trueno/src/main.jai

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MEM_DEBUG :: false;
#if MEM_DEBUG {
#import "Basic"()(MEMORY_DEBUGGER=true);
} else {
#import "Basic";
}
#import "Math";
#import "Input";
#import "Hash_Table";
#import "Hash";
#import "Simple_Package_Reader";
stbi :: #import "stb_image";
#load "trile.jai";
#load "rendering/rendering.jai";
#load "input/hotkeys.jai";
#load "ui/ui.jai";
#load "editor/editor.jai";
#load "time.jai";
#load "events.jai";
#load "load.jai";
#load "ray.jai";
#load "world.jai";
#load "../game/game.jai";
last_frame_time : float64;
delta\ _time : float64;
V_MAJOR :: 0;
V_MINOR :: 5;
state: struct {
pass_action_clear : sg_pass_action;
pass_action : sg_pass_action;
dpi_scale : float;
fons : *FONScontext;
font_default : Ui_Font;
};
Window_Info :: struct {
width : s32;
height : s32;
title : *u8;
};
get_window_info :: () -> Window_Info {
return Window_Info.{
1920,
1080,
"trueno!"
};
}
round_pow2 :: (v: float) -> s32 {
vi := (cast(u32) v) - 1;
for i : 0..4 {
vi |= (vi >> (1<<i));
}
return cast(s32) (vi + 1);
}
init :: () {
sg_setup(*(sg_desc.{
environment = cast,force(sg_environment) sglue_environment(),
logger = .{ func = slog_func },
}));
sgl_setup(*(sgl_desc_t.{
logger = .{ func = slog_func },
}));
sfetch_setup(*(sfetch_desc_t.{
logger = .{ func = slog_func },
}));
stm_setup();
state.dpi_scale = sapp_dpi_scale();
atlas_dim := round_pow2(512.0 * state.dpi_scale);
fons_context := sfons_create(*(sfons_desc_t.{
width = atlas_dim,
height = atlas_dim,
}));
state.fons = fons_context;
state.font_default.fons_font = FONS_INVALID;
create_pipelines();
state.pass_action_clear.colors[0] = .{ load_action = .CLEAR, clear_value = .{ r = 0.6, g = 0.7, b = 1.0, a = 1 } };
state.pass_action.colors[0] = .{ load_action = .LOAD };
init_asset_pack_load();
}
init_after_asset_pack :: () {
add_font_from_pack("./resources/DroidSerif-Regular.ttf");
ui_init_font_fields(*state.font_default);
init_ui();
ltriles();
tt := get_trile_table_ptr();
if tt.count == 0 {
set_trile("test", Trile.{});
} else {
name : string;
for v : tt {
name = v.name;
break;
}
}
init_editor();
game_init();
}
is_in_reflection_pass : bool = false;
frame :: () {
check_and_handle_window_resize();
delta_time = get_time() - last_frame_time;
last_frame_time = get_time();
sfetch_dowork();
if mandatory_loads_done() && !init_after_mandatory_done {
init_after_asset_pack();
init_after_mandatory_done = true;
}
if !mandatory_loads_done() then return;
fonsClearState(state.fons);
dpis := state.dpi_scale;
tick_profiler();
if !in_editor_view then game_tick();
fonsClearState(state.fons);
for event: Input.events_this_frame {
GR.getrect_handle_event(event);
}
tick_ui();
// This populates our render task queue.
if !in_editor_view then game_draw();
ui_clear_mouse_occluders();
ui_pass();
draw_editor();
render();
input_per_frame_event_and_flag_update();
#if MEM_DEBUG {
memory_visualizer_per_frame_update();
}
profiler_update();
reset_temporary_storage();
}
cleanup :: () {
sg_shutdown();
}
get_window_size :: () -> (s32, s32) {
return sapp_width(), sapp_height();
}