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51 changed files with 1548 additions and 1893 deletions

24
.gitignore vendored
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*.exe
*.sublime-workspace
*.pdb
*.raddbgi
*.dll
*.exp
*.lib
log.txt
*.bin
*.dylib
*.so
*.dSYM
*.a
linux
# gets automagically downloaded through scripts/setup.sh
vendors/clay-odin
vendors/clay-odin.zip
build/
build_generator/
ols.json
libtinyfiledialogs.a
libtinyfiledialogs.obj
tinyfiledialogs.lib
tinyfiledialogs.obj
.idea/
ols.json

6
.gitmodules vendored
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[submodule "vendors/odin-aseprite"]
path = vendors/odin-aseprite
url = git@github.com:blob1807/odin-aseprite.git
[submodule "src/aseprite"]
path = src/aseprite
url = https://github.com/bersK/odin-aseprite.git

31
.vscode/launch.json vendored Normal file
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{
"version": "0.2.0",
"configurations": [
{
"type": "cppvsdbg",
"request": "launch",
"preLaunchTask": "Build Debug",
"name": "Debug",
"program": "${workspaceFolder}/game_debug.exe",
"args": [],
"cwd": "${workspaceFolder}"
},
{
"type": "cppvsdbg",
"request": "launch",
"preLaunchTask": "Build Release",
"name": "Release",
"program": "${workspaceFolder}/game_release.exe",
"args": [],
"cwd": "${workspaceFolder}"
},
{
"type": "cppvsdbg",
"request": "launch",
"name": "Run File",
"program": "odin",
"args": ["run", "${fileBasename}", "-file"],
"cwd": "${workspaceFolder}"
}
]
}

7
.vscode/settings.json vendored Normal file
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{
"workbench.colorCustomizations": {
"activityBar.background": "#322C2D",
"titleBar.activeBackground": "#463E3F",
"titleBar.activeForeground": "#FAFAFA"
}
}

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.vscode/tasks.json vendored Normal file
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{
"version": "2.0.0",
"command": "",
"args": [],
"tasks": [
{
"label": "Build Debug",
"type": "shell",
"windows": {
"command": "${workspaceFolder}/scripts/build_debug.bat",
},
"linux": {
"command": "${workspaceFolder}/scripts/build_debug.sh",
},
"osx": {
"command": "${workspaceFolder}/scripts/build_debug.sh",
},
"group": "build"
},
{
"label": "Build Release",
"type": "shell",
"windows": {
"command": "${workspaceFolder}/scripts/build_release.bat",
},
"linux": {
"command": "${workspaceFolder}/scripts/build_release.sh",
},
"osx": {
"command": "${workspaceFolder}/scripts/build_release.sh",
},
"group": "build"
},
{
"label": "Build Hot Reload",
"type": "shell",
"windows": {
"command": "${workspaceFolder}/scripts/build_hot_reload.bat; start game.exe",
},
"linux": {
"command": "${workspaceFolder}/scripts/build_hot_reload.sh",
},
"osx": {
"command": "${workspaceFolder}/scripts/build_hot_reload.sh",
},
"presentation": {
"echo": true,
"reveal": "always",
"focus": false,
"panel": "dedicated",
"showReuseMessage": false,
"clear": true
},
"group": {
"kind": "build",
"isDefault": false
},
},
{
"label": "Build&Run Tile Generator Test",
"type": "shell",
"command": "odin run src/aseprite_odin_generator -out:build/aseprite_odin_generator.exe",
"options": {
"cwd": "${workspaceFolder}"
},
"presentation": {
"echo": true,
"reveal": "always",
"focus": false,
"panel": "dedicated",
"showReuseMessage": false,
"clear": true
},
"group": {
"kind": "build",
"isDefault": true
},
}
]
}

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# YAAP
Yet-Another-Atlas-Packer by bersK (Stefan Stefanov)
## Usage & requirements
> [!IMPORTANT]
> Pull this repo with `--recursive`, the `odin-aseprite` library is pulled in as a submodule.
At least odin compiler version `dev-2025-07:204edd0fc`
Since we need to download/compile some 3rd party dependencies in the vendors folder we need to call
`scripts/setup.[sh|bat]` to compile libtinydialog & download the already compiled `clay` binaries and bindings.
Yet-Another-Atlas-Packer by Stefan Stefanov
## Description
> [!NOTE]
> Quite frankly if you want automatic atlas packing I would suggest using `stb_rect_pack` directly & an aseprite plugin for exporting your assets in a proper format for packing. Using this atlas packer in an automated fashion is not quite possible and slower as a workflow. I would only use it for experiment projects or places where having a built in atlas packer is not practical.
Simple atlas packer for `.aseprite` files. Generates a packed png & metadata in the form of json and/or source files(cpp, odin, etc...).
> [!CAUTION]
> Does not handle palette files currently.
Simple atlas packer using `stb_rect_pack` from the `stb` family of header libraries & `raylib` for rendering/ui.
Uses `stb_rect_pack` for the image packing & `raylib` for the UI.
I'm using a custom marshall/unmarshall odin library for reading .aseprite files found [here](https://github.com/blob1807/odin-aseprite)
A quick preview on [youtube](https://youtu.be/4_dKq7G57Lw).
<img src="https://raw.githubusercontent.com/bersK/yaap/master/repo_assets/image.png" />
## Dependencies
* odin-aseprite [github](https://github.com/blob1807/odin-aseprite)
* raylib (`vendor/raylib`, [link](https://github.com/odin-lang/Odin/tree/master/vendor/raylib))
* stb_rect_pack (`vendor/stb/rect_pack`, [link](https://github.com/odin-lang/Odin/tree/master/vendor/stb/rect_pack))
Project template provided by Karl Zylinski on github [here](https://github.com/karl-zylinski/odin-raylib-hot-reload-game-template).

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package cli
import ase "../../vendors/odin-aseprite"
import "core:encoding/json"
import "core:fmt"
import "core:os"
import "core:slice"
import s "core:strings"
import rl "vendor:raylib"
import stbrp "vendor:stb/rect_pack"
import gen "../src/generator"
ATLAS_SIZE :: 512
IMPORT_PATH :: "./example.aseprite"
EXPORT_PATH :: "./atlas.png"
main :: proc() {
ase_file, ase_ok := os.read_entire_file(IMPORT_PATH)
if !ase_ok {
fmt.panicf("Couldn't load file!")
}
target_dir := os.get_current_directory()
atlas: rl.Image = rl.GenImageColor(ATLAS_SIZE, ATLAS_SIZE, rl.BLANK)
atlas_entries: [dynamic]gen.AtlasEntry = make([dynamic]gen.AtlasEntry)
gen.unmarshall_aseprite_dir(target_dir, &atlas_entries)
metadata := gen.pack_atlas_entries(atlas_entries[:], &atlas, 10, 10)
json_bytes, jerr := json.marshal(metadata)
os.write_entire_file("./metadata.json", json_bytes)
sb := gen.metadata_source_code_generate(metadata[:], gen.odin_source_generator_metadata)
odin_output_str := s.to_string(sb)
os.write_entire_file("./output.odin", transmute([]byte)odin_output_str)
rl.ExportImage(atlas, EXPORT_PATH)
}

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{
"$schema": "https://raw.githubusercontent.com/DanielGavin/ols/master/misc/odinfmt.schema.json",
"character_width": 100,
"sort_imports": true,
"tabs": true
}

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FLAGS="-define:RAYLIB_SHARED=true -out:build/yaap -debug"
SRC=src/frontend
mkdir -p build
odin build ${SRC} ${FLAGS}

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@echo off
odin build src/frontend -define:RAYLIB_SHARED=true -out:build/yaap-debug.exe -debug

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@echo off
odin build src/frontend -define:RAYLIB_SHARED=true -out:build/yaap.exe -o:speed

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@echo off
odin build examples/aseprite_odin_generator.odin -file -define:RAYLIB_SHARED=true -out:build/yaap-cli-debug.exe -debug

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@echo off
odin build examples/aseprite_odin_generator.odin -file -define:RAYLIB_SHARED=true -out:build/yaap-cli.exe -o:speed

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scripts/build_debug.bat Normal file
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@echo off
odin build src/main_release -define:RAYLIB_SHARED=false -out:build/game_debug.exe -no-bounds-check -subsystem:windows -debug

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scripts/build_debug.sh Normal file
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#!/usr/bin/env bash
odin build src/main_release -out:build/game_debug.bin -no-bounds-check -debug

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@echo off
rem Build game.dll
odin build src -show-timings -use-separate-modules -define:RAYLIB_SHARED=true -build-mode:dll -out:build/game.dll -strict-style -vet-unused -vet-using-stmt -vet-using-param -vet-style -vet-semicolon -debug
IF %ERRORLEVEL% NEQ 0 exit /b 1
rem If game.exe already running: Then only compile game.dll and exit cleanly
QPROCESS "game.exe">NUL
IF %ERRORLEVEL% EQU 0 exit /b 1
rem build game.exe
odin build src/main_hot_reload -use-separate-modules -out:build/game.exe -strict-style -vet-using-stmt -vet-using-param -vet-style -vet-semicolon -debug
IF %ERRORLEVEL% NEQ 0 exit /b 1
rem copy raylib.dll from odin folder to here
if not exist "raylib.dll" (
echo "Please copy raylib.dll from <your_odin_compiler>/vendor/raylib/windows/raylib.dll to the same directory as game.exe"
exit /b 1
)
exit /b 0

