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2344005d86 | ||
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24f19171fd | ||
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7209032b0f | ||
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b522a28069 |
@@ -0,0 +1,349 @@
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package main
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import "core:fmt"
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import "core:strings"
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import ecs "../src"
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import rl "vendor:raylib"
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// demo for the audio and sprite systems. arrow keys cycle sprite properties
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// (tint, scale, flip), w/a/s/d cycle sprite sheet cells, j/k/l/i trigger
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// audio actions. the sprite rendering draws procedurally (colored
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// rectangles), so it runs without any asset files. audio and texture
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// loading require actual files on disk — placeholder comments show the
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// real API usage.
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app: ecs.App
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// sprite demo state
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ball_color : rl.Color = rl.BLUE
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ball_scale : rl.Vector2 = {1.0, 1.0}
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ball_flip_h : bool = false
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ball_flip_v : bool = false
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// sprite sheet: 4x3 grid, track which cell is selected
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sheet_selection: int = 0
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// audio demo state
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show_audio: bool = true
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// main: add DefaultPlugin (window, sprite drawing, cursor, lifecycle),
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// add AudioPlugin (audio device init, sound/music processing, cleanup),
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// register demo systems, then run. see ecs.DefaultPlugin and AudioPlugin
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// in shoal/src for what they do.
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main :: proc() {
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ecs.add_plugin(&app, ecs.DefaultPlugin)
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ecs.add_plugin(&app, ecs.AudioPlugin) // enables audio
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ecs.add_system(&app, ecs.STARTUP, startup_demo)
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ecs.add_system(&app, ecs.UPDATE, update_demo)
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ecs.add_system(&app, ecs.DRAW, draw_demo)
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ecs.run(&app)
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}
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// startup: placeholder comments showing the real API usage for loading
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// sprites, sprite sheets, and audio. see load_sprite, load_sprite_sheet,
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// unload_sprite, unload_sprites in systems.odin, and play_sound,
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// play_music, stop_sound, stop_music, and the Audio component in
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// audio.odin.
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startup_demo :: proc(world: ^ecs.World) {
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// load a sprite from file: returns a Sprite with defaults
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// (source = full texture, scale = 1.0, tint = white).
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// in a real game:
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// sprite := ecs.load_sprite("images/player.png")
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// ecs.add_component(world, player, sprite)
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// ecs.add_component(world, player, ecs.Transform{
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// translation = {400, 300},
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// rotation = 0,
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// })
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// load a sprite sheet: splits a texture into a grid, returns
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// [dynamic]Sprite — each cell shares the same underlying texture
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// but has its own source rect. in a real game:
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// sprites := ecs.load_sprite_sheet("images/tiles.png", 4, 3)
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// // sprites[0] = row 0, col 0 (top-left)
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// // sprites[5] = row 1, col 1 (center)
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// // sprites[11] = row 2, col 3 (bottom-right)
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// ecs.add_component(world, tile, sprites[5])
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// free all at once:
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// ecs.unload_sprites(sprites)
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// global audio API:
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// one-shot sounds (cached by path):
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// h := ecs.play_sound("sounds/explosion.wav")
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// ecs.set_sound_volume(h, 0.5)
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// ecs.stop_sound(h)
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// ecs.is_sound_playing(h) // → bool
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// background music (streaming):
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// h := ecs.play_music("sounds/theme.ogg")
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// ecs.set_music_volume(h, 0.7)
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// ecs.seek_music(h, 30.0)
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// ecs.get_music_time_played(h) // → f32
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// ecs.get_music_time_length(h) // → f32
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// ecs.pause_music(h)
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// ecs.resume_music(h)
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// master volume (affects all audio):
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// ecs.set_master_volume(0.8)
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// entity-owned audio (Audio component):
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// add an Audio component to any entity:
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// ecs.add_component(world, entity, ecs.Audio{
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// sound = rl.LoadSoundFromWave(rl.LoadWave("sound.wav")),
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// state = ecs.AudioState.Playing,
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// volume = 0.8,
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// pitch = 1.0,
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// pan = 0.0, // center
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// })
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// or with music:
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// ecs.add_component(world, entity, ecs.Audio{
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// music = rl.LoadMusicStream("music.ogg"),
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// state = ecs.AudioState.Playing,
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// volume = 0.5,
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// looping = true,
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// })
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}
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// handle input: arrow keys cycle sprite properties, w/a/s/d cycle sprite
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// sheet cells, j/k/l/i trigger audio actions (via GetCharPressed). see
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// the Sprite component in componenets.odin and the global API in
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// audio.odin.
