feat: defined various core engine concepts
- Scene Tree - Engine loop - Draw list - Renderables - Resources
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/**********************************************************************************************
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*
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* raylibExtras * Utilities and Shared Components for Raylib
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*
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* Resource Dir * function to help find resource dir in common locations
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*
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* LICENSE: MIT
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*
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* Copyright (c) 2022 Jeffery Myers
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************************************************/
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#pragma once
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#include "raylib.h"
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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/// <summary>
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/// Looks for the specified resource dir in several common locations
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/// The working dir
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/// The app dir
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/// Up to 3 levels above the app dir
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/// When found the dir will be set as the working dir so that assets can be loaded relative to that.
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/// </summary>
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/// <param name="folderName">The name of the resources dir to look for</param>
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/// <returns>True if a dir with the name was found, false if no change was made to the working dir</returns>
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inline static bool SearchAndSetResourceDir(const char* folderName)
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{
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// check the working dir
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if (DirectoryExists(folderName))
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{
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ChangeDirectory(TextFormat("%s/%s", GetWorkingDirectory(), folderName));
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return true;
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}
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const char* appDir = GetApplicationDirectory();
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// check the applicationDir
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const char* dir = TextFormat("%s%s", appDir, folderName);
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if (DirectoryExists(dir))
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{
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ChangeDirectory(dir);
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return true;
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}
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// check one up from the app dir
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dir = TextFormat("%s../%s", appDir, folderName);
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if (DirectoryExists(dir))
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{
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ChangeDirectory(dir);
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return true;
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}
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// check two up from the app dir
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dir = TextFormat("%s../../%s", appDir, folderName);
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if (DirectoryExists(dir))
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{
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ChangeDirectory(dir);
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return true;
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}
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// check three up from the app dir
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dir = TextFormat("%s../../../%s", appDir, folderName);
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if (DirectoryExists(dir))
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{
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ChangeDirectory(dir);
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return true;
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}
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return false;
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}
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#if defined(__cplusplus)
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}
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#endif
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18
src/core/camera_node.h
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18
src/core/camera_node.h
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#pragma once
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#include "scene_node_entity.h"
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#include "utils/drop.h"
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#include "raylib.h"
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typedef struct CameraNode {
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SceneNode *node;
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} CameraNode;
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void CameraNodeEnterTree(CameraNode *self);
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void CameraNodeExitTree(CameraNode *self);
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void CameraNodeTick(CameraNode *self, double delta);
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Camera3D CameraNodeGetCamera(CameraNode *self);
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impl_default_Drop_for(CameraNode);
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impl_SceneNodeEntity_for(CameraNode, CameraNodeEnterTree, CameraNodeExitTree, CameraNodeTick);
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35
src/core/engine_loop.c
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35
src/core/engine_loop.c
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#include "engine_loop.h"
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#include "resources.h"
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#include "render.h"
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#include "stdlib.h"
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#include "raylib.h"
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static
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void InitializeRaylibContext() {
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// initialize fullscreen game window
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(1280, 800, "Hello Raylib");
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if(!IsWindowFullscreen())
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ToggleFullscreen();
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}
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void RunGame() {
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while (!WindowShouldClose()) {
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RenderNextFrame();
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}
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ShutDown();
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}
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void InitializeEngine() {
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// initialize context
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InitializeRaylibContext();
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// initialize engine subsystems
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InitializeResourceSubsystem();
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InitializeRenderingSubsystem();
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}
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void ShutDown() {
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CleanResourceSubsystem();
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CloseWindow();
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exit(0);
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}
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14
src/core/engine_loop.h
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14
src/core/engine_loop.h
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#pragma once
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typedef struct GameContext {
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} GameContext;
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// IMPORTANT: should be implemented by game code
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extern void InitializeGame(GameContext *settings);