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#!/usr/bin/env bash
VET="-strict-style -vet-unused -vet-using-stmt -vet-using-param -vet-style -vet-semicolon"
# NOTE: this is a recent addition to the Odin compiler, if you don't have this command
# you can change this to the path to the Odin folder that contains vendor, eg: "~/Odin".
ROOT=$(odin root)
if [ ! $? -eq 0 ]; then
echo "Your Odin compiler does not have the 'odin root' command, please update or hardcode it in the script."
exit 1
fi
set -eu
# Figure out the mess that is dynamic libraries.
case $(uname) in
"Darwin")
case $(uname -m) in
"arm64") LIB_PATH="macos-arm64" ;;
*) LIB_PATH="macos" ;;
esac
DLL_EXT=".dylib"
EXTRA_LINKER_FLAGS="-Wl,-rpath $ROOT/vendor/raylib/$LIB_PATH"
;;
*)
DLL_EXT=".so"
EXTRA_LINKER_FLAGS="'-Wl,-rpath=\$ORIGIN/linux'"
# Copy the linux libraries into the project automatically.
if [ ! -d "linux" ]; then
mkdir linux
cp -r $ROOT/vendor/raylib/linux/libraylib*.so* linux
fi
;;
esac
# Build the game.
odin build . -use-separate-modules -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -show-timings -define:RAYLIB_SHARED=true -build-mode:dll -out:build/game_tmp$DLL_EXT -debug $VET
# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
mv game_tmp$DLL_EXT game$DLL_EXT
# Do not build the game.bin if it is already running.
if ! pgrep game.bin > /dev/null; then
odin build src/main_hot_reload -use-separate-modules -out:build/game.bin $VET -debug
fi

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@echo off
odin build src/main_release -define:RAYLIB_SHARED=false -out:build/game_release.exe -no-bounds-check -o:speed -strict-style -vet-unused -vet-using-stmt -vet-using-param -vet-style -vet-semicolon -subsystem:windows

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scripts/build_release.sh Normal file
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#!/usr/bin/env bash
odin build src/main_release -out:build/game_release.bin -no-bounds-check -o:speed -strict-style -vet-unused -vet-using-stmt -vet-using-param -vet-style -vet-semicolon

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@echo off
mkdir build
FOR /F "tokens=*" %%g IN ('odin root') do (SET ODIN_ROOT=%%g)
echo %ODIN_ROOT%
@REM If it fails to find your odin root folder, copy the raylib.dll manually into the build folder, it's a runtime requirement
copy %ODIN_ROOT%\vendor\raylib\windows\raylib.dll build\raylib.dll
pushd vendors\dialog
call .\build.bat
popd
pushd vendors
curl.exe --output clay.zip --url https://github.com/nicbarker/clay/releases/download/v0.14/clay-odin.zip
@REM Apparently available on Win10 since build 17063 - https://superuser.com/a/1473255
tar -xf .\clay.zip
popd

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#!/usr/bin/env sh
set -e
pushd vendors/dialog
sh build.sh
popd
pushd vendors
wget https://github.com/nicbarker/clay/releases/download/v0.14/clay-odin.zip
unzip clay-odin.zip
rm -rf ./__MACOSX # Yeah...
popd

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src/animation.odin Normal file
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// This implements simple animations using sprite sheets. The texture in the
// `Animation` struct is assumed to contain a horizontal strip of the frames
// in the animation. Call `animation_update` to update and then call
// `animation_rect` when you wish to know the source rect to use in the texture
// With the source rect you can run rl.DrawTextureRec to draw the current frame.
package game
import "core:log"
Animation :: struct {
texture: Texture,
num_frames: int,
current_frame: int,
frame_timer: f32,
frame_length: f32,
}
animation_create :: proc(tex: Texture, num_frames: int, frame_length: f32) -> Animation {
return(
Animation {
texture = tex,
num_frames = num_frames,
frame_length = frame_length,
frame_timer = frame_length,
} \
)
}
animation_update :: proc(a: ^Animation, dt: f32) {
a.frame_timer -= dt
if a.frame_timer <= 0 {
a.frame_timer = a.frame_length + a.frame_timer
a.current_frame += 1
if a.current_frame >= a.num_frames {
a.current_frame = 0
}
}
}
animation_rect :: proc(a: Animation) -> Rect {
if a.num_frames == 0 {
log.error("Animation has zero frames")
return RectEmpty
}
w := f32(a.texture.width) / f32(a.num_frames)
h := f32(a.texture.height)
return {x = f32(a.current_frame) * w, y = 0, width = w, height = h}
}

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src/aseprite Submodule

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package generator
import ase "../aseprite"
import "core:fmt"
import "core:mem"
import "core:os"
import fp "core:path/filepath"
import "core:slice"
import "core:strings"
import "core:testing"
import rl "vendor:raylib"
ATLAS_SIZE :: 512
EXPORT_PATH :: "E:/dev/odin-atlas-packer/src/aseprite_odin_generator/atlas.png"
main :: proc() {
fmt.println("Hello!")
ase_file, ase_ok := os.read_entire_file(
"E:/dev/odin-atlas-packer/src/aseprite_odin_generator/big.aseprite",
)
if !ase_ok {
fmt.panicf("Couldn't load file!")
}
doc: ase.Document
read, um_err := ase.unmarshal_from_slice(ase_file, &doc)
if um_err != nil {
fmt.panicf("Couldn't unmarshall file!")
} else {
fmt.printfln("Read {0} bytes from file", read)
}
fmt.println("Header:\n\t", doc.header)
// fmt.println("Frames:\n\t", doc.frames)
images: [dynamic]rl.Image
atlas: rl.Image = rl.GenImageColor(ATLAS_SIZE, ATLAS_SIZE, rl.BLANK)
for frame in doc.frames {
for chunk in frame.chunks {
cel_chunk, cok := chunk.(ase.Cel_Chunk)
if !cok {
continue
}
cel_img, ci_ok := cel_chunk.cel.(ase.Com_Image_Cel)
if !ci_ok {
continue
}
append(
&images,
rl.Image {
data = rawptr(&cel_img.pixel[0]),
width = auto_cast cel_img.width,
height = auto_cast cel_img.height,
format = .UNCOMPRESSED_R8G8B8A8,
},
)
}
}
curr_x, curr_y: i32
for img, img_i in images {
fmt.printfln("Image_{0}: {1}", img_i, img)
rl.ImageDraw(
&atlas,
img,
{0, 0, auto_cast img.width, auto_cast img.height},
{auto_cast curr_x, auto_cast curr_y, auto_cast img.width, auto_cast img.height},
rl.WHITE,
)
curr_x += img.width
curr_y += img.height
}
// todo: pack the rectangles
// todo: blit them to the atlas
// todo: generate metadata (json, odin enums)
rl.ExportImage(atlas, EXPORT_PATH)
}

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package tinyfiledialogs
import "core:c"
when ODIN_OS == .Windows {
foreign import lib {"tinyfiledialogs.lib", "system:comdlg32.lib", "system:Ole32.lib"}
}
when ODIN_OS == .Linux {
foreign import lib {"libtinyfiledialogs.a"}
}
foreign lib {
@(link_name = "tinyfd_notifyPopup")
notify_popup :: proc(title, message, icon_type: cstring) -> c.int ---
@(link_name = "tinyfd_messageBox")
message_box :: proc(title, message, dialog_type, icon_type: cstring, default_button: c.int) -> c.int ---
@(link_name = "tinyfd_inputBox")
input_box :: proc(title, message, default_input: cstring) -> [^]c.char ---
@(link_name = "tinyfd_saveFileDialog")
save_file_dialog :: proc(title, default_path: cstring, pattern_count: c.int, patterns: [^]cstring, file_desc: cstring) -> [^]c.char ---
@(link_name = "tinyfd_openFileDialog")
open_file_dialog :: proc(title, default_path: cstring, pattern_count: c.int, patterns: [^]cstring, file_desc: cstring, allow_multi: c.int) -> [^]c.char ---
@(link_name = "tinyfd_selectFolderDialog")
select_folder_dialog :: proc(title, default_path: cstring) -> [^]c.char ---
@(link_name = "tinyfd_colorChooser")
color_chooser :: proc(title, default_hex_rgb: cstring, default_rgb, result_rgb: [3]byte) -> [^]c.char ---
}

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package frontend
import generator "../generator"
import rl "vendor:raylib"
PIXEL_WINDOW_HEIGHT :: 180
ui_scaling: f32 = 2
@(rodata)
ATLAS_RENDER_SIZES := []i32{256, 512, 1024, 2048, 4096}
FileDialogType :: enum {
SourceFiles,
OutputFolder,
}
WindowInformation :: struct {
w: f32,
h: f32,
width_scaled: f32,
height_scaled: f32,
}
window_info: WindowInformation
MonitorInformation :: struct {
max_width: f32,
max_height: f32,
}
monitor_info: MonitorInformation
PackerSettings :: struct {
atlas_size_x: i32,
atlas_size_y: i32,
pixel_padding_x_int: i32,
pixel_padding_y_int: i32,
padding_enabled: bool,
output_json: bool,
output_odin: bool,
}
packer_settings: PackerSettings
// Where the output files will be written (atlas.png json output, etc)
output_folder_path: string
// If a folder was chosen as input - the path
source_files_to_pack: []string
Atlas :: struct {
render_texture_target: rl.RenderTexture2D,
checked_background: rl.RenderTexture2D,
render_has_preview: bool,
render_size: i32,
metadata: [dynamic]generator.SpriteAtlasMetadata,
}
atlas: Atlas