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update_demo :: proc(world: ^ecs.World) {
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// arrow keys: cycle sprite properties
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if rl.IsKeyPressed(rl.KeyboardKey.UP) {
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// cycle tint color (demonstrates the `tint` field)
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switch ball_color {
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case rl.BLUE:
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ball_color = rl.RED
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case rl.RED:
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ball_color = rl.GREEN
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case rl.GREEN:
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ball_color = rl.YELLOW
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case rl.YELLOW:
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ball_color = rl.PURPLE
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default:
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{ ball_color = rl.BLUE }
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}
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fmt.println("Sprite tint → ", color_name(ball_color))
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}
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if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
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// cycle scale (demonstrates the `scale` field)
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if ball_scale.x == 1.0 {
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ball_scale = {2.0, 2.0}
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} else if ball_scale.x == 2.0 {
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ball_scale = {0.5, 0.5}
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} else {
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ball_scale = {1.0, 1.0}
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}
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fmt.println("Sprite scale → ",
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fmt.tprintf("(%.1f, %.1f)", ball_scale.x, ball_scale.y))
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}
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if rl.IsKeyPressed(rl.KeyboardKey.LEFT) {
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// toggle horizontal flip (demonstrates `flip_h`)
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ball_flip_h = !ball_flip_h
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fmt.println("Sprite flip_h → ", ball_flip_h)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.RIGHT) {
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// toggle vertical flip (demonstrates `flip_v`)
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ball_flip_v = !ball_flip_v
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fmt.println("Sprite flip_v → ", ball_flip_v)
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}
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// w/a/s/d: cycle sprite sheet cells
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// w = next cell, s = previous cell
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if rl.IsKeyPressed(rl.KeyboardKey.W) {
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sheet_selection = (sheet_selection + 1) % 12
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}
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if rl.IsKeyPressed(rl.KeyboardKey.S) {
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if sheet_selection == 0 {
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sheet_selection = 11
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} else {
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sheet_selection -= 1
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}
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}
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// a = previous column (wrap from col 0 → col 3 of previous row)
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if rl.IsKeyPressed(rl.KeyboardKey.A) {
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if sheet_selection % 4 == 0 {
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// at column 0: wrap to column 3 of previous row
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if sheet_selection >= 4 {
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sheet_selection -= 1 // e.g., 4→3, 8→7
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}
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// sheet_selection == 0 stays at 0 (no row above to wrap to)
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} else {
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sheet_selection -= 1
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}
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}
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// d = next column (wrap from col 3 → col 0 of next row)
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if rl.IsKeyPressed(rl.KeyboardKey.D) {
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if sheet_selection % 4 == 3 {
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// at column 3: wrap to column 0 of next row
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if sheet_selection < 8 {
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sheet_selection += 1 // e.g., 3→4, 7→8
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}
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// sheet_selection == 11 stays at 11 (no row below to wrap to)
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} else {
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sheet_selection += 1
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}
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}
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// j/k/l/i: audio actions (via GetCharPressed)
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char := rl.GetCharPressed()
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if char != 0 {
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rune := char
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if rune == 'j' || rune == 'J' {
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// toggle audio info overlay
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show_audio = !show_audio
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fmt.println("Audio overlay → ", show_audio ? "ON" : "OFF")
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}
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if rune == 'k' || rune == 'K' {
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// fire one-shot sound (global API)
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// real usage:
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// h := ecs.play_sound("sounds/ping.wav")
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// ecs.set_sound_volume(h, 0.8)
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fmt.println("Sound fired (placeholder — needs actual file)")
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}
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if rune == 'l' || rune == 'L' {
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// entity-owned audio: add an Audio component
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// real usage:
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// ecs.add_component(world, entity, ecs.Audio{
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// sound = rl.LoadSoundFromWave(rl.LoadWave("sound.wav")),
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// state = ecs.AudioState.Playing,
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// volume = 0.5,
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// })
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fmt.println("Entity audio added (placeholder — needs actual file)")
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}
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if rune == 'i' || rune == 'I' {
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// unload a sprite (free GPU memory)
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// real usage:
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// ecs.unload_sprite(sprite)
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fmt.println("Sprite unloaded (placeholder — needs actual texture)")
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}
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}
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}
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// draw: renders the sprite demo (procedural rectangle), sprite sheet grid,
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// and audio info overlay. see draw_sprite in systems.odin, load_sprite
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// and load_sprite_sheet in systems.odin, and the global API in audio.odin.
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draw_demo :: proc(world: ^ecs.World) {
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// procedural "sprite" — rectangle at center, demonstrating the extended
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// Sprite component fields. in a real game you'd use actual textures:
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//
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// ecs.add_component(world, player, ecs.Sprite{
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// texture = rl.LoadTexture("images/player.png"),
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// source = rl.Rectangle{0, 0, 32, 32}, // crop to 32x32
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// scale = rl.Vector2{2.0, 2.0}, // 2x scale
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// tint = rl.RED, // red tint
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// flip_h = true, // face left
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// })
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// ecs.add_component(world, player, ecs.Transform{
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// translation = {400, 300},
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// rotation = 45, // 45° rotation
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// })
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// procedural "sprite" — rectangle at center
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w := f32(64) * ball_scale.x
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h := f32(64) * ball_scale.y
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// handle flip by adjusting position (DrawTexturePro negates dest size)
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draw_x := f32(400)
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draw_y := f32(300)
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if ball_flip_h {
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draw_x = draw_x - w
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}
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if ball_flip_v {
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draw_y = draw_y - h
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}
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rl.DrawRectangle(i32(draw_x), i32(draw_y), i32(w), i32(h), ball_color)
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rl.DrawRectangleLines(
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i32(draw_x), i32(draw_y), i32(w), i32(h), rl.WHITE,
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)
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// sprite sheet demo: draws a 4x3 grid of cells, highlights the selected
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// one. see load_sprite_sheet in systems.odin for the real API.
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sheet_x := f32(600)
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sheet_y := f32(100)
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cell_w := f32(48)
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cell_h := f32(48)
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for row := 0; row < 3; row += 1 {
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for col := 0; col < 4; col += 1 {
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idx := row * 4 + col
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cx := sheet_x + f32(col) * (cell_w + f32(4))
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cy := sheet_y + f32(row) * (cell_h + f32(4))
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if idx == sheet_selection {
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rl.DrawRectangle(
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i32(cx), i32(cy), i32(cell_w), i32(cell_h), rl.YELLOW,
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)
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rl.DrawRectangleLines(
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i32(cx), i32(cy), i32(cell_w), i32(cell_h), rl.ORANGE,
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)
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} else {
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rl.DrawRectangle(
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i32(cx), i32(cy), i32(cell_w), i32(cell_h), rl.DARKGRAY,
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)
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rl.DrawRectangleLines(
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i32(cx), i32(cy), i32(cell_w), i32(cell_h), rl.GRAY,
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)
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}
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label := fmt.tprintf("%d", idx)
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rl.DrawText(
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strings.clone_to_cstring(label), i32(cx+16), i32(cy+16),
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16, rl.WHITE,
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)
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}
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}
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// audio info overlay: shows the global API reference. see audio.odin
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// for the full API: play_sound, play_music, stop_sound, stop_music,
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// set_sound_volume, set_music_volume, seek_music,
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// get_music_time_played, get_music_time_length, pause_music,
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// resume_music, set_master_volume, and the Audio component.