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//! initialize window and application context
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extern void InitializeEngine();
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//! run the actual game, requires InitializeEngine to be called first
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extern void RunGame();
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// shut down game entirely
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extern void ShutDown();
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35
src/core/render.c
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35
src/core/render.c
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#include "render.h"
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#include "utils/debug.h"
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#include "utils/list.h"
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static List g_render_objects = {}; //!< List of all registered rendering objects
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CameraNode *camera = NULL; //!< Reference to current main camera
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void InitializeRenderingSubsystem() {
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g_render_objects = list_from_type(Renderable);
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}
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void CleanupRenderingSubsystem() {
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list_empty(&g_render_objects);
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}
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void AddRenderable(Renderable renderable) {
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ASSERT_RETURN(list_find(&g_render_objects, &renderable) == g_render_objects.len,, "AddRenderable: Argument is already registered, cannot register twice");
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list_add(&g_render_objects, &renderable);
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}
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void RemoveRenderable(Renderable renderable) {
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size_t idx = list_find(&g_render_objects, &renderable);
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ASSERT_RETURN(idx != g_render_objects.len,, "RemoveRenderable: Argument is not registered, cannot unregister.");
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list_erase(&g_render_objects, idx);
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}
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void RenderNextFrame() {
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(CameraNodeGetCamera(camera));
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list_foreach(Renderable *,object, &g_render_objects)
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object->tc->draw(object->data);
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EndMode3D();
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EndDrawing();
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}
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src/core/render.h
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24
src/core/render.h
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#pragma once
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#include "camera_node.h"
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#include "renderable.h"
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#include "raylib.h"
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//! Initialize the rendering subsystem.
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extern void InitializeRenderingSubsystem();
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//! Cleanup after rendering system,
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//! assumes you won't want to re-initialize after.
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extern void CleanupRenderingSubsystem();
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//! Register a renderable object through a typeclass.
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extern void AddRenderable(Renderable renderable);
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//! Remove a renderable object from draw list
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extern void RemoveRenderable(Renderable renderable);
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//! Set a camera as the main rendering camera.
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extern void SetMainCamera(CameraNode *camera);
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//! Get the current main rendering camera.
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extern void GetMainCamera(CameraNode *camera);
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//! Draw a frame to the screen based on the current state of the game.
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extern void RenderNextFrame();
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src/core/renderable.h
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23
src/core/renderable.h
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#pragma once
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#include "scene_node_entity.h"
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#include "utils/typeclass_helpers.h"
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typedef struct IRenderable {
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void (*const draw)(void *self);
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} IRenderable;
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typedef struct Renderable {
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IRenderable const *tc;
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void *data;
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ISceneNodeEntity const *scene_node_entity;
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} Renderable;
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#define impl_Renderable_for(T, draw_f)\
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Renderable T##_as_Renderable(T *x) {\
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TC_FN_TYPECHECK(void, draw_f, T*);\
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static IRenderable const tc = {\
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.draw = (void(*const)(void*)) draw_f\
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};\
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return (Renderable){ .tc = &tc, .data = x, .scene_node_entity = T##_as_SceneNodeEntity(x).tc };\
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}
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src/core/resources.c
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64
src/core/resources.c
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#include "resources.h"
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#include "stdint.h"
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#include "utils/dictionary.h"
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#include "utils/debug.h"
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char const *RESOURCE_DIRECTORY = "resources";
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typedef enum ResourceType {
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MODEL_RESOURCE = 0, TEXTURE_RESOURCE
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} ResourceType;
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typedef struct ResourceContainer {
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uint32_t rid;
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char const *resource_name;
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ResourceType type;
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union {
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Model model;
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Texture texture;
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};
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} ResourceContainer;
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static Dictionary g_resources = {};
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static inline
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void Internal_CleanResourceContainer(ResourceContainer *container) {
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switch(container->type) {
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case MODEL_RESOURCE:
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UnloadModel(container->model);
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return;
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case TEXTURE_RESOURCE:
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UnloadTexture(container->texture);
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return;
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}
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UNREACHABLE("CleanResourceContainer: Cleanup function not defined for %u", container->type);
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}
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static inline
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void InitializeResourceDirectory() {