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package frontend
import "base:runtime"
import "core:c/libc"
import "core:log"
import "core:mem"
import "core:strings"
import rl "vendor:raylib"
import diag "../../vendors/dialog"
import generator "../generator"
should_pack_atlas_and_render: bool
main :: proc() {
default_allocator := context.allocator
tracking_allocator: mem.Tracking_Allocator
mem.tracking_allocator_init(&tracking_allocator, default_allocator)
context.allocator = mem.tracking_allocator(&tracking_allocator)
context.logger = log.create_console_logger()
{
init()
defer cleanup()
for !rl.WindowShouldClose() {
update()
draw()
for b in tracking_allocator.bad_free_array {
log.errorf("Bad free at: %v", b.location)
}
clear(&tracking_allocator.bad_free_array)
free_all(context.temp_allocator)
}
}
log.destroy_console_logger(context.logger)
for key, value in tracking_allocator.allocation_map {
log.errorf("%v: Leaked %v bytes\n", value.location, value.size)
}
mem.tracking_allocator_destroy(&tracking_allocator)
}
init :: proc() {
atlas.render_size = ATLAS_RENDER_SIZES[0]
rl.SetConfigFlags({.WINDOW_RESIZABLE})
rl.InitWindow(1400, 800, "YAAP - Yet Another Atlas Packer")
rl.SetWindowMinSize(1400, 800)
rl.SetTraceLogCallback(rl_log)
}
cleanup :: proc() {
delete(atlas.metadata)
delete(output_folder_path)
delete(source_files_to_pack)
log.info("Bye")
rl.CloseWindow()
}
update :: proc() {
// Update the width/height
win_info := &window_info
win_info.w = f32(rl.GetScreenWidth())
win_info.h = f32(rl.GetScreenHeight())
win_info.height_scaled = win_info.h / ui_scaling
win_info.width_scaled = win_info.w / ui_scaling
// Update the virtual mouse position (needed for GUI interaction to work properly for instance)
mouse_scale := 1 / ui_scaling
rl.SetMouseScale(mouse_scale, mouse_scale)
}
draw :: proc() {
rl.BeginDrawing()
defer rl.EndDrawing()
rl.ClearBackground(rl.BLACK)
draw_screen_ui()
if should_pack_atlas_and_render {
pack_atlas_and_render()
}
free_all(context.temp_allocator)
}
ui_camera :: proc() -> rl.Camera2D {
return {zoom = ui_scaling}
}
draw_screen_ui :: proc() {
rl.BeginMode2D(ui_camera())
draw_settings_and_preview()
rl.EndMode2D()
}
save_atlas_to_file :: proc() {
generator.save_output(output_folder_path, atlas.metadata, atlas.render_texture_target)
}
save_to_atlas_to_file :: proc() {
open_file_dialog(.OutputFolder)
save_atlas_to_file()
}
pack_atlas_and_render :: proc() {
rl.BeginTextureMode(atlas.render_texture_target)
defer rl.EndTextureMode()
atlas_entries: [dynamic]generator.AtlasEntry
defer {
for entry in atlas_entries {
delete(entry.cells)
delete(entry.layer_cell_count)
delete(entry.layer_names)
}
delete(atlas_entries)
}
if len(source_files_to_pack) > 0 {
generator.unmarshall_aseprite_files(source_files_to_pack, &atlas_entries)
} else {
log.error("No source folder or files set! Can't pack the void!!!")
should_pack_atlas_and_render = false
return
}
atlas_img: rl.Image = rl.GenImageColor(atlas.render_size, atlas.render_size, rl.BLANK)
padding_x := packer_settings.pixel_padding_x_int if packer_settings.padding_enabled else 0
padding_y := packer_settings.pixel_padding_y_int if packer_settings.padding_enabled else 0
delete(atlas.metadata)
atlas.metadata = generator.pack_atlas_entries(
atlas_entries[:],
&atlas_img,
padding_x,
padding_y,
)
// OpenGL's Y buffer is flipped
rl.ImageFlipVertical(&atlas_img)
// rl.UnloadTexture(atlas_render_target.texture)
log.info("Packed everything!")
atlas.render_texture_target.texture = rl.LoadTextureFromImage(atlas_img)
should_pack_atlas_and_render = false
atlas.render_has_preview = true
}
draw_settings_and_preview :: proc() {
left_half_rect := rl.Rectangle {
x = 0,
y = 0,
width = cast(f32)window_info.width_scaled / 3,
height = cast(f32)window_info.height_scaled,
}
right_half_rect := rl.Rectangle {
x = cast(f32)window_info.width_scaled / 3,
y = 0,
width = cast(f32)(window_info.width_scaled / 3) * 2,
height = cast(f32)window_info.height_scaled,
}
rl.DrawRectangleRec(left_half_rect, rl.WHITE)
rl.DrawRectangleRec(right_half_rect, rl.MAROON)
@(static) spinner_edit_mode: bool
small_offset := 10 * ui_scaling
big_offset := 30 * ui_scaling
elements_height: f32 = 0
rl.GuiPanel(left_half_rect, "Atlas Settings")
elements_height += small_offset / 2
@(static) settings_dropdown_box_active_idx: i32
elements_height += small_offset + 5 * ui_scaling
rl.GuiLabel(
{x = small_offset, y = elements_height, width = left_half_rect.width},
"Atlas Size",
)
elements_height += small_offset / 2
@(static) dropdown_resolution_edit_mode: bool
@(static) dropdown_resolution_mode: i32
dropdown_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = left_half_rect.width - small_offset * 2,
height = small_offset,
}
// Because we want to render this ontop of everything else, we can just 'defer' it at the end of the draw function
defer {
if dropdown_resolution_edit_mode {rl.GuiLock()}
if rl.GuiDropdownBox(
dropdown_rect,
"256x;512x;1024x;2048x;4096x",
&dropdown_resolution_mode,
dropdown_resolution_edit_mode,
) {
dropdown_resolution_edit_mode = !dropdown_resolution_edit_mode
atlas.render_size =
ATLAS_RENDER_SIZES[max(i32(len(ATLAS_RENDER_SIZES) - 1), dropdown_resolution_mode)]
}
rl.GuiUnlock()
}
elements_height += small_offset * 2
// General Options
if settings_dropdown_box_active_idx == 0 {
padding_settings_y := elements_height
{
defer {
padding_settings_rect := rl.Rectangle {
x = small_offset / 2,
y = padding_settings_y,
width = left_half_rect.width - small_offset,
height = elements_height - padding_settings_y,
}
rl.GuiGroupBox(padding_settings_rect, "Padding Settings")
}
elements_height += small_offset
enable_padding_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = small_offset,
height = small_offset,
}
rl.GuiCheckBox(
enable_padding_rect,
" Enable padding",
&packer_settings.padding_enabled,
)
elements_height += small_offset * 2
// Padding X spinner and label
{
padding_x_spinner_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = big_offset * 2,
height = small_offset,
}
padding_x_spinner := rl.GuiSpinner(
padding_x_spinner_rect,
"",
&packer_settings.pixel_padding_x_int,
0,
10,
spinner_edit_mode,
)
if (padding_x_spinner) > 0 {
spinner_edit_mode = !spinner_edit_mode
}
rl.GuiLabel(
{
x = (small_offset * 2) + big_offset * 2,
y = elements_height,
width = big_offset,
height = small_offset,
},
"Padding X",
)
}
elements_height += small_offset * 2
// Padding Y spinner and label
{
padding_y_spinner_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = big_offset * 2,
height = small_offset,
}
padding_y_spinner := rl.GuiSpinner(
padding_y_spinner_rect,
"",
&packer_settings.pixel_padding_y_int,
0,
10,
spinner_edit_mode,
)
if (padding_y_spinner) > 0 {
spinner_edit_mode = !spinner_edit_mode
}
rl.GuiLabel(
{
x = (small_offset * 2) + big_offset * 2,
y = elements_height,
width = big_offset,
height = small_offset,
},
"Padding Y",
)
}
elements_height += small_offset * 2
}
elements_height += small_offset
{
actions_label_y := elements_height
defer {
actions_rect := rl.Rectangle {
x = small_offset / 2,
y = actions_label_y,
width = left_half_rect.width - small_offset,
height = elements_height - actions_label_y,
}
rl.GuiGroupBox(actions_rect, "Actions")
}
elements_height += small_offset
pick_sources_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
}
if rl.GuiButton(pick_sources_rect, "Pick Source(s)") {
open_file_dialog(.SourceFiles)
}
pick_output_rect := rl.Rectangle {
x = left_half_rect.width / 2,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
}
if rl.GuiButton(pick_output_rect, "Pick Output") {
open_file_dialog(.OutputFolder)
}
elements_height += small_offset * 2
pack_atlas_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
}
if rl.GuiButton(pack_atlas_rect, "Pack Atlas") {
should_pack_atlas_and_render = true
}
clear_atlas_rect := rl.Rectangle {
x = left_half_rect.width / 2,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
}
if rl.GuiButton(clear_atlas_rect, "Clear Atlas") {
clear_atlas_data()
}
elements_height += small_offset * 2
save_rect := rl.Rectangle {
x = small_offset,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
}
if rl.GuiButton(save_rect, "Save") {
save_atlas_to_file()
}
save_to_rect := rl.Rectangle {
x = left_half_rect.width / 2,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
}
if rl.GuiButton(save_to_rect, "Save To...") {
save_to_atlas_to_file()
}
elements_height += small_offset * 2
}
}
// Packing Options
if settings_dropdown_box_active_idx == 1 {
@(static) active_tab: i32
tabs: []cstring = {"One", "Two", "Three"}
rl.GuiTabBar(
{x = small_offset, y = elements_height, width = 100, height = small_offset},
&tabs[0],
auto_cast len(tabs),
&active_tab,
)
}
// Save Options
// if settings_dropdown_box_active_idx == 2 {
// }
elements_height = 0
rl.GuiPanel(right_half_rect, "Atlas Preview")
short_edge := min(
right_half_rect.height - big_offset * 1.5,
right_half_rect.width - big_offset * 1.5,
)
preview_rect := rl.Rectangle {
x = (right_half_rect.width / 2 + right_half_rect.x) - (short_edge / 2),
y = (right_half_rect.height / 2 + right_half_rect.y) - (short_edge / 2),
width = short_edge,
height = short_edge,
}
if !atlas.render_has_preview {
rl.GuiDummyRec(preview_rect, "PREVIEW")
} else {
// rl.DrawRectangleRec(preview_rect, rl.WHITE)
bg_texture := atlas.checked_background.texture
rl.DrawTexturePro(
bg_texture,
{width = auto_cast bg_texture.width, height = auto_cast bg_texture.height},
preview_rect,
{},
0,
rl.WHITE,
)
atlas_texture := atlas.render_texture_target.texture
rl.DrawTexturePro(
atlas_texture,
{width = auto_cast atlas_texture.width, height = auto_cast -atlas_texture.height},
preview_rect,
{0, 0},
0,
rl.WHITE,
)
}
}
open_file_dialog :: proc(dialog_type: FileDialogType) {
switch dialog_type {
case .SourceFiles:
// `open_file_dialog` returns a single cstring with one or more paths divided by a separator ('|'),
// https://github.com/native-toolkit/libtinyfiledialogs/blob/master/tinyfiledialogs.c#L2706
source_files, ok := diag.open_file_dialog("Select source files", {}, 0, {}, "", 1)
if len(source_files) > 0 {
// todo(stefan): We're assuming the filepaths returned libtinydialog are valid...
source_files_to_pack = strings.split(source_files, "|")
log.info(source_files_to_pack)
} else {
log.error("No files were selected!")
}
case .OutputFolder:
file, ok := diag.select_folder_dialog("Select source folder", {})
if len(file) > 0 && ok {
output_folder_path = file
log.info(file)
} else {
log.error("Got an empty path from the file dialog!")
}
}
}
clear_atlas_data :: proc() {
delete(atlas.metadata)
atlas.render_has_preview = false
}
logger: log.Logger
rl_log_buf: []byte
rl_log :: proc "c" (logLevel: rl.TraceLogLevel, text: cstring, args: ^libc.va_list) {
context = runtime.default_context()
context.logger = logger
level: log.Level
switch logLevel {
case .TRACE, .DEBUG:
level = .Debug
case .ALL, .NONE, .INFO:
level = .Info
case .WARNING:
level = .Warning
case .ERROR:
level = .Error
case .FATAL:
level = .Fatal
}
if level < logger.lowest_level {
return
}
if rl_log_buf == nil {
rl_log_buf = make([]byte, 1024)
}
defer mem.zero_slice(rl_log_buf)
n: int
for {
va := args
n = int(libc.vsnprintf(raw_data(rl_log_buf), len(rl_log_buf), text, va))
if n < len(rl_log_buf) do break
log.infof("Resizing raylib log buffer from %m to %m", len(rl_log_buf), len(rl_log_buf) * 2)
rl_log_buf, _ = mem.resize_bytes(rl_log_buf, len(rl_log_buf) * 2)
}
formatted := string(rl_log_buf[:n])
log.log(level, formatted)
}

