|
||||
//if (t==0) t= time();
|
||||
if (time()-t > 0.25) {
|
||||
t = time();
|
||||
clip();
|
||||
origin(0,0);
|
||||
setdest(0);
|
||||
settrans(255);
|
||||
setcolor(0,0xffffff00);
|
||||
setcolor(1,0xff000000);
|
||||
const int w=scrw();
|
||||
const int h=scrh();
|
||||
if (sys::time()-t > 0.25) {
|
||||
t = sys::time();
|
||||
view::clip::reset();
|
||||
view::origin::set(0,0);
|
||||
surf::target::set(0);
|
||||
pal::trans::set(255);
|
||||
pal::color::set(0,0xffffff00);
|
||||
pal::color::set(1,0xff000000);
|
||||
const int w=win::res::getw();
|
||||
const int h=win::res::geth();
|
||||
mini::draw::mode::set(0);
|
||||
mini::draw::rect(0,0,w,h,1);
|
||||
mini::draw::rect(1,1,w-2,h-2,1);
|
||||
mini::draw::mode::set(1);
|
||||
fillp(ants);
|
||||
draw::pattern::set(ants);
|
||||
mini::draw::rect(0,0,w,h,0);
|
||||
mini::draw::rect(1,1,w-2,h-2,0);
|
||||
ants = (ants<<12) | (ants>>4);
|
||||
|
||||
1436
source/mini.cpp
1436
source/mini.cpp
File diff suppressed because it is too large
Load Diff
274
source/mini.h
274
source/mini.h
@@ -1,16 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include "version.h"
|
||||
|
||||
|
||||
|
||||
void exception_loop();
|
||||
|
||||
int scrw();
|
||||
int scrh();
|
||||
|
||||
void raisewindow();
|
||||
|
||||
namespace mini
|
||||
@@ -59,33 +52,40 @@ namespace mini
|
||||
uint8_t geth();
|
||||
void set(int w, int h);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
namespace pal
|
||||
{
|
||||
uint32_t *load(const char* filename, uint16_t *palsize=NULL);
|
||||
void set(uint32_t *pal);
|
||||
namespace color {
|
||||
void set(uint8_t index, uint32_t color);
|
||||
uint32_t get(uint8_t index);
|
||||
}
|
||||
namespace trans {
|
||||
void set(uint8_t index);
|
||||
uint8_t get();
|
||||
}
|
||||
namespace subpal {
|
||||
uint8_t set(uint8_t index, uint8_t color);
|
||||
void reset();
|
||||
}
|
||||
}
|
||||
|
||||
void shader_init(const char* vshader, const char* fshader);
|
||||
void shader_enable();
|
||||
void shader_disable();
|
||||
namespace view
|
||||
{
|
||||
namespace clip {
|
||||
void set(int x, int y, int w, int h);
|
||||
void reset();
|
||||
}
|
||||
|
||||
uint8_t loadfont(const char *filename);
|
||||
uint8_t getfont();
|
||||
void setfont(uint8_t font);
|
||||
uint8_t getfontspacing();
|
||||
void setfontspacing(uint8_t spacing);
|
||||
namespace origin {
|
||||
void set(int x, int y);
|
||||
int getx();
|
||||
int gety();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
uint32_t *loadpal(const char* filename, uint16_t *palsize=NULL);
|
||||
void setpal(uint32_t *pal);
|
||||
void setcolor(uint8_t index, uint32_t color);
|
||||
uint32_t getcolor(uint8_t index);
|
||||
void settrans(uint8_t index);
|
||||
uint8_t gettrans();
|
||||
uint8_t subpal(uint8_t index, uint8_t color);
|
||||
void reset_subpal();
|
||||
|
||||
namespace mini
|
||||
{
|
||||
namespace draw
|
||||
{
|
||||
void line(int x0, int y0, int x1, int y1, uint8_t color);
|
||||
@@ -103,84 +103,150 @@ namespace mini
|
||||
void oval(int x0, int y0, int x1, int y1, uint8_t color);
|
||||
void ovalf(int x0, int y0, int x1, int y1, uint8_t color);
|
||||
|
||||
namespace pattern {
|
||||
void set(uint16_t pat, bool transparent = false);
|
||||
}
|
||||
|
||||
void surf(int sx, int sy, int sw, int sh, int dx, int dy, int dw=0, int dh=0, bool flip_x = false, bool flip_y = false, bool invert = false);
|
||||
void surfrot(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, bool flip_x, bool flip_y, float angle_deg);
|
||||
|
||||
void text(const char *str, int x, int y, uint8_t color);
|
||||
|
||||
namespace mode
|
||||
{
|
||||
void set(uint8_t mode);
|
||||
}
|
||||
}
|
||||
|
||||
namespace shader
|
||||
{
|
||||
void init(const char* vshader, const char* fshader);
|
||||
void enable();
|
||||
void disable();
|
||||
}
|
||||
|
||||
namespace audio
|
||||
{
|
||||
namespace music
|
||||
{
|
||||
void play(const char *filename, const int loop=-1);
|
||||
void pause();
|
||||
void resume();
|
||||
void stop(const int t=1000);
|
||||
namespace pos {
|
||||
void set(float value);
|
||||
float get();
|
||||
}
|
||||
namespace enable {
|
||||
void set(const bool value);
|
||||
const bool get();
|
||||
}
|
||||
}
|
||||
|
||||
namespace sound
|
||||
{
|
||||
int load(const char *filename);
|
||||
void free(int soundfile);
|
||||
int play(int soundfile, const int volume=-1);