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// if there is a resource directory in the working directory, prioritize that for debugging
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if(DirectoryExists(RESOURCE_DIRECTORY)) {
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ChangeDirectory(TextFormat("%s/%s", GetWorkingDirectory(), RESOURCE_DIRECTORY));
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LOG_WARNING("Using working dir resources, this is possible for debug purposes.");
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}
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// check application installation directory for a resource directory
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// this is the default running environment
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char const *installation_resource_dir = TextFormat(GetApplicationDirectory(), RESOURCE_DIRECTORY);
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if(DirectoryExists(installation_resource_dir)) {
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ChangeDirectory(installation_resource_dir);
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return;
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}
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UNREACHABLE("Failed to find resource directory");
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}
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void InitializeResourceSubsystem() {
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InitializeResourceDirectory();
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g_resources = dictionary_from_type(ResourceContainer);
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}
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void CleanResourceSubsystem() {
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list_foreach(ResourceContainer *,container, &g_resources.list)
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Internal_CleanResourceContainer(container);
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dictionary_empty(&g_resources);
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}
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src/core/resources.h
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src/core/resources.h
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#pragma once
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#include "raylib.h"
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extern void InitializeResourceSubsystem();
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extern void CleanResourceSubsystem();
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//! Load a model resource from disk, path is relative to the resource folder
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extern Model *ResourcesLoadModel(char const *res_path);
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//! Load a texture resource from disk, path is relative to the resource folder
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extern Texture *ResourcesLoadTexture(char const *res_path);
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src/core/scene.c
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98
src/core/scene.c
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#include "scene.h"
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#include "scene_node_entity.h"
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#include "utils/debug.h"
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#include "utils/list.h"
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#include "utils/drop.h"
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#include "utils/mirror.h"
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struct SceneNode {
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SceneNode *parent;
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Scene *scene;
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List children; //!< list of child SceneNodes
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SceneNodeEntity entity; //!< scene node entity that adds functionality to the node
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};
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struct Scene {
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SceneNode *root;
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List nodes;
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};
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static
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void Internal_SceneRemoveNode(Scene *self, SceneNode *node) {
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size_t idx = list_find(&self->nodes, node);
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list_erase(&self->nodes, idx);
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}
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static
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void Internal_SceneAddNode(Scene *self, SceneNode node) {
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ASSERT_RETURN(list_find(&self->nodes, &node) == self->nodes.len,, "Attempting to add node that is already in this scene");
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ASSERT_RETURN(node.scene != NULL,, "Attempting to add node that is already in a scene, remove it from that scene first");
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list_add(&self->nodes, &node);
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}
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SceneNode *CreateSceneNode() {
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SceneNode *node = new(SceneNode);
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ASSERT_RETURN(node != NULL, NULL, "CreateSceneNode: Failed to instantiate new SceneNode");
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node->children = list_from_type(SceneNode*);
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return node;
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}
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void DestroySceneNode(SceneNode *self) {
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// remove all children from scene as well
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list_foreach(SceneNode **, child, &self->children)
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DestroySceneNode(*child);
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// inform entity of exit tree event
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self->entity.tc->exit_tree(self->entity.data);
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// remove node from scene if it is part of one
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if(self->scene != NULL)
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Internal_SceneRemoveNode(self->scene, self);
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if(self->entity.data != NULL) {
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self->entity.drop->drop(self->entity.data);
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}
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free(self);
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}
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SceneNode *SceneNodeGetChild(SceneNode *self, size_t idx) {
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return *list_at_as(SceneNode*, &self->children, idx);
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}
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void SceneNodeAddChild(SceneNode *self, SceneNode *child) {
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// catch logic error of trying to attach a child that already has a parent
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ASSERT_RETURN(child->parent != NULL,, "SceneNodeAddChild: New child node already has a parent");
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// register parent-child relationship
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list_add(&self->children, &child);
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child->parent = self;
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// make sure scene matches
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child->scene = self->scene;
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// notify child of scene entrance
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child->entity.tc->enter_tree(child->entity.data);
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}
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void SceneNodeRemoveChild(SceneNode *self, SceneNode *child) {
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// catch error of attempting to remove non-child node
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ASSERT_RETURN(child->parent == self,, "SceneNodeRemoveChild: Cannot remove node that is not a child of this node.");
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// get the index and use it to ensure that the child is actually registered with the parent
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size_t const idx = list_find(&self->children, child);
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ASSERT_RETURN(idx == self->children.len,, "IMPORTANT: SceneNodeRemoveChild: child is not registered with parent.");
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// we now know that the child is actually a child of self.