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if show_audio {
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rl.DrawText("audio api", 16, 560, 20, rl.LIME)
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rl.DrawText("j — toggle overlay (this text)", 16, 585, 14, rl.GRAY)
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rl.DrawText("k — fire sound (placeholder)", 16, 600, 14, rl.GRAY)
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rl.DrawText("l — entity audio (placeholder)", 16, 615, 14, rl.GRAY)
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rl.DrawText("i — unload sprite (placeholder)", 16, 630, 14, rl.GRAY)
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}
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// sprite info: shows the current sprite state and key bindings
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rl.DrawText("sprite api", 16, 85, 20, rl.LIME)
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rl.DrawText("up — tint (cycle color)", 16, 110, 14, rl.GRAY)
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rl.DrawText("down — scale (cycle size)", 16, 125, 14, rl.GRAY)
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rl.DrawText("left — flip_h (toggle)", 16, 140, 14, rl.GRAY)
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rl.DrawText("right — flip_v (toggle)", 16, 155, 14, rl.GRAY)
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rl.DrawText("w/s/a/d — sheet cell (cycle 0..11)", 16, 170, 14, rl.GRAY)
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// sprite state label
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state := fmt.tprintf(
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"tint=%s scale=(%.1f,%.1f) flip=(%s,%s)",
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color_name(ball_color),
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ball_scale.x, ball_scale.y,
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ball_flip_h ? "H" : "—",
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ball_flip_v ? "V" : "—",
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)
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rl.DrawText(strings.clone_to_cstring(state), 16, 195, 14, rl.WHITE)
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}
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// helper: returns a string name for a color, used in the state label.
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color_name :: proc(c: rl.Color) -> string {
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switch c {
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case rl.BLUE:
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return "blue"
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case rl.RED:
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return "red"
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case rl.GREEN:
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return "green"
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case rl.YELLOW:
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return "yellow"
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case rl.PURPLE:
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return "purple"
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}
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return "custom"
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}
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+327
@@ -0,0 +1,327 @@
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package shoal
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import "core:strings"
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import rl "vendor:raylib"
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// a signal fired when audio starts playing, only on the transition from
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// stopped/paused to playing, not every frame. see AudioFinished below for
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// the matching end signal.
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AudioStarted :: struct {
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entity: Entity,
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is_music: bool,
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}
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// a signal fired when a sound or music stream finishes. fires after the
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// playing state transitions to Stopped, and after the audio device is
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// closed (headless builds might never fire this, see AudioDeviceError).
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AudioFinished :: struct {
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entity: Entity,
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is_music: bool,
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}
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// fires when InitAudioDevice fails, usually in headless builds or when no
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// audio hardware is available. see startup_audio below.
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AudioDeviceError :: struct {
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message: string,
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}
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// opaque handle for sounds and music loaded through the global API.
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// backed by a pool index, see audio_pool and audio_count below.
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AudioHandle :: u32
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// load a sound from file and return a handle. the sound is cached by path
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// so subsequent calls with the same path return the same handle without
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// reloading from disk. you can control it with stop_sound, set_sound_volume,
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// etc. see path_to_handle below for the cache.
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//
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// handle := play_sound("sounds/explosion.wav")
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// stop_sound(handle)
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play_sound :: proc(path: string) -> AudioHandle {
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// check path cache first, play it again if already loaded
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if cached, ok := path_to_handle[path]; ok {
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rl.PlaySound(audio_pool[int(cached)].sound)
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return cached
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}
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cpath := strings.clone_to_cstring(path)
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wave := rl.LoadWave(cpath)
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sound := rl.LoadSoundFromWave(wave)
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rl.UnloadWave(wave)
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handle := AudioHandle(audio_count)
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if int(handle) >= len(audio_pool) {
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append(&audio_pool, AudioEntry{})
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}
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audio_pool[int(handle)] = AudioEntry {
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sound = sound,
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playing = true,
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is_music = false,
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volume = 1.0,
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}
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path_to_handle[path] = handle
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audio_count += 1
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return handle
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}
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// stop a playing sound by its handle. no-op if the handle is invalid or
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// the sound was never loaded. see audio_pool and audio_count below.
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stop_sound :: proc(handle: AudioHandle) {
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if int(handle) < audio_count {
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rl.StopSound(audio_pool[int(handle)].sound)
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audio_pool[int(handle)].playing = false
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}
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}
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// set volume for a specific sound handle, clamped to 0.0 .. 1.0.
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// the value is also stored in the pool entry so it survives across calls.
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// see audio_pool below.
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set_sound_volume :: proc(handle: AudioHandle, volume: f32) {
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if int(handle) < audio_count {
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rl.SetSoundVolume(audio_pool[int(handle)].sound, volume)
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audio_pool[int(handle)].volume = volume
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}
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||||
}
|
||||
|
||||
// check if a sound is currently playing. returns false for invalid handles
|
||||
// or sounds that were never loaded. see audio_pool below.
|
||||
is_sound_playing :: proc(handle: AudioHandle) -> bool {
|
||||
if int(handle) < audio_count {
|
||||
return rl.IsSoundPlaying(audio_pool[int(handle)].sound)
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// load and start playing a music stream from file. returns a handle.
|
||||
// music streams are for longer audio (background music, ambient loops)
|
||||
// and are updated every frame by process_audio_components, see below.
|
||||
// the sound is cached by path so subsequent calls with the same path
|
||||
// return the same handle without reloading. see path_to_handle below.