|
||||
void stop(int soundchannel);
|
||||
namespace enable {
|
||||
void set(const bool value);
|
||||
const bool get();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace sys
|
||||
{
|
||||
float delta();
|
||||
float time();
|
||||
bool beat(int16_t i);
|
||||
|
||||
int getfps();
|
||||
|
||||
namespace update {
|
||||
void set(const int value, const int t=0);
|
||||
int get();
|
||||
}
|
||||
|
||||
void exit();
|
||||
}
|
||||
|
||||
namespace win
|
||||
{
|
||||
namespace zoom {
|
||||
void set(const int value);
|
||||
int get();
|
||||
}
|
||||
|
||||
namespace fullscreen {
|
||||
void set(const bool value);
|
||||
bool get();
|
||||
}
|
||||
|
||||
namespace cursor {
|
||||
void set(const bool value);
|
||||
bool get();
|
||||
}
|
||||
|
||||
namespace res {
|
||||
void set(const int w, const int h);
|
||||
int getw();
|
||||
int geth();
|
||||
}
|
||||
}
|
||||
|
||||
namespace config
|
||||
{
|
||||
namespace key {
|
||||
void set(const char* key, const char* value);
|
||||
const char *get(const char* key);
|
||||
}
|
||||
|
||||
const char *folder();
|
||||
}
|
||||
|
||||
namespace font
|
||||
{
|
||||
uint8_t load(const char *filename);
|
||||
|
||||
namespace current {
|
||||
void set(uint8_t font);
|
||||
uint8_t get();
|
||||
}
|
||||
|
||||
namespace spacing {
|
||||
void set(uint8_t spacing);
|
||||
uint8_t get();
|
||||
}
|
||||
}
|
||||
|
||||
namespace mouse
|
||||
{
|
||||
int posx();
|
||||
int posy();
|
||||
int wheel();
|
||||
bool down(uint8_t i);
|
||||
bool press(uint8_t i);
|
||||
bool dblclick();
|
||||
void discard();
|
||||
bool inside(int x, int y, int w, int h);
|
||||
}
|
||||
|
||||
namespace key
|
||||
{
|
||||
bool down(uint8_t i);
|
||||
bool press(uint8_t i);
|
||||
int press();
|
||||
bool any();
|
||||
void text(const bool enable);
|
||||
const char *utf8char();
|
||||
}
|
||||
|
||||
namespace pad
|
||||
{
|
||||
bool down(int8_t i);
|
||||
bool press(int8_t i);
|
||||
int press();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void fillp(uint16_t pat, bool transparent = false);
|
||||
|
||||
void print(const char *str, int x, int y, uint8_t color);
|
||||
|
||||
void clip(int x, int y, int w, int h);
|
||||
void clip();
|
||||
void origin(int x, int y);
|
||||
int camx();
|
||||
int camy();
|
||||
|
||||
uint8_t sget(int x, int y);
|
||||
|
||||
void blit(int sx, int sy, int sw, int sh, int dx, int dy, int dw=0, int dh=0, bool flip_x = false, bool flip_y = false, bool invert = false);
|
||||
void blit_r(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, bool flip_x, bool flip_y, float angle_deg);
|
||||
|
||||
bool btn(uint8_t i);
|
||||
int wbtnp();
|
||||
bool btnp(uint8_t i);
|
||||
bool anykey();
|
||||
void textenable(const bool enable);
|
||||
const char *textinput();
|
||||
|
||||
bool pad(int8_t i);
|
||||
bool padp(int8_t i);
|
||||
int wpad();
|
||||
|
||||
int mousex();
|
||||
int mousey();
|
||||
int mwheel();
|
||||
bool mbtn(uint8_t i);
|
||||
bool mbtnp(uint8_t i);
|
||||
bool doubleclick();
|
||||
void mdiscard();
|
||||
bool minside(int x, int y, int w, int h);
|
||||
|
||||
float time();
|
||||
float delta();
|
||||
bool beat(int16_t i);
|
||||
|
||||
int getfps();
|
||||
|
||||
void playmusic(const char *filename, const int loop=-1);
|
||||
void pausemusic();
|
||||
void resumemusic();
|
||||
void stopmusic(const int t=1000);
|
||||
void musicpos(float value);
|
||||
float musicpos();
|
||||
void enablemusic(const bool value);
|
||||
const bool ismusicenabled();
|
||||
|
||||
int loadsound(const char *filename);
|
||||
void freesound(int soundfile);
|
||||
int playsound(int soundfile, const int volume=-1);
|
||||
void stopsound(int soundchannel);
|
||||
void enablesound(const bool value);
|
||||
const bool issoundenabled();
|
||||
|
||||
int getzoom();
|
||||
void setzoom(const int value);
|
||||
void setres(const int w, const int h);
|
||||
bool getfullscreen();
|
||||
void setfullscreen(const bool value);
|
||||
bool getcursor();
|
||||
void setcursor(const bool value);
|
||||
|
||||
const char *getconfig(const char* key);
|
||||
void setconfig(const char* key, const char* value);
|
||||
const char *configfolder();
|
||||
|
||||
void setupdatemode(const int value, const int t=0);
|
||||
int getupdatemode();
|
||||
|
||||
void exit();
|
||||
|
||||
Reference in New Issue
Block a user