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// notify child that it is being removed from the tree.
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child->entity.tc->exit_tree(child->entity.data);
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// use the index to erase the object from the list
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list_erase(&self->children, idx);
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Internal_SceneRemoveNode(child->scene, child);
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child->scene = NULL;
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}
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void Internal_SceneNodeAttachEntity(SceneNodeEntity object) {
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object.tc->get_node(object.data)->entity = object;
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}
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Scene *CreateScene(SceneNode const *root) {
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Scene *scene = new(Scene);
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scene->nodes = list_from_type(SceneNode);
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Internal_SceneAddNode(scene, *root);
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root->entity.tc->enter_tree(root->entity.data);
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return scene;
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}
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27
src/core/scene.h
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27
src/core/scene.h
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#pragma once
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#include "stddef.h"
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#include "utils/typeclass_helpers.h"
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typedef struct SceneNodeEntity SceneNodeEntity;
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typedef struct SceneNode SceneNode;
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typedef struct Scene Scene;
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//! Instantiate a new scene node.
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extern SceneNode *CreateSceneNode();
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//! Free a scene node.
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extern void DestroySceneNode(SceneNode *self);
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//! Get a child from a scene node.
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extern SceneNode *SceneNodeGetChild(SceneNode *self, size_t idx);
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//! Attach a child to a node
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extern void SceneNodeAddChild(SceneNode *self, SceneNode *child);
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//! Detach a child from a node, removing it from the scene
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extern void SceneNodeRemoveChild(SceneNode *self, SceneNode *child);
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//! INTERNAL FUNCTION, used to attach a scene node entity typeclass to an object.
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extern void Internal_SceneNodeAttachEntity(SceneNodeEntity object);
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//! Instantiate a new scene with a root node.
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extern Scene *CreateScene(SceneNode const *root);
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//! Destroy a node and it's scene tree.
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extern void DestroyScene(Scene *scene);
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47
src/core/scene_node_entity.h
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47
src/core/scene_node_entity.h
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#pragma once
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#include "scene.h"
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#include "utils/mirror.h"
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#include "utils/drop.h"
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struct SceneNode;
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typedef struct ISceneNodeEntity {
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void(*const enter_tree)(void *self);
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void(*const exit_tree)(void *self);
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void(*const tick)(void *self, double delta);
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struct SceneNode *(*const get_node)(void *self);
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void (*const set_node)(void *self, struct SceneNode *node);
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} ISceneNodeEntity;
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typedef struct SceneNodeEntity {
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ISceneNodeEntity const *tc;
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void *data;
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IMirror const *mirror;
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IDrop const *drop;
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} SceneNodeEntity;
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//! Implement SceneNodeEntity for a struct.
|
||||
//! IMPORTANT: requires Mirror and Drop to be implemented,
|
||||
//! as well as a `SceneNode *node` member on T.
|
||||
//! Generates functions called T##_get_node_GEN_ and T##_set_node_GEN_ as getter and setter for that member.
|
||||
#define impl_SceneNodeEntity_for(T, enter_tree_f, exit_tree_f, tick_f)\
|
||||
static struct SceneNode *T##_get_node_GEN_(T *self) { return self->node; }\
|
||||
static void T##_set_node_GEN_(T *self, struct SceneNode *node) { self->node = node; }\
|
||||
SceneNodeEntity T##AttachToSceneNode(T* x, SceneNode *node) {\
|
||||
TC_FN_TYPECHECK(void, enter_tree_f, T*);\
|
||||
TC_FN_TYPECHECK(void, exit_tree_f, T*);\
|
||||
TC_FN_TYPECHECK(void, tick_f, T*, double);\
|
||||
static ISceneNodeEntity const tc = {\
|
||||
.enter_tree = (void(*const)(void*)) enter_tree_f,\
|
||||
.exit_tree = (void(*const)(void*)) exit_tree_f,\
|
||||
.tick = (void(*const)(void*,double)) tick_f,\
|
||||
.get_node = (struct SceneNode *(*const)(void*)) T##_get_node_GEN_,\
|
||||
.set_node = (void (*const)(void*, struct SceneNode*)) T##_set_node_GEN_\
|
||||
};\
|
||||
Internal_AttachToSceneNode(object);\
|
||||
x->node = node;\
|
||||
SceneNodeEntity e = { .tc = &tc, .data = x, .mirror = T##_as_Mirror(x).tc, .drop = T##_as_Drop(x).tc };\
|
||||
Internal_SceneNodeAttachEntity(e);\
|
||||
return e;\
|
||||
}
|
19
src/core/transformable.c
Normal file
19
src/core/transformable.c
Normal file
|
@ -0,0 +1,19 @@
|
|||
#include "transformable.h"
|
||||
|
||||
Matrix TransformGetMatrix(Transform const *self) {
|
||||
Matrix mat = MatrixScale(self->scale.x, self->scale.y, self->scale.z);
|
||||
mat = MatrixMultiply(mat, QuaternionToMatrix(self->rotation));
|
||||
mat.m12 = self->translation.x;
|
||||
mat.m13 = self->translation.y;
|
||||
mat.m14 = self->translation.z;
|
||||
return mat;
|
||||
}
|
||||
|
||||
void UpdateTransformable(Transformable *self, Transformable *parent) {
|
||||
Transform *parent_global = self->tc->get_global_transform(self->data);
|
||||
Transform *global = self->tc->get_global_transform(self->data);
|
||||
Transform *local = self->tc->get_transform(self->data);
|
||||
global->translation = Vector3Add(parent_global->translation, local->translation);
|
||||
global->rotation = QuaternionMultiply(parent_global->rotation, local->rotation);
|
||||
global->scale = Vector3Multiply(parent_global->scale, local->scale);
|
||||
}
|
31
src/core/transformable.h
Normal file
31
src/core/transformable.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
#pragma once
|
||||
|
||||
#include "utils/mirror.h"
|
||||
#include "utils/typeclass_helpers.h"
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
typedef struct ITransformable {
|
||||
Transform *(*const get_transform)(void*);
|
||||
Transform *(*const get_global_transform)(void*);
|
||||
} ITransformable;
|
||||
|
||||
typedef struct Transformable {
|
||||
ITransformable const *tc;
|
||||
void *data;
|
||||
IMirror const *mirror;
|
||||
} Transformable;
|
||||
|
||||
extern Matrix TransformGetMatrix(Transform const *self);
|
||||
extern void UpdateTransformable(Transformable *self, Transformable *parent);
|
||||
|
||||
#define impl_Transformable_for(T, get_transform_f)\
|
||||
Transformable T##_as_Transformable(T *x) {\
|
||||
TC_FN_TYPECHECK(Transform, get_transform_f, T*);\
|
||||
static ITransformable const tc = {\
|
||||
.get_transform = (Transform *(*const)(void*)) get_transform_f,\
|
||||
.get_global_transform = (Transform *(*const)(void*)) get_global_transform_f\
|
||||
};\
|
||||
return { .tc = &tc, data = x, .mirror = T##_as_Mirror(x).tc };\
|
||||
}
|
||||
|
Loading…
Reference in a new issue