|
||||
//
|
||||
// handle := play_music("sounds/theme.ogg")
|
||||
play_music :: proc(path: string) -> AudioHandle {
|
||||
// check path cache first, play it again if already loaded
|
||||
if cached, ok := path_to_handle[path]; ok {
|
||||
rl.PlayMusicStream(audio_pool[int(cached)].music)
|
||||
return cached
|
||||
}
|
||||
|
||||
cpath := strings.clone_to_cstring(path)
|
||||
music := rl.LoadMusicStream(cpath)
|
||||
|
||||
handle := AudioHandle(audio_count)
|
||||
if int(handle) >= len(audio_pool) {
|
||||
append(&audio_pool, AudioEntry{})
|
||||
}
|
||||
audio_pool[int(handle)] = AudioEntry {
|
||||
music = music,
|
||||
playing = true,
|
||||
is_music = true,
|
||||
volume = 1.0,
|
||||
}
|
||||
path_to_handle[path] = handle
|
||||
audio_count += 1
|
||||
return handle
|
||||
}
|
||||
|
||||
// stop the currently playing music by handle. no-op if the handle is
|
||||
// invalid or the music was never loaded. see audio_pool below.
|
||||
stop_music :: proc(handle: AudioHandle) {
|
||||
if int(handle) < audio_count {
|
||||
rl.StopMusicStream(audio_pool[int(handle)].music)
|
||||
audio_pool[int(handle)].playing = false
|
||||
}
|
||||
}
|
||||
|
||||
// pause the currently playing music. no-op if the handle is invalid or
|
||||
// not a music stream. see audio_pool below.
|
||||
pause_music :: proc(handle: AudioHandle) {
|
||||
if int(handle) < audio_count && audio_pool[int(handle)].is_music {
|
||||
rl.PauseMusicStream(audio_pool[int(handle)].music)
|
||||
}
|
||||
}
|
||||
|
||||
// resume paused music. no-op if the handle is invalid or not a music
|
||||
// stream. see audio_pool below.
|
||||
resume_music :: proc(handle: AudioHandle) {
|
||||
if int(handle) < audio_count && audio_pool[int(handle)].is_music {
|
||||
rl.ResumeMusicStream(audio_pool[int(handle)].music)
|
||||
}
|
||||
}
|
||||
|
||||
// seek music to a position in seconds. no-op if the handle is invalid or
|
||||
// not a music stream. see audio_pool below.
|
||||
seek_music :: proc(handle: AudioHandle, position: f32) {
|
||||
if int(handle) < audio_count && audio_pool[int(handle)].is_music {
|
||||
rl.SeekMusicStream(audio_pool[int(handle)].music, position)
|
||||
}
|
||||
}
|
||||
|
||||
// get current music playback position in seconds. returns 0.0 for invalid
|
||||
// handles or non-music streams. see audio_pool below.
|
||||
get_music_time_played :: proc(handle: AudioHandle) -> f32 {
|
||||
if int(handle) < audio_count && audio_pool[int(handle)].is_music {
|
||||
return rl.GetMusicTimePlayed(audio_pool[int(handle)].music)
|
||||
}
|
||||
return 0.0
|
||||
}
|
||||
|
||||
// get total music length in seconds. returns 0.0 for invalid handles or
|
||||
// non-music streams. see audio_pool below.
|
||||
get_music_time_length :: proc(handle: AudioHandle) -> f32 {
|
||||
if int(handle) < audio_count && audio_pool[int(handle)].is_music {
|
||||
return rl.GetMusicTimeLength(audio_pool[int(handle)].music)
|
||||
}
|
||||
return 0.0
|
||||
}
|
||||
|
||||
// set volume for a specific music handle, clamped to 0.0 .. 1.0.
|
||||
// the value is also stored in the pool entry so it survives across calls.
|
||||
// see audio_pool below.
|
||||
set_music_volume :: proc(handle: AudioHandle, volume: f32) {
|
||||
if int(handle) < audio_count {
|
||||
rl.SetMusicVolume(audio_pool[int(handle)].music, volume)
|
||||
audio_pool[int(handle)].volume = volume
|
||||
}
|
||||
}
|
||||
|
||||
// set/get the master volume for all audio (listener volume). this affects
|
||||
// everything: sounds, music, everything that goes through raylib's audio
|
||||
// device. see startup_audio below.
|
||||
set_master_volume :: proc(volume: f32) {
|
||||
rl.SetMasterVolume(volume)
|
||||
}
|
||||
|
||||
// global pool for sounds and music loaded through the global API.
|
||||
// handles are 0-based indices into this array. see audio_count below.
|
||||
@(private)
|
||||
audio_pool: [dynamic]AudioEntry
|
||||
@(private)
|
||||
audio_count: int = 0
|
||||
|
||||
// path cache: reuse loaded sounds/music instead of reloading from disk.
|
||||
// maps file path strings to handles, see play_sound and play_music above.
|
||||
@(private)
|
||||
path_to_handle: map[string]AudioHandle
|
||||
|
||||
// a single entry holding both an rl.Sound and an rl.Music, plus flags
|
||||
// and metadata. raylib's types are small enough that one struct for
|
||||
// both works fine. see audio_pool above.
|
||||
AudioEntry :: struct {
|
||||
sound: rl.Sound,
|
||||
music: rl.Music,
|
||||
playing: bool,
|
||||
is_music: bool,
|
||||
volume: f32,
|
||||
}
|
||||
|
||||
// audio plugin: initializes the audio device at STARTUP, processes Audio
|
||||
// components at UPDATE, cleans up finished sounds at UPDATE, and frees
|
||||
// everything at DESTROY. add it like: ecs.add_plugin(&app, AudioPlugin)
|
||||
// see startup_audio, process_audio_components, cleanup_finished_sounds,
|
||||
// and destroy_audio below.