468
src/game.odin Normal file
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@ -0,0 +1,468 @@
// This file is compiled as part of the `odin.dll` file. It contains the
// procs that `game.exe` will call, such as:
//
// game_init: Sets up the game state
// game_update: Run once per frame
// game_shutdown: Shuts down game and frees memory
// game_memory: Run just before a hot reload, so game.exe has a pointer to the
// game's memory.
// game_hot_reloaded: Run after a hot reload so that the `g_mem` global variable
// can be set to whatever pointer it was in the old DLL.
package game
import "core:fmt"
import "core:strings"
import rl "vendor:raylib"
import diag "dialog"
PixelWindowHeight :: 180
/*
`SourceFilesPicker` // Screen 1: Shows the file dialog box, meant for the user to choose the source files/folder
`OutputLocationPicker` // Screen 2: Shows the file dialog box, meant for the user to choose the output file name & location
`PackSettingsAndPreview` Screen 3: Shows settings about the packing operations, `save` & `save as` button
`SaveToOutputPicker` // Screen 4: After clicking the `save as` button on screen 3, ask the user for a new location & name and save the file
*/
AppScreen :: enum {
SourceFilesPicker,
OutputLocationPicker,
PackSettingsAndPreview,
SaveToOutputPicker,
}
WindowInformation :: struct {
w: f32,
h: f32,
width_scaled: f32,
height_scaled: f32,
}
MonitorInformation :: struct {
max_width: f32,
max_height: f32,
}
FileDialogType :: enum {
SourceFiles,
SourceFolder,
OutputFolder,
Exit,
}
PackerSettings :: struct {
pixel_padding_x_int: i32,
pixel_padding_x: f32,
pixel_padding_y_int: i32,
pixel_padding_y: f32,
padding_enabled: bool,
fix_pixel_bleeding: bool,
output_json: bool,
output_odin: bool,
}
FILE_DIALOG_SIZE :: 1000
GameMemory :: struct {
file_dialog_text_buffer: [FILE_DIALOG_SIZE + 1]u8,
is_packing_whole_source_folder: bool,
should_open_file_dialog: bool,
window_info: WindowInformation,
monitor_info: MonitorInformation,
// atlas packer state
app_screen: AppScreen,
// Where the output files will be written (atlas.png, json output, etc)
output_path_set: bool,
output_folder_path: string,
// If files were chosen as input - their paths
input_path_set: bool,
source_location_to_pack: string,
// If a folder was chosen as input - the path
input_files_set: bool,
source_files_to_pack: []string,
// What type of file dialog to open
source_location_type: FileDialogType,
// Packer settings
packer_settings: PackerSettings,
atlas_render_texture_target: rl.RenderTexture2D,
atlas_render: bool,
}
g_mem: ^GameMemory
w, h: f32
game_camera :: proc() -> rl.Camera2D {
w = f32(rl.GetScreenWidth())
h = f32(rl.GetScreenHeight())
return {zoom = h / PixelWindowHeight, target = {}, offset = {w / 2, h / 2}}
}
scaling: f32 = 2
ui_camera :: proc() -> rl.Camera2D {
return {zoom = scaling}
}
input_box_loc: rl.Vector2 = {}
moving_input_box: bool
update :: proc() {
// Update the width/height
win_info := &g_mem.window_info
win_info.w = f32(rl.GetScreenWidth())
win_info.h = f32(rl.GetScreenHeight())
win_info.height_scaled = win_info.h / scaling
win_info.width_scaled = win_info.w / scaling
w = win_info.w
h = win_info.h
// Update the virtual mouse position (needed for GUI interaction to work properly for instance)
rl.SetMouseScale(1 / scaling, 1 / scaling)
update_screen()
}
draw :: proc() {
rl.BeginDrawing()
defer rl.EndDrawing()
rl.ClearBackground(rl.BLACK)
draw_screen_ui()
if g_mem.atlas_render {
draw_screen_target()
}
}
update_screen :: proc() {
if (g_mem.input_files_set || g_mem.input_path_set) {
if !g_mem.output_path_set {
g_mem.app_screen = .OutputLocationPicker
} else {
g_mem.app_screen = .PackSettingsAndPreview
}
} else {
g_mem.app_screen = .SourceFilesPicker
}
switch g_mem.app_screen {
case .SourceFilesPicker:
fallthrough
case .OutputLocationPicker:
fallthrough
case .SaveToOutputPicker:
if g_mem.should_open_file_dialog {
open_file_dialog_and_store_output_paths()
}
case .PackSettingsAndPreview:
}
}
draw_screen_ui :: proc() {
rl.BeginMode2D(ui_camera())
defer rl.EndMode2D()
switch g_mem.app_screen {
case .SourceFilesPicker:
fallthrough
case .OutputLocationPicker:
fallthrough
case .SaveToOutputPicker:
draw_and_handle_source_files_logic()
case .PackSettingsAndPreview:
draw_atlas_settings_and_preview()
}
}
draw_screen_target :: proc() {
rl.BeginTextureMode(g_mem.atlas_render_texture_target)
defer rl.EndTextureMode()
rl.ClearBackground(rl.WHITE)
rl.DrawCircle(100, 100, 50, rl.GREEN)
g_mem.atlas_render = false
}
draw_atlas_settings_and_preview :: proc() {
left_half_rect := rl.Rectangle {
x = 0,
y = 0,
width = auto_cast g_mem.window_info.width_scaled / 3,
height = auto_cast g_mem.window_info.height_scaled,
}
right_half_rect := rl.Rectangle {
x = auto_cast g_mem.window_info.width_scaled / 3,
y = 0,
width = auto_cast (g_mem.window_info.width_scaled / 3) * 2,
height = auto_cast g_mem.window_info.height_scaled,
}
rl.DrawRectangleRec(left_half_rect, rl.WHITE)
rl.DrawRectangleRec(right_half_rect, rl.MAROON)
small_offset := 10 * scaling
big_offset := 30 * scaling
elements_height: f32 = 0
rl.GuiPanel(left_half_rect, "Atlas Settings")
elements_height += 25 * scaling
rl.GuiLine({y = elements_height, width = left_half_rect.width}, "General Settings")
elements_height += small_offset
rl.GuiCheckBox(
{x = small_offset, y = elements_height, width = small_offset, height = small_offset},
"Fix pixel bleed",
&g_mem.packer_settings.padding_enabled,
)
elements_height += small_offset * 2
rl.GuiLine({y = elements_height, width = left_half_rect.width}, "Padding Settings")
elements_height += small_offset
rl.GuiCheckBox(
{x = small_offset, y = elements_height, width = small_offset, height = small_offset},
"Enable padding",
&g_mem.packer_settings.fix_pixel_bleeding,
)
elements_height += small_offset * 2
@(static)
spinner_edit_mode: bool
if (rl.GuiSpinner(
{
x = small_offset,
y = elements_height,
width = big_offset * 2,
height = small_offset,
},
"",
&g_mem.packer_settings.pixel_padding_x_int,
0,
10,
spinner_edit_mode,
)) >
0 {spinner_edit_mode = !spinner_edit_mode}
rl.GuiLabel(
{
x = (small_offset * 2) + big_offset * 2,
y = elements_height,
width = big_offset,
height = small_offset,
},
"Padding X",
)
elements_height += small_offset * 2
if (rl.GuiSpinner(
{
x = small_offset,
y = elements_height,
width = big_offset * 2,
height = small_offset,
},
"",
&g_mem.packer_settings.pixel_padding_y_int,
0,
10,
spinner_edit_mode,
)) >
0 {spinner_edit_mode = !spinner_edit_mode}
rl.GuiLabel(
{
x = (small_offset * 2) + big_offset * 2,
y = elements_height,
width = big_offset,
height = small_offset,
},
"Padding Y",
)
elements_height += small_offset * 2
rl.GuiLine({y = elements_height, width = left_half_rect.width}, "Actions")
elements_height += small_offset
if rl.GuiButton(
{
x = small_offset,
y = elements_height,
width = left_half_rect.width / 2 - small_offset * 2,
height = small_offset,
},
"Pack",
) {
g_mem.atlas_render = true
}
elements_height += small_offset * 2
if rl.GuiButton(
{
x = small_offset,
y = elements_height,
width = left_half_rect.width / 2 - small_offset * 2,
height = small_offset,
},
"Save",
) {
save_output()
}
if rl.GuiButton(
{
x = left_half_rect.width / 2,
y = elements_height,
width = left_half_rect.width / 2 - small_offset,
height = small_offset,
},
"Save To...",
) {
}
elements_height = 0
rl.GuiPanel(right_half_rect, "Atlas Preview")
short_edge := min(
right_half_rect.height - big_offset * 1.5,
right_half_rect.width - big_offset * 1.5,
)
preview_rect := rl.Rectangle {
x = (right_half_rect.width / 2 + right_half_rect.x) - (short_edge / 2),
y = (right_half_rect.height / 2 + right_half_rect.y) - (short_edge / 2),
width = short_edge,
height = short_edge,
}
rl.GuiDummyRec(preview_rect, "PREVIEW")
preview_rect.x += 10;preview_rect.y += 10;preview_rect.height -= 20;preview_rect.width -= 20
texture := &g_mem.atlas_render_texture_target.texture
rl.DrawTexturePro(
texture^,
{width = auto_cast texture.width, height = auto_cast -texture.height},
preview_rect,
{0, 0},
0,
rl.WHITE,
)
}
open_file_dialog_and_store_output_paths :: proc() {
if g_mem.source_location_type == .SourceFiles {
files := cstring(
diag.open_file_dialog(
"Select source files",
cstring(&g_mem.file_dialog_text_buffer[0]),
0,
nil,
"",
1,
),
)
source_files_to_pack := strings.clone_from_cstring(files, context.allocator)
// File dialog returns an array of path(s), separated by a '|'
g_mem.source_files_to_pack = strings.split(source_files_to_pack, "|")
g_mem.input_files_set = (len(source_files_to_pack) > 0)
fmt.println(g_mem.source_files_to_pack)
}
if g_mem.source_location_type == .SourceFolder {
file := cstring(
diag.select_folder_dialog(
"Select source folder",
cstring(&g_mem.file_dialog_text_buffer[0]),
),
)
g_mem.source_location_to_pack = strings.clone_from_cstring(file)
g_mem.input_path_set = (len(file) > 0)
fmt.println(g_mem.source_location_to_pack)
}
if g_mem.source_location_type == .OutputFolder {
file := cstring(
diag.select_folder_dialog(
"Select source folder",
cstring(&g_mem.file_dialog_text_buffer[0]),
),
)
g_mem.output_folder_path = strings.clone_from_cstring(file)
g_mem.output_path_set = (len(file) > 0)
fmt.println(g_mem.output_folder_path)
}
g_mem.should_open_file_dialog = false
}
draw_and_handle_source_files_logic :: proc() {
#partial switch g_mem.app_screen {
case .SourceFilesPicker:
result := rl.GuiTextInputBox(
rl.Rectangle{width = (w / scaling), height = (h / scaling)},
"Files",
"File input box",
"Open Source Files;Open Source Folder",
cstring(rawptr(&g_mem.file_dialog_text_buffer)),
FILE_DIALOG_SIZE,
nil,
)
if result != -1 {
file_dialg_type: FileDialogType
if result == 1 || result == 2 {
file_dialg_type = .SourceFiles if result == 1 else .SourceFolder
} else if result == 0 {
file_dialg_type = .Exit
}
handle_source_file_logic(file_dialg_type)
fmt.println("result: ", result)
}
case .OutputLocationPicker:
result := rl.GuiTextInputBox(
rl.Rectangle{width = (w / scaling), height = (h / scaling)},
"Files",
"Output Folder",
"Choose Output Folder",
cstring(rawptr(&g_mem.file_dialog_text_buffer)),
FILE_DIALOG_SIZE,
nil,
)
if result != -1 {
file_dialg_type: FileDialogType = .OutputFolder if result == 1 else .Exit
handle_source_file_logic(file_dialg_type)
fmt.println("result: ", result)
}
case .SaveToOutputPicker:
result := rl.GuiTextInputBox(
rl.Rectangle{width = (w / scaling), height = (h / scaling)},
"Files",
"Output Folder",
"Choose Output Folder",
cstring(rawptr(&g_mem.file_dialog_text_buffer)),
FILE_DIALOG_SIZE,
nil,
)
if result != -1 {
file_dialg_type: FileDialogType = .SourceFolder if result == 1 else .Exit
handle_source_file_logic(file_dialg_type)
fmt.println("result: ", result)
}
}
}
draw_packer_and_settings :: proc() {
}
handle_source_file_logic :: proc(picker_type: FileDialogType) {
switch picker_type {
case .Exit:
g_mem.should_open_file_dialog = false
rl.CloseWindow()
case .SourceFiles:
fallthrough
case .SourceFolder:
fallthrough
case .OutputFolder:
g_mem.source_location_type = picker_type
g_mem.should_open_file_dialog = true
}
}