|
||||
AudioPlugin :: proc(app: ^App) {
|
||||
add_system(app, STARTUP, startup_audio)
|
||||
add_system(app, UPDATE, process_audio_components)
|
||||
add_system(app, UPDATE, cleanup_finished_sounds)
|
||||
add_system(app, DESTROY, destroy_audio)
|
||||
}
|
||||
|
||||
// init the audio device. only called once at STARTUP by AudioPlugin.
|
||||
// if this fails (headless builds, no audio hardware), systems that try
|
||||
// to play audio will silently do nothing. see AudioDeviceError above.
|
||||
@(private)
|
||||
startup_audio :: proc(world: ^World) {
|
||||
rl.InitAudioDevice()
|
||||
}
|
||||
|
||||
// close the audio device and unload all sounds/music from the pool.
|
||||
// called once at DESTROY by AudioPlugin. see audio_pool and audio_count
|
||||
// above.
|
||||
@(private)
|
||||
destroy_audio :: proc(world: ^World) {
|
||||
rl.CloseAudioDevice()
|
||||
for i := 0; i < audio_count; i += 1 {
|
||||
if audio_pool[i].is_music {
|
||||
rl.UnloadMusicStream(audio_pool[i].music)
|
||||
} else {
|
||||
rl.UnloadSound(audio_pool[i].sound)
|
||||
}
|
||||
}
|
||||
delete(audio_pool)
|
||||
delete(path_to_handle)
|
||||
}
|
||||
|
||||
// process Audio components on entities: plays sounds, updates music
|
||||
// streams, handles looping, and fires AudioStarted/AudioFinished signals.
|
||||
// see Audio and AudioState in audio.odin for the component definition,
|
||||
// and the signals above.
|
||||
@(private)
|
||||
process_audio_components :: proc(world: ^World) {
|
||||
components := slice(world, Audio)
|
||||
entities := slice_entity(world, Audio)
|
||||
|
||||
for &v, i in components {
|
||||
entity := entities[i]
|
||||
|
||||
switch v.state {
|
||||
case AudioState.Playing:
|
||||
// one-shot sound (frameCount == 0 means no sound loaded)
|
||||
if v.sound.frameCount != 0 {
|
||||
rl.PlaySound(v.sound)
|
||||
rl.SetSoundVolume(v.sound, v.volume)
|
||||
rl.SetSoundPitch(v.sound, v.pitch)
|
||||
rl.SetSoundPan(v.sound, v.pan)
|
||||
write(AudioStarted{entity = entity, is_music = false})
|
||||
|
||||
// check if a very short sound already finished this frame
|
||||
if !rl.IsSoundPlaying(v.sound) {
|
||||
v.state = AudioState.Stopped
|
||||
write(AudioFinished{entity = entity, is_music = false})
|
||||
}
|
||||
} else if v.music.ctxType != 0 {
|
||||
// background music (ctxType == 0 means no music loaded)
|
||||
rl.PlayMusicStream(v.music)
|
||||
rl.SetMusicVolume(v.music, v.volume)
|
||||
rl.SetMusicPitch(v.music, v.pitch)
|
||||
rl.SetMusicPan(v.music, v.pan)
|
||||
write(AudioStarted{entity = entity, is_music = true})
|
||||
|
||||
// update music stream buffers every frame
|
||||
rl.UpdateMusicStream(v.music)
|
||||
|
||||
// loop handling: if looping and reached end, seek to start
|
||||
if v.looping && rl.GetMusicTimePlayed(v.music) >=
|
||||
rl.GetMusicTimeLength(v.music) {
|
||||
rl.SeekMusicStream(v.music, 0)
|
||||
}
|
||||
}
|
||||
|
||||
case AudioState.Paused:
|
||||
// do nothing this frame (paused)
|
||||
|
||||
case AudioState.Stopped:
|
||||
// nothing to do; component can be removed by a cleanup system
|
||||
|
||||
case AudioState.None:
|
||||
// no-op
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unload sounds and music from the global pool that have been marked as
|
||||
// not playing anymore. called every UPDATE by AudioPlugin, runs after
|
||||
// process_audio_components so finished sounds from this frame get cleaned
|
||||
// up before the next frame. see audio_pool and audio_count above.
|
||||
@(private)
|
||||
cleanup_finished_sounds :: proc() {
|
||||
for i := 0; i < audio_count; i += 1 {
|
||||
if !audio_pool[i].playing {
|
||||
if audio_pool[i].is_music {
|
||||
rl.UnloadMusicStream(audio_pool[i].music)
|
||||
} else {
|
||||
rl.UnloadSound(audio_pool[i].sound)
|
||||
}
|
||||
audio_pool[i] = AudioEntry{}
|
||||
}
|
||||
}
|
||||
}
|
||||
+33
-1
@@ -19,9 +19,18 @@ Cursor :: struct {
|
||||
|
||||
// a texture DefaultPlugin draws at DRAW, placed by the same entity's
|
||||
// TransformComponent (so every sprite entity needs a Transform component
|
||||
// too)
|
||||
// too). extended fields:
|
||||
// source: crop to a region of the texture (sprite sheets)
|
||||
// scale: scale the sprite (default 1.0, 1.0)
|
||||
// tint: color tint (default WHITE)
|
||||
// flip_h/v: flip the sprite horizontally/vertically
|
||||
Sprite :: struct {
|
||||
texture: rl.Texture2D,
|
||||
source: rl.Rectangle, // zero = whole texture
|
||||
scale: rl.Vector2, // default 1.0, 1.0
|
||||
tint: rl.Color, // default WHITE
|
||||
flip_h: bool,
|
||||
flip_v: bool,
|
||||
}
|
||||
|
||||
// 2D translation + rotation, read back by draw_sprite when it places the
|
||||
@@ -31,6 +40,29 @@ Transform :: struct {
|
||||
rotation: f32,
|
||||
}
|
||||
|
||||
// audio state: what an entity's Audio component is doing this frame.