View file

@ -1,117 +0,0 @@
package generator
import "core:fmt"
import s "core:strings"
// todo(stefan): Simplify this whole flags business,
// this can be implemented in a simpler fashion
CLIFlagType :: enum {
Unknown,
InputFiles,
InputFolder,
OutputFolder,
ConfigPath,
EnableMetadataOutput,
MetadataJSONOutputPath,
SourceCodeOutputPathOutputPath,
Help,
}
CLI_FLAG_STRINGS := [CLIFlagType][]string {
.Unknown = {""},
.Help = {"h", "help"},
.InputFiles = {"i", "input-files"},
.InputFolder = {"d", "input-directory"},
.OutputFolder = {"o", "out"},
.EnableMetadataOutput = {"m", "export-metadata"},
.ConfigPath = {"c", "config"},
.MetadataJSONOutputPath = {"j", "json-path"},
.SourceCodeOutputPathOutputPath = {"s", "source-path"},
}
CLI_FLAG_DESCRIPTIONS := [CLIFlagType]string {
.Unknown = "Invalid flag",
.Help = "Prints the help message... hello!",
.InputFiles = "Full path to the source files for the packer, for multiple files you can provide one string of concateneted paths, separated by a ';'",
.InputFolder = "Full path to a folder full of source files. This is an alternative to the -i[,input-files] flag",
.OutputFolder = "Full path to the output folder for all the resulting files to be saved to.",
.EnableMetadataOutput = "Whether or not to export metadata (JSON or source files with the offsets for the packer sprites in the atlas)",
.ConfigPath = "Full path to a config file (json) that contains string definitions for exporting custom source files. More on this in the docs.",
.MetadataJSONOutputPath = "Full path for the resulting JSON that will be generated for the atlas. It overrides the name & location in regards to the -o[,output-folder] flag",
.SourceCodeOutputPathOutputPath = "Full path for the resulting source code file that will be generated for the atlas. It overrides the name & location in regards to the -o[,output-folder] flag",
}
CLIOutputSettings :: struct {
// Where the output files will be written (atlas.png, json output, etc)
output_folder_path: Maybe(string),
// If files were chosen as input - their paths
source_location_to_pack: Maybe(string),
// If a folder was chosen as input - the path
source_files_to_pack: Maybe([]string),
}
CLIMetadataSettings :: struct {
json_path: Maybe(string),
source_code_path: Maybe(string),
}
CLIPackerSettings :: struct {
output: Maybe(CLIOutputSettings),
metadata: Maybe(CLIMetadataSettings),
json_config_path: Maybe(string),
}
CLIFlag :: struct {
flag: string,
value: string,
cli_type: CLIFlagType,
}
categorize_arg :: proc(flag: string) -> (flag_type: CLIFlagType) {
flag_type = .Unknown
for flag_strings, enum_flag_type in CLI_FLAG_STRINGS {
for flag_string in flag_strings {
if flag == flag_string {
flag_type = enum_flag_type
return
}
}
}
return
}
print_help :: proc() {
for flag in CLIFlagType {
if flag == .Unknown do continue
flag_info := CLI_FLAG_STRINGS[flag]
flag_desc := CLI_FLAG_DESCRIPTIONS[flag]
fmt.printfln("Flag: -%v,%v \t -- %v", flag_info[0], flag_info[1], flag_desc)
}
}
parse_arguments :: proc(args: []string) -> (cliargs: map[CLIFlagType]CLIFlag) {
cliargs = make(map[CLIFlagType]CLIFlag)
for arg in args {
arg_name_and_value, err := s.split(arg, ":")
if err != nil {continue}
name := arg_name_and_value[0]
if name[0] == '-' {
name = name[1:]
value: string
flag_type := categorize_arg(name)
if len(arg_name_and_value) > 1 {
value = arg_name_and_value[1]
}
map_insert(&cliargs, flag_type, CLIFlag{name, value, flag_type})
}
}
return
}

View file

@ -1,598 +0,0 @@
package generator
import ase "../../vendors/odin-aseprite"
import "core:encoding/json"
import "core:fmt"
import "core:log"
import "core:os"
import fp "core:path/filepath"
import "core:slice"
import "core:strings"
import rl "vendor:raylib"
import stbrp "vendor:stb/rect_pack"
when ODIN_OS == .Windows {
OS_FILE_SEPARATOR :: "\\"
} else {
OS_FILE_SEPARATOR :: "/"
}
CellData :: struct {
layer_index: u16,
opacity: u8,
frame_index: i32,
img: rl.Image,
}
AtlasEntry :: struct {
path: string,
cells: [dynamic]CellData,
frames: i32,
layer_names: [dynamic]string,
layer_cell_count: [dynamic]i32,
}
SpriteAtlasMetadata :: struct {
name: string,
location: [2]i32,
size: [2]i32,
}
SourceCodeGeneratorMetadata :: struct {
file_defines: struct {
top: string,
bottom: string,
file_name: string,
file_extension: string,
},
lanugage_settings: struct {
first_class_enum_arrays: bool, // for languages that support creating arrays that contain for each enum value an entry in the enum_data.entry_line: .EnumCase = {array entry}
},
custom_data_type: struct {
name: string,
type_declaration: string, // contains one param: custom_data_type.name + the rest of the type declaration like braces of the syntax & the type members
},
enum_data: struct {
name: string,
begin_line: string, // contains one params: enum_data.name
entry_line: string,
end_line: string,
},
array_data: struct {
name: string,
type: string,
begin_line: string, // array begin line contains 2 params in the listed order: array.name, array.type
entry_line: string, // array entry contains 5 params in the listed order: cell.name, cell.location.x, cell.location.y, cell.size.x, cell.size.y,
end_line: string,
},
}
unmarshall_aseprite_dir :: proc(
path: string,
atlas_entries: ^[dynamic]AtlasEntry,
alloc := context.allocator,
) {
if len(path) == 0 do return
if dir_fd, err := os.open(path, os.O_RDONLY); err == os.ERROR_NONE {
fis: []os.File_Info
if fis, err = os.read_dir(dir_fd, -1); err == os.ERROR_NONE {
unmarshall_aseprite_files_file_info(fis, atlas_entries, alloc)
}
} else {
log.errorf("Couldn't open folder: ", path)
}
}
unmarshall_aseprite_files_file_info :: proc(
files: []os.File_Info,
atlas_entries: ^[dynamic]AtlasEntry,
alloc := context.allocator,
) {
if len(files) == 0 do return
paths := make([]string, len(files), alloc)
defer delete(paths)
for f, fi in files {
paths[fi] = f.fullpath
}
unmarshall_aseprite_files(paths[:], atlas_entries, alloc)
}
unmarshall_aseprite_files :: proc(
file_paths: []string,
atlas_entries: ^[dynamic]AtlasEntry,
alloc := context.allocator,
) {
if len(file_paths) == 0 do return
aseprite_document: ase.Document
for file in file_paths {
extension := fp.ext(file)
if extension != ".aseprite" do continue
log.info("Unmarshalling file:", file)
ase.unmarshal_from_filename(&aseprite_document, file)
atlas_entry := atlas_entry_from_compressed_cells(aseprite_document)
atlas_entry.path = file
append(atlas_entries, atlas_entry)
}
}
/*
Goes through all the chunks in an aseprite document & copies the `Com_Image_Cel` cells in a separate image
*/
atlas_entry_from_compressed_cells :: proc(document: ase.Document) -> (atlas_entry: AtlasEntry) {
atlas_entry.frames = auto_cast len(document.frames)
log.infof("N Frames: ", len(document.frames))
// NOTE(stefan): Since the expected input for the program is multiple files containing a single sprite
// it's probably a safe assumption most of the files will be a single layer with 1 or more frames
// which means we can first prod the file for information about how many frames are there and
// allocate a slice that is going to be [Frames X Layers]CellData.
// which would allow us to gain an already sorted list of sprites if we iterate all frames of a single layer
// instead of iterating all layers for each frame
// might be even quicker to first get that information an allocate at once the amount of cells we need
for frame, frameIdx in document.frames {
log.infof("Frame_{0} Chunks: {1}", frameIdx, len(frame.chunks))
for chunk in frame.chunks {
if cel_chunk, ok := chunk.(ase.Cel_Chunk); ok {
cel_img, ci_ok := cel_chunk.cel.(ase.Com_Image_Cel)
if !ci_ok do continue
log.info(cel_chunk.layer_index)
cell := CellData {
img = rl.Image {
data = rawptr(&cel_img.pixels[0]),
width = auto_cast cel_img.width,
height = auto_cast cel_img.height,
format = .UNCOMPRESSED_R8G8B8A8,
},
frame_index = auto_cast frameIdx,
opacity = cel_chunk.opacity_level,
layer_index = cel_chunk.layer_index,
}
append(&atlas_entry.cells, cell)
}
if layer_chunk, ok := chunk.(ase.Layer_Chunk); ok {
log.info("Layer chunk:", layer_chunk)
append(&atlas_entry.layer_names, layer_chunk.name)
}
}
}
slice.sort_by(atlas_entry.cells[:], proc(i, j: CellData) -> bool {
return i.layer_index < j.layer_index
})
return
}
/*
Takes in a slice of entries, an output texture and offsets (offset_x/y)
*/
pack_atlas_entries :: proc(
entries: []AtlasEntry,
atlas: ^rl.Image,
offset_x: i32,
offset_y: i32,
) -> [dynamic]SpriteAtlasMetadata {
assert(atlas.width != 0, "Atlas width shouldn't be 0!")
assert(atlas.height != 0, "Atlas height shouldn't be 0!")
all_cell_images := make([dynamic]rl.Image) // it's fine to store it like this, rl.Image just stores a pointer to the data
defer delete(all_cell_images)
for &entry in entries {
for cell in entry.cells {
append(&all_cell_images, cell.img)
}
entry.layer_cell_count = make([dynamic]i32, len(entry.cells))
}
num_entries := len(all_cell_images)
nodes := make([]stbrp.Node, num_entries)
rects := make([]stbrp.Rect, num_entries)
defer delete(nodes)
defer delete(rects)
EntryAndCell :: struct {
entry: ^AtlasEntry,
cell_of_entry: ^CellData,
}
rect_idx_to_entry_and_cell := make(map[int]EntryAndCell, 100)
defer delete(rect_idx_to_entry_and_cell)
// Set the custom IDs
cellIdx: int
for &entry, entryIdx in entries {
for &cell in entry.cells {
// I can probably infer this information with just the id of the rect but I'm being lazy right now
map_insert(&rect_idx_to_entry_and_cell, cellIdx, EntryAndCell{&entry, &cell})
rects[cellIdx].id = auto_cast entryIdx
cellIdx += 1
entry.layer_cell_count[cell.layer_index] += 1
}
}
for cell_image, cell_index in all_cell_images {
entry_stb_rect := &rects[cell_index]
entry_stb_rect.w = stbrp.Coord(cell_image.width + offset_x)
entry_stb_rect.h = stbrp.Coord(cell_image.height + offset_y)
}
ctx: stbrp.Context
stbrp.init_target(&ctx, atlas.width, atlas.height, &nodes[0], i32(num_entries))
res := stbrp.pack_rects(&ctx, &rects[0], i32(num_entries))
if res == 1 {
log.info("Packed everything successfully!")
log.infof("Rects: {0}", rects[:])
} else {
log.error("Failed to pack everything!")
}
for rect, rectIdx in rects {
entry_and_cell := rect_idx_to_entry_and_cell[auto_cast rectIdx]
cell := entry_and_cell.cell_of_entry
src_rect := rl.Rectangle {
x = 0,
y = 0,
width = f32(cell.img.width),
height = f32(cell.img.height),
}
dst_rect := rl.Rectangle {
f32(i32(rect.x) + offset_x),
f32(i32(rect.y) + offset_y),
f32(cell.img.width),
f32(cell.img.height),
}
// note(stefan): drawing the sprite in the atlas in the packed coordinates
rl.ImageDraw(atlas, cell.img, src_rect, dst_rect, rl.WHITE)
log.infof("Src rect: {0}\nDst rect:{1}", src_rect, dst_rect)
}
metadata := make([dynamic]SpriteAtlasMetadata)
for rect, rectIdx in rects {
entry_and_cell := rect_idx_to_entry_and_cell[auto_cast rectIdx]
entry := entry_and_cell.entry
cell := entry_and_cell.cell_of_entry
cell_name: string
if entry.layer_cell_count[cell.layer_index] > 1 {
cell_name = fmt.aprintf(
"{0}_{1}",
entry.layer_names[cell.layer_index],
cell.frame_index,
)
} else {
cell_name = entry.layer_names[cell.layer_index]
}
cell_metadata := SpriteAtlasMetadata {
name = cell_name,
location = {i32(rect.x) + offset_x, i32(rect.y) + offset_y},
size = {auto_cast cell.img.width, auto_cast cell.img.height},
}
append(&metadata, cell_metadata)
}
return metadata
}
odin_source_generator_metadata := SourceCodeGeneratorMetadata {
file_defines = {
top = "package atlas_bindings\n\n",
bottom = "",
file_name = "metadata",
file_extension = ".odin",
},
custom_data_type = {
name = "AtlasRect",
type_declaration = "%v :: struct {{ x, y, w, h: i32 }}\n\n",
},
enum_data = {
name = "AtlasEnum",
begin_line = "%v :: enum {{\n",
entry_line = "\t%s,\n",
end_line = "}\n\n",
},
array_data = {
name = "ATLAS_SPRITES",
type = "[AtlasSprite]AtlasRect",
begin_line = "%v := %v {{\n",
entry_line = "\t.%v = {{ x = %v, y = %v, w = %v, h = %v }},\n",
end_line = "}\n\n",
},
lanugage_settings = {first_class_enum_arrays = true},
}
cpp_source_generator_metadata := SourceCodeGeneratorMetadata {
file_defines = {
top = "#include <iostream>\n\n",
bottom = "",
file_name = "metadata",
file_extension = ".hpp",
},
custom_data_type = {
name = "AtlasRect",
type_declaration = "struct %v {{\n\tint x;\n\tint y;\n\tint w;\n\tint h;\n}};\n\n",
},
enum_data = {
name = "AtlasEnum",
begin_line = "enum %v {{\n",
entry_line = "\t%s,\n",
end_line = "\n\tCOUNT\n}\n\n",
},
array_data = {
name = "ATLAS_SPRITES",
type = "AtlasRect[size_t(AtlasEnum::COUNT)-1]",
begin_line = "{1} {0} = {{\n",
entry_line = "\t{{ {1}, {2}, {3}, {4} }},\n",
end_line = "}\n\n",
},
}
/*
Generates a barebones file with the package name "atlas_bindings",
the file contains an array of offsets, indexed by an enum.
The enum has unique names
*/
generate_odin_enums_and_atlas_offsets_file_sb :: proc(
metadata: []SpriteAtlasMetadata,
alloc := context.allocator,
) -> strings.Builder {
sb := strings.builder_make(alloc)
strings.write_string(&sb, "package atlas_bindings\n\n")
// Introduce the Rect type
strings.write_string(&sb, "AtlasRect :: struct { x, y, w, h: i32 }\n\n")
// start enum
strings.write_string(&sb, "AtlasSprite :: enum {\n")
{
for cell in metadata {
strings.write_string(&sb, fmt.aprintf("\t%s,\n", cell.name))
}
}
// end enum
strings.write_string(&sb, "}\n\n")
// start offsets array
// todo(stefan): the name of the array can be based on the output name?
strings.write_string(&sb, "ATLAS_SPRITES := [AtlasSprite]AtlasRect {\n")
{
entry: string
for cell in metadata {
entry = fmt.aprintf(
"\t.%v = {{ x = %v, y = %v, w = %v, h = %v }},\n",
cell.name,
cell.location.x,
cell.location.y,
cell.size.x,
cell.size.y,
)
strings.write_string(&sb, entry)
}
}
// end offsets array
strings.write_string(&sb, "}\n\n")
log.info("\n", strings.to_string(sb))
return sb
}
metadata_source_code_generate :: proc(
metadata: []SpriteAtlasMetadata,
codegen: SourceCodeGeneratorMetadata,
alloc := context.allocator,
) -> strings.Builder {
sb := strings.builder_make(alloc)
// strings.write_string(&sb, "package atlas_bindings\n\n")
strings.write_string(&sb, codegen.file_defines.top)
// Introduce the Rect type
strings.write_string(
&sb,
fmt.aprintf(codegen.custom_data_type.type_declaration, codegen.custom_data_type.name),
)
// start enum
strings.write_string(&sb, fmt.aprintf(codegen.enum_data.begin_line, codegen.enum_data.name))
{
for cell in metadata {
strings.write_string(&sb, fmt.aprintf(codegen.enum_data.entry_line, cell.name))
}
}
// end enum
strings.write_string(&sb, codegen.enum_data.end_line)
// start offsets array
strings.write_string(
&sb,
fmt.aprintf(
codegen.array_data.begin_line,
codegen.array_data.name,
codegen.array_data.type,
),
)
{
entry: string
for cell in metadata {
entry = fmt.aprintf(
codegen.array_data.entry_line, // "\t.%v = {{ x = %v, y = %v, w = %v, h = %v }},\n",
cell.name,
cell.location.x,
cell.location.y,
cell.size.x,
cell.size.y,
)
strings.write_string(&sb, entry)
}
}
// end offsets array
strings.write_string(&sb, codegen.array_data.end_line)
strings.write_string(&sb, codegen.file_defines.bottom)
log.info("\n", strings.to_string(sb))
return sb
}
save_output :: proc(
output_path: string,
metadata: [dynamic]SpriteAtlasMetadata,
render_texture_target: rl.RenderTexture2D,
) {
if len(output_path) == 0 {
log.error("Output path is empty!")
return
}
image := rl.LoadImageFromTexture(render_texture_target.texture)
rl.ImageFlipVertical(&image)
cstring_atlas_output_path := strings.clone_to_cstring(
strings.concatenate({output_path, OS_FILE_SEPARATOR, "atlas.png"}),
)
rl.ExportImage(image, cstring_atlas_output_path)
if len(metadata) > 0 {
log.info("Building metadata...")
if json_metadata, jok := json.marshal(metadata); jok == nil {
os.write_entire_file(
strings.concatenate(
{output_path, OS_FILE_SEPARATOR, "metadata.json"},
context.temp_allocator,
),
json_metadata,
)
delete(json_metadata)
} else {
log.error("Failed to marshall the atlas metadata to a json!")
}
// TODO(stefan): Think of a more generic alternative to just straight output to a odin file
// maybe supply a config.json that defines the start, end, line by line entry and enum format strings
// this way you can essentially support any language
sb := generate_odin_enums_and_atlas_offsets_file_sb(metadata[:])
defer strings.builder_destroy(&sb)
odin_metadata := strings.to_string(sb)
ok := os.write_entire_file(
strings.concatenate(
{output_path, OS_FILE_SEPARATOR, "metadata.odin"},
context.temp_allocator,
),
transmute([]byte)odin_metadata,
)
if !ok {
log.error("Failed to save 'metadata.odin'")
}
} else {
log.error("No metadata to export!")
}
}
save_metadata_simple :: proc(
output_path: string,
json_file_name: Maybe(string),
source_file_name: Maybe(string),
source_gen_metadata: Maybe(SourceCodeGeneratorMetadata),
atlas_metadata: Maybe([dynamic]SpriteAtlasMetadata),
) {
json_file_base_name, json_file_name_ok := json_file_name.(string)
source_file_base_name, source_file_name_ok := source_file_name.(string)
if !json_file_name_ok && !source_file_name_ok {
log.error("Neither a json file name or a source code filename has been provided!")
return
}
metadata, ok := atlas_metadata.([dynamic]SpriteAtlasMetadata); if !ok {
log.error("No metadata to export!")
}
log.info("Building metadata...")
if json_file_name_ok {
if json_metadata, jok := json.marshal(metadata); jok == nil {
json_output_path := strings.concatenate(
{output_path, OS_FILE_SEPARATOR, json_file_base_name},
)
if ok = os.write_entire_file(json_output_path, json_metadata); !ok {
log.errorf("Failed to write json to file: ", json_output_path)
}
} else {
log.error("Failed to marshall the atlas metadata to a json!")
}
}
// note(stefan): Having source_file_name & source_gen_metadata is redundant but this is fine for now
if source_file_name_ok {
// if src_gen_metadata
if codegen, cok := source_gen_metadata.(SourceCodeGeneratorMetadata); cok {
sb := metadata_source_code_generate(metadata[:], codegen)
defer strings.builder_destroy(&sb)
source_metadata := strings.to_string(sb)
source_output_path := strings.concatenate(
{
output_path,
OS_FILE_SEPARATOR,
codegen.file_defines.file_name,
codegen.file_defines.file_extension,
},
)
ok := os.write_entire_file(source_output_path, transmute([]byte)source_metadata)
if !ok {
log.errorf("Failed to save source code to file:", source_output_path)
}
} else {
sb := metadata_source_code_generate(metadata[:], odin_source_generator_metadata)
defer strings.builder_destroy(&sb)
odin_metadata := strings.to_string(sb)
source_output_path := strings.concatenate(
{output_path, OS_FILE_SEPARATOR, "metadata.odin"},
)
ok := os.write_entire_file(source_output_path, transmute([]byte)odin_metadata)
if !ok {
log.errorf("Failed to save source code to file:", source_output_path)
}
}
}
}
save_metadata :: proc(
settings: CLIPackerSettings,
atlas_entries: []AtlasEntry,
atlas_metadata: []SpriteAtlasMetadata,
) {
metadata, ok := settings.metadata.(CLIMetadataSettings); if !ok do return
if json_path, ok := metadata.json_path.(string); ok {
json_bytes, jerr := json.marshal(atlas_metadata)
if jerr == nil {
os.write_entire_file(json_path, json_bytes)
} else {
log.error("Failed to marshall metadata")
}
}
if source_code_path, ok := metadata.source_code_path.(string); ok {
sb := metadata_source_code_generate(atlas_metadata, odin_source_generator_metadata)
source_code_output_str := strings.to_string(sb)
os.write_entire_file(source_code_path, transmute([]byte)source_code_output_str)
}
}