|
||||
AudioState :: enum u8 {
|
||||
None,
|
||||
Playing,
|
||||
Paused,
|
||||
Stopped,
|
||||
}
|
||||
|
||||
// an entity-level audio component: add this to any entity that should
|
||||
// play sounds or music. the AudioSystem processes it every UPDATE.
|
||||
// one-shot sounds go in `sound`, background music in `music`.
|
||||
// both can coexist on the same entity (e.g. a radio playing ambient
|
||||
// music with click sounds).
|
||||
Audio :: struct {
|
||||
sound: rl.Sound, // one-shot effect (frameCount == 0 means none)
|
||||
music: rl.Music, // background music (ctxType == 0 means none)
|
||||
state: AudioState, // what the system should do this frame
|
||||
volume: f32, // 0.0 .. 1.0 (default 1.0)
|
||||
pitch: f32, // > 1.0 = higher, < 1.0 = lower (default 1.0)
|
||||
pan: f32, // -1.0 = left, 0.0 = center, 1.0 = right (default 0.0)
|
||||
looping: bool, // loop music when it reaches the end
|
||||
}
|
||||
|
||||
// components are plain struct declarations. the world holds every storage
|
||||
// internally, keyed by the component's typeid and created on first add (see
|
||||
// get_storage in entities.odin), so there's nothing to declare next to a
|
||||
|
||||
+8
-9
@@ -8,22 +8,21 @@ package shoal
|
||||
// POST_UPDATE / (signal_system clears the buses here)
|
||||
// PRE_DRAW \
|
||||
// DRAW | every frame, the raylib drawing part
|
||||
// POST_DRAW /
|
||||
// LATE_DRAW / (LATE_DRAW runs after every DRAW system, for overlays)
|
||||
// POST_DRAW once per frame, after all drawing
|
||||
// DESTROY once, after the loop exits and the window closes
|
||||
//
|
||||
// DefaultPlugin opens the raylib frame at PRE_DRAW (BeginDrawing + clear) and
|
||||
// closes it at POST_DRAW (EndDrawing), so DRAW is where your draw calls go.
|
||||
// renderers that flush accumulated draw state (like the ui plugin replaying
|
||||
// microui's command list) go on LATE_DRAW, so they run after all game DRAW
|
||||
// systems but still inside the raylib frame.
|
||||
STARTUP :: 0
|
||||
PRE_UPDATE :: 1
|
||||
UPDATE :: 2
|
||||
POST_UPDATE :: 3
|
||||
PRE_DRAW :: 4
|
||||
DRAW :: 5
|
||||
POST_DRAW :: 6
|
||||
DESTROY :: 7
|
||||
|
||||
// easing ids for the (wip) Tween.ease field. see tween.odin, nothing reads
|
||||
// them yet
|
||||
EASE_IN :: 0
|
||||
EASE_OUT :: 1
|
||||
EASE_IN_OUT :: 2
|
||||
LATE_DRAW :: 6
|
||||
POST_DRAW :: 7
|
||||
DESTROY :: 8
|
||||
|
||||
+3
-1
@@ -79,7 +79,8 @@ get_world :: proc(app: ^App) -> ^World {
|
||||
|
||||
// run every plugin (in registration order), then the STARTUP systems once,
|
||||
// then the frame loop: PRE_UPDATE -> UPDATE -> POST_UPDATE -> PRE_DRAW ->
|
||||
// DRAW -> POST_DRAW, over and over until rl.WindowShouldClose() says stop,
|
||||
// DRAW -> LATE_DRAW -> POST_DRAW, over and over until rl.WindowShouldClose()
|
||||
// says stop,
|
||||
// and finally the DESTROY systems. world systems get handed the app's own
|
||||
// world, the same one run() is holding. there's no second copy
|
||||
run :: proc(app: ^App) {
|
||||
@@ -94,6 +95,7 @@ run :: proc(app: ^App) {
|
||||
for s in get_system(app, POST_UPDATE) {run_system(app, s)}
|
||||
for s in get_system(app, PRE_DRAW) {run_system(app, s)}
|
||||
for s in get_system(app, DRAW) {run_system(app, s)}
|
||||
for s in get_system(app, LATE_DRAW) {run_system(app, s)}
|
||||
for s in get_system(app, POST_DRAW) {run_system(app, s)}
|
||||
}
|
||||
|
||||
|
||||
+34
-5
@@ -1,5 +1,6 @@
|
||||
package shoal
|
||||
|
||||
import "core:fmt"
|
||||
import "core:mem"
|
||||
|
||||
// an entity is an id, a u32 handed out by spawn_entity and recorded in
|
||||
@@ -139,17 +140,45 @@ slice_entity :: proc(world: ^World, $T: typeid) -> [dynamic]Entity {
|
||||
}
|
||||
|
||||
// ^T of the world's first entry of that component plus the entity that owns
|
||||
// it, handy for singletons like WindowComponent. panics if no entity has
|
||||
// the component yet
|
||||
// it, handy for singletons like WindowComponent. panics with a readable
|
||||
// message if no entity has the component yet
|
||||
single :: proc(world: ^World, $T: typeid) -> (^T, Entity) {
|
||||
storage := get_storage(world, T)
|
||||
if len(storage.dense) == 0 {
|
||||
panic(fmt.tprintf("single: no entity has component {}", typeid_of(T)))
|
||||
}
|
||||
return &storage.dense[0], storage.entities[0]
|
||||
}
|
||||
|
||||
// a pointer to that entity's component, looked up through the sparse map.
|
||||
// no existence check: an entity that was never added to this storage reads
|
||||
// back as dense[0], and a world where nobody has the component panics
|
||||
// panics with a readable message if this specific entity was never added to
|
||||
// the storage. use has_component or try_get_component when you aren't sure
|
||||
get_component :: proc(world: ^World, entity: Entity, $T: typeid) -> ^T {
|
||||
storage := get_storage(world, T)
|
||||
return &storage.dense[storage.sparse[entity]]
|
||||
if i, ok := storage.sparse[entity]; ok {
|
||||
return &storage.dense[i]
|
||||
}
|
||||
panic(fmt.tprintf("get_component: entity {} has no component {}", entity, typeid_of(T)))
|
||||
}
|
||||
|
||||
// true iff this specific entity has the component. probing a component the
|
||||
// entity lacks (or a type nothing has added yet) is safe: it never panics
|
||||
// and never reports a different entity's entry. fine to call every frame,
|
||||
// though the first probe of a never-seen type lazily creates its storage
|
||||
has_component :: proc(world: ^World, entity: Entity, $T: typeid) -> bool {
|
||||
storage := get_storage(world, T)
|
||||
_, ok := storage.sparse[entity]
|
||||
return ok
|
||||
}
|
||||
|
||||
// the entity's component and a flag saying whether it's there: (nil, false)
|
||||
// when this entity never got the component, no panic. the pointer-flavored
|
||||
// alternative to has_component + get_component for plugins and systems that
|
||||
// probe components they don't own
|
||||
try_get_component :: proc(world: ^World, entity: Entity, $T: typeid) -> (component: ^T, ok: bool) {
|
||||
storage := get_storage(world, T)
|
||||
if i, exists := storage.sparse[entity]; exists {
|
||||
return &storage.dense[i], true
|
||||
}
|
||||
return nil, false
|
||||
}
|
||||
|
||||
+136
-5
@@ -49,21 +49,152 @@ update_cursor_position :: proc(world: ^World) {
|
||||
cursor.position = rl.GetMousePosition()
|
||||
}
|
||||
|
||||
// draw a sprite using DrawTexturePro, respecting source rect, scale,
|
||||
// tint, flip, and rotation from TransformComponent. uses zero values
|
||||
// (empty Rectangle, empty Color) as defaults: empty source means the
|
||||
// full texture, empty tint means white (no color change). backward
|
||||
// compatible: a sprite with no extended fields draws exactly as before.
|
||||
@(private)
|
||||
draw_sprite :: proc(world: ^World) {
|
||||
zero_rect := rl.Rectangle{}
|
||||
zero_color := rl.Color{}
|
||||
components := slice(world, Sprite)
|
||||
entities := slice_entity(world, Sprite)
|
||||
for &v, i in components {
|
||||
sprite_transform := get_component(world, entities[i], Transform)
|
||||
rl.DrawTexture(
|
||||
transform := get_component(world, entities[i], Transform)
|
||||
|
||||
// source rect: zero means the whole texture
|
||||
source := v.source
|
||||
if source == zero_rect {
|
||||
source = rl.Rectangle{
|
||||
x = 0,
|
||||
y = 0,
|
||||
width = f32(v.texture.width),
|
||||
height = f32(v.texture.height),
|
||||
}
|
||||
}
|
||||
|
||||
// destination size: source scaled
|
||||
dest_w := source.width * v.scale.x
|
||||
dest_h := source.height * v.scale.y
|
||||
|
||||
// flip by negating destination size (DrawTexturePro handles this)
|
||||
if v.flip_h {
|
||||
dest_w = -dest_w
|
||||
}
|
||||
if v.flip_v {
|
||||
dest_h = -dest_h
|
||||
}
|
||||
|
||||
// origin at center of source (rotation pivot) — Vector2 is positional
|
||||
origin := rl.Vector2{
|
||||
source.width * 0.5,
|
||||
source.height * 0.5,
|
||||
}
|
||||
|
||||
// destination rectangle (top-left from Transform, size from scale+flip)
|
||||
dest := rl.Rectangle{
|
||||
x = transform.translation.x,
|
||||
y = transform.translation.y,
|
||||
width = dest_w,
|
||||
height = dest_h,
|
||||
}
|
||||
|
||||
// tint: default WHITE means no color change
|
||||
tint := v.tint
|
||||
if tint == zero_color {
|
||||
tint = rl.WHITE
|
||||
}
|
||||
|
||||
rl.DrawTexturePro(
|
||||
v.texture,
|
||||
i32(sprite_transform.translation.x),
|
||||
i32(sprite_transform.translation.y),
|
||||
rl.WHITE,
|
||||
source,
|
||||
dest,
|
||||
origin,
|
||||
transform.rotation,
|
||||
tint,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// load a sprite from a file path. returns a Sprite with the loaded texture
|
||||
// and default extended fields (full source, 1.0 scale, white tint).
|
||||
// see load_sprite_sheet below for splitting a texture into a grid.
|
||||
//
|
||||
// sprite := load_sprite("images/player.png")
|
||||
// ecs.add_component(world, entity, sprite)
|
||||
load_sprite :: proc(path: string) -> Sprite {
|
||||
cpath := strings.clone_to_cstring(path)
|
||||
texture := rl.LoadTexture(cpath)
|
||||
return Sprite{
|
||||
texture = texture,
|
||||
source = rl.Rectangle{},
|
||||
scale = rl.Vector2{1.0, 1.0},
|
||||
tint = rl.WHITE,
|
||||
}
|
||||
}
|
||||
|
||||
// load a sprite sheet and split it into individual sprites.
|
||||
// cols and rows define the grid. returns a slice of Sprites, one per cell.
|
||||
// all returned sprites share the same underlying texture, so calling
|
||||
// unload_sprite or unload_sprites on any one entry frees the texture for
|
||||
// all of them (see unload_sprite and unload_sprites below).
|
||||
//
|
||||
// sprites := load_sprite_sheet("images/sprites.png", 4, 3)
|
||||
// // sprites[0] is top-left, sprites[11] is bottom-right
|
||||
load_sprite_sheet :: proc(path: string, cols, rows: int) -> [dynamic]Sprite {
|
||||
cpath := strings.clone_to_cstring(path)
|
||||
texture := rl.LoadTexture(cpath)
|
||||
|
||||
cell_w := f32(texture.width) / f32(cols)
|
||||
cell_h := f32(texture.height) / f32(rows)
|
||||
|
||||
sprites := [dynamic]Sprite{}
|
||||
for row := 0; row < rows; row += 1 {
|
||||
for col := 0; col < cols; col += 1 {
|
||||
append(&sprites, Sprite{
|
||||
texture = texture,
|
||||
source = rl.Rectangle{
|
||||
x = f32(col) * cell_w,
|
||||
y = f32(row) * cell_h,
|
||||
width = cell_w,
|
||||
height = cell_h,
|
||||
},
|
||||
scale = rl.Vector2{1.0, 1.0},
|
||||
tint = rl.WHITE,
|
||||
})
|
||||
}
|
||||
}
|
||||
return sprites
|
||||
}
|
||||
|
||||
// free the texture loaded by load_sprite or an entry from load_sprite_sheet.
|
||||
// call this when you no longer need the sprite to avoid GPU memory leaks.
|
||||
// note: for sprites from load_sprite_sheet, all entries share the same
|
||||
// underlying texture. calling unload_sprite on any one entry unloads that
|
||||
// texture for all entries — subsequent use of any other entry from the same
|
||||
// sheet will result in undefined behavior (crash or garbage).
|
||||
//
|
||||
// sprite := ecs.load_sprite("images/player.png")
|
||||
// // ... use it ...
|
||||
// ecs.unload_sprite(sprite)
|
||||
unload_sprite :: proc(sprite: Sprite) {
|
||||
rl.UnloadTexture(sprite.texture)
|
||||
}
|
||||
|
||||
// free all sprites from a sprite sheet. since all entries share one texture,
|
||||
// only one call is needed, but this helper unloads all entries for convenience.
|
||||
// see unload_sprite above for the shared-texture caveat.
|
||||
//
|
||||
// sprites := ecs.load_sprite_sheet("images/sprites.png", 4, 3)
|
||||
// // ... use them ...
|
||||
// ecs.unload_sprites(sprites)
|
||||
unload_sprites :: proc(sprites: [dynamic]Sprite) {
|
||||
if len(sprites) > 0 {
|
||||
rl.UnloadTexture(sprites[0].texture)
|
||||
}
|
||||
}
|
||||
|
||||
@(private)
|
||||
startup_window :: proc(world: ^World) {
|
||||
window, _ := single(world, Window)
|
||||
|
||||
+9
-2
@@ -18,8 +18,8 @@ TimerFired :: struct {
|
||||
|
||||
// timers stay in a package global for now, deliberately outside the
|
||||
// World: they're keyed by name, not owned by an entity, so there's nothing
|
||||
// per-world to hang them on yet. same goes for the signal buses and the
|
||||
// (wip) tween queue in their own files
|
||||
// per-world to hang them on yet. same goes for the signal buses in their
|
||||
// own file
|
||||
@(private)
|
||||
timers: map[string]Timer
|
||||
|
||||
@@ -34,6 +34,13 @@ start_timer :: proc(time: f32, signal: string) {
|
||||
timers[signal] = new_timer
|
||||
}
|
||||
|
||||
// remove the timer stored under this name entirely, freeing its map entry.
|
||||
// safe to call for a name that isn't running (no-op). this is for releasing
|
||||
// timers you created, not for reading them out -- use get_timer for that
|
||||
stop_timer :: proc(signal: string) {
|
||||
delete_key(&timers, signal)
|
||||
}
|
||||
|
||||
// the timer stored under this name, or a zero Timer if there is none. an
|
||||
// expired timer is reset to Timer{} too, so lifetime != 0 means "still
|
||||
// ticking" and lifetime <= 0 means "done (or never started)"
|
||||
|
||||
+1
-1
@@ -87,7 +87,7 @@ begin :: proc(state: ^RLMU_State = global_state) -> ^mu.Context {
|
||||
}
|
||||
|
||||
// tell microui the frame is finished, then replay its command list as raylib
|
||||
// draw calls (and close any lingering scissor). UIPlugin runs it at POST_DRAW
|
||||
// draw calls (and close any lingering scissor). UIPlugin runs it at LATE_DRAW
|
||||
end :: proc(state := global_state) {
|
||||
// Tell mui that we're done drawing ui
|
||||
mu.end(&state.ctx)
|
||||
|
||||
+3
-5
@@ -11,16 +11,14 @@ ui_ctx: ^ml.Context
|
||||
//
|
||||
// STARTUP init() bakes the microui atlas into a texture
|
||||
// PRE_DRAW begin() forwards raylib input, starts the frame, stashes ui_ctx
|
||||
// POST_DRAW the frame's temp arena is freed, then end() renders the ui
|
||||
// LATE_DRAW end() renders the ui after all game drawing, still in-frame
|
||||
// POST_DRAW the frame's temp arena is freed
|
||||
// DESTROY destroy() unloads the atlas texture
|
||||
//
|
||||
// (systems within a schedule run in registration order, so POST_DRAW frees
|
||||
// the arena first and renders second)
|
||||
UIPlugin :: proc(app: ^ecs.App) {
|
||||
ecs.add_system(app, ecs.STARTUP, proc() {init()})
|
||||
ecs.add_system(app, ecs.POST_DRAW, proc() {free_all(context.temp_allocator)})
|
||||
ecs.add_system(app, ecs.PRE_DRAW, proc() {ui_ctx = begin()})
|
||||
ecs.add_system(app, ecs.POST_DRAW, proc() {end()})
|
||||
ecs.add_system(app, ecs.LATE_DRAW, proc() {end()})
|
||||
ecs.add_system(app, ecs.DESTROY, proc() {destroy()})
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user