141
src/handle_array.odin Normal file
View file

@ -0,0 +1,141 @@
// This handle-based array gives you a statically allocated array where you can
// use index based handles instead of pointers. The handles have a generation
// that makes sure you don't get bugs when slots are re-used.
// Read more about it here: https://floooh.github.io/2018/06/17/handles-vs-pointers.html */
package game
Handle :: struct($T: typeid) {
// idx 0 means unused. Note that slot 0 is a dummy slot, it can never be used.
idx: u32,
gen: u32,
}
HandleArrayItem :: struct($T: typeid) {
item: T,
handle: Handle(T),
}
// TODO: Add a freelist that uses some kind of bit array... We should be able to
// check 64 item slots at a time that way, but without any dynamic array.
HandleArray :: struct($T: typeid, $N: int) {
items: #soa[N]HandleArrayItem(T),
num_items: u32,
}
ha_add :: proc(a: ^HandleArray($T, $N), v: T) -> (Handle(T), bool) #optional_ok {
for idx in 1 ..< a.num_items {
i := &a.items[idx]
if idx != 0 && i.handle.idx == 0 {
i.handle.idx = u32(idx)
i.item = v
return i.handle, true
}
}
// Index 0 is dummy
if a.num_items == 0 {
a.num_items += 1
}
if a.num_items == len(a.items) {
return {}, false
}
idx := a.num_items
i := &a.items[a.num_items]
a.num_items += 1
i.handle.idx = idx
i.handle.gen = 1
i.item = v
return i.handle, true
}
ha_get :: proc(a: HandleArray($T, $N), h: Handle(T)) -> (T, bool) {
if h.idx == 0 {
return {}, false
}
if int(h.idx) < len(a.items) && h.idx < a.num_items && a.items[h.idx].handle == h {
return a.items[h.idx].item, true
}
return {}, false
}
ha_get_ptr :: proc(a: HandleArray($T, $N), h: Handle(T)) -> ^T {
if h.idx == 0 {
return nil
}
if int(h.idx) < len(a.items) && h.idx < a.num_items && a.items[h.idx].handle == h {
return &ha.items[h.idx].item
}
return nil
}
ha_remove :: proc(a: ^HandleArray($T, $N), h: Handle(T)) {
if h.idx == 0 {
return
}
if int(h.idx) < len(a.items) && h.idx < a.num_items && a.items[h.idx].handle == h {
a.items[h.idx].handle.idx = 0
a.items[h.idx].handle.gen += 1
}
}
ha_valid :: proc(a: HandleArray($T, $N), h: Handle(T)) -> bool {
if h.idx == 0 {
return false
}
return int(h.idx) < len(a.items) && h.idx < a.num_items && a.items[h.idx].handle == h
}
HandleArrayIter :: struct($T: typeid, $N: int) {
a: ^HandleArray(T, N),
index: int,
}
ha_make_iter :: proc(a: ^HandleArray($T, $N)) -> HandleArrayIter(T, N) {
return HandleArrayIter(T, N){a = a}
}
ha_iter :: proc(it: ^HandleArrayIter($T, $N)) -> (val: T, h: Handle(T), cond: bool) {
cond = it.index < int(it.a.num_items)
for ; cond; cond = it.index < int(it.a.num_items) {
if it.a.items[it.index].handle.idx == 0 {
it.index += 1
continue
}
val = it.a.items[it.index].item
h = it.a.items[it.index].handle
it.index += 1
break
}
return
}
ha_iter_ptr :: proc(it: ^HandleArrayIter($T, $N)) -> (val: ^T, h: Handle(T), cond: bool) {
cond = it.index < int(it.a.num_items)
for ; cond; cond = it.index < int(it.a.num_items) {
if it.a.items[it.index].handle.idx == 0 {
it.index += 1
continue
}
val = &it.a.items[it.index].item
h = it.a.items[it.index].handle
it.index += 1
break
}
return
}

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// generic odin helpers
package game
import "core:intrinsics"
import "core:reflect"
import "core:strings"
increase_or_wrap_enum :: proc(e: $T) -> T {
ei := int(e) + 1
if ei >= len(T) {
ei = 0
}
return T(ei)
}
union_type :: proc(a: any) -> typeid {
return reflect.union_variant_typeid(a)
}
temp_cstring :: proc(s: string) -> cstring {
return strings.clone_to_cstring(s, context.temp_allocator)
}
// There is a remap in core:math but it doesn't clamp in the new range, which I
// always want.
remap :: proc "contextless" (
old_value, old_min, old_max, new_min, new_max: $T,
) -> (
x: T,
) where intrinsics.type_is_numeric(T),
!intrinsics.type_is_array(T) {
old_range := old_max - old_min
new_range := new_max - new_min
if old_range == 0 {
return new_range / 2
}
return clamp(((old_value - old_min) / old_range) * new_range + new_min, new_min, new_max)
}

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// Development game exe. Loads game.dll and reloads it whenever it changes.
package main
import "core:c/libc"
import "core:dynlib"
import "core:fmt"
import "core:log"
import "core:mem"
import "core:os"
when ODIN_OS == .Windows {
DLL_EXT :: ".dll"
} else when ODIN_OS == .Darwin {
DLL_EXT :: ".dylib"
} else {
DLL_EXT :: ".so"
}
copy_dll :: proc(to: string) -> bool {
exit: i32
when ODIN_OS == .Windows {
exit = libc.system(fmt.ctprintf("copy game.dll {0}", to))
} else {
exit = libc.system(fmt.ctprintf("cp game" + DLL_EXT + " {0}", to))
}
if exit != 0 {
fmt.printfln("Failed to copy game" + DLL_EXT + " to {0}", to)
return false
}
return true
}
GameAPI :: struct {
lib: dynlib.Library,
init_window: proc(),
init: proc(),
update: proc() -> bool,
shutdown: proc(),
shutdown_window: proc(),
memory: proc() -> rawptr,
memory_size: proc() -> int,
hot_reloaded: proc(mem: rawptr),
force_reload: proc() -> bool,
force_restart: proc() -> bool,
modification_time: os.File_Time,
api_version: int,
}
load_game_api :: proc(api_version: int) -> (api: GameAPI, ok: bool) {
mod_time, mod_time_error := os.last_write_time_by_name("game" + DLL_EXT)
if mod_time_error != os.ERROR_NONE {
fmt.printfln(
"Failed getting last write time of game" + DLL_EXT + ", error code: {1}",
mod_time_error,
)
return
}
// NOTE: this needs to be a relative path for Linux to work.
game_dll_name := fmt.tprintf(
"{0}game_{1}" + DLL_EXT,
"./" when ODIN_OS != .Windows else "",
api_version,
)
copy_dll(game_dll_name) or_return
_, ok = dynlib.initialize_symbols(&api, game_dll_name, "game_", "lib")
if !ok {
fmt.printfln("Failed initializing symbols: {0}", dynlib.last_error())
}
api.api_version = api_version
api.modification_time = mod_time
ok = true
return
}
unload_game_api :: proc(api: ^GameAPI) {
if api.lib != nil {
if !dynlib.unload_library(api.lib) {
fmt.printfln("Failed unloading lib: {0}", dynlib.last_error())
}
}
if os.remove(fmt.tprintf("game_{0}" + DLL_EXT, api.api_version)) != 0 {
fmt.printfln("Failed to remove game_{0}" + DLL_EXT + " copy", api.api_version)
}
}
main :: proc() {
context.logger = log.create_console_logger()
default_allocator := context.allocator
tracking_allocator: mem.Tracking_Allocator
mem.tracking_allocator_init(&tracking_allocator, default_allocator)
context.allocator = mem.tracking_allocator(&tracking_allocator)
reset_tracking_allocator :: proc(a: ^mem.Tracking_Allocator) -> bool {
err := false
for _, value in a.allocation_map {
fmt.printf("%v: Leaked %v bytes\n", value.location, value.size)
err = true
}
mem.tracking_allocator_clear(a)
return err
}
game_api_version := 0
game_api, game_api_ok := load_game_api(game_api_version)
if !game_api_ok {
fmt.println("Failed to load Game API")
return
}
game_api_version += 1
game_api.init_window()
game_api.init()
old_game_apis := make([dynamic]GameAPI, default_allocator)
window_open := true
for window_open {
window_open = game_api.update()
force_reload := game_api.force_reload()
force_restart := game_api.force_restart()
reload := force_reload || force_restart
game_dll_mod, game_dll_mod_err := os.last_write_time_by_name("game" + DLL_EXT)
if game_dll_mod_err == os.ERROR_NONE && game_api.modification_time != game_dll_mod {
reload = true
}
if reload {
new_game_api, new_game_api_ok := load_game_api(game_api_version)
if new_game_api_ok {
if game_api.memory_size() != new_game_api.memory_size() || force_restart {
game_api.shutdown()
reset_tracking_allocator(&tracking_allocator)
for &g in old_game_apis {
unload_game_api(&g)
}
clear(&old_game_apis)
unload_game_api(&game_api)
game_api = new_game_api
game_api.init()
} else {
append(&old_game_apis, game_api)
game_memory := game_api.memory()
game_api = new_game_api
game_api.hot_reloaded(game_memory)
}
game_api_version += 1
}
}
for b in tracking_allocator.bad_free_array {
log.error("Bad free at: %v", b.location)
}
clear(&tracking_allocator.bad_free_array)
free_all(context.temp_allocator)
}
free_all(context.temp_allocator)
game_api.shutdown()
reset_tracking_allocator(&tracking_allocator)
for &g in old_game_apis {
unload_game_api(&g)
}
delete(old_game_apis)
game_api.shutdown_window()
unload_game_api(&game_api)
mem.tracking_allocator_destroy(&tracking_allocator)
}
// make game use good GPU on laptops etc
@(export)
NvOptimusEnablement: u32 = 1
@(export)
AmdPowerXpressRequestHighPerformance: i32 = 1

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// For making a release exe that does not use hot reload.
package main_release
import "core:log"
import "core:os"
import game ".."
UseTrackingAllocator :: #config(UseTrackingAllocator, false)
main :: proc() {
when UseTrackingAllocator {
default_allocator := context.allocator
tracking_allocator: Tracking_Allocator
tracking_allocator_init(&tracking_allocator, default_allocator)
context.allocator = allocator_from_tracking_allocator(&tracking_allocator)
}
mode: int = 0
when ODIN_OS == .Linux || ODIN_OS == .Darwin {
mode = os.S_IRUSR | os.S_IWUSR | os.S_IRGRP | os.S_IROTH
}
logh, logh_err := os.open("log.txt", (os.O_CREATE | os.O_TRUNC | os.O_RDWR), mode)
if logh_err == os.ERROR_NONE {
os.stdout = logh
os.stderr = logh
}
logger :=
logh_err == os.ERROR_NONE ? log.create_file_logger(logh) : log.create_console_logger()
context.logger = logger
game.game_init_window()
game.game_init()
window_open := true
for window_open {
window_open = game.game_update()
when UseTrackingAllocator {
for b in tracking_allocator.bad_free_array {
log.error("Bad free at: %v", b.location)
}
clear(&tracking_allocator.bad_free_array)
}
free_all(context.temp_allocator)
}
free_all(context.temp_allocator)
game.game_shutdown()
game.game_shutdown_window()
if logh_err == os.ERROR_NONE {
log.destroy_file_logger(&logger)
}
when UseTrackingAllocator {
for key, value in tracking_allocator.allocation_map {
log.error("%v: Leaked %v bytes\n", value.location, value.size)
}
tracking_allocator_destroy(&tracking_allocator)
}
}
// make game use good GPU on laptops etc
@(export)
NvOptimusEnablement: u32 = 1
@(export)
AmdPowerXpressRequestHighPerformance: i32 = 1

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package game
Vec2i :: [2]int
Vec2 :: [2]f32
vec2_from_vec2i :: proc(p: Vec2i) -> Vec2 {
return {f32(p.x), f32(p.y)}
}

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package game
import "core:slice"
import rl "vendor:raylib"
Texture :: rl.Texture
Color :: rl.Color
texture_rect :: proc(tex: Texture, flip_x: bool) -> Rect {
return(
{
x = 0,
y = 0,
width = flip_x ? -f32(tex.width) : f32(tex.width),
height = f32(tex.height),
} \
)
}
load_premultiplied_alpha_ttf_from_memory :: proc(file_data: []byte, font_size: int) -> rl.Font {
font := rl.Font {
baseSize = i32(font_size),
glyphCount = 95,
}
font.glyphs = rl.LoadFontData(
&file_data[0],
i32(len(file_data)),
font.baseSize,
{},
font.glyphCount,
.DEFAULT,
)
if font.glyphs != nil {
font.glyphPadding = 4
atlas := rl.GenImageFontAtlas(
font.glyphs,
&font.recs,
font.glyphCount,
font.baseSize,
font.glyphPadding,
0,
)
atlas_u8 := slice.from_ptr((^u8)(atlas.data), int(atlas.width * atlas.height * 2))
for i in 0 ..< atlas.width * atlas.height {
a := atlas_u8[i * 2 + 1]
v := atlas_u8[i * 2]
atlas_u8[i * 2] = u8(f32(v) * (f32(a) / 255))
}
font.texture = rl.LoadTextureFromImage(atlas)
rl.SetTextureFilter(font.texture, .BILINEAR)
// Update glyphs[i].image to use alpha, required to be used on ImageDrawText()
for i in 0 ..< font.glyphCount {
rl.UnloadImage(font.glyphs[i].image)
font.glyphs[i].image = rl.ImageFromImage(atlas, font.recs[i])
}
//TRACELOG(LOG_INFO, "FONT: Data loaded successfully (%i pixel size | %i glyphs)", font.baseSize, font.glyphCount);
rl.UnloadImage(atlas)
} else {
font = rl.GetFontDefault()
}
return font
}

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// procs for modifying and managing rects
package game
import rl "vendor:raylib"
Rect :: rl.Rectangle
RectEmpty :: Rect{}
split_rect_top :: proc(r: Rect, y: f32, m: f32) -> (top, bottom: Rect) {
top = r
bottom = r
top.y += m
top.height = y
bottom.y += y + m
bottom.height -= y + m
return
}
split_rect_left :: proc(r: Rect, x: f32, m: f32) -> (left, right: Rect) {
left = r
right = r
left.width = x
right.x += x + m
right.width -= x + m
return
}
split_rect_bottom :: proc(r: rl.Rectangle, y: f32, m: f32) -> (top, bottom: rl.Rectangle) {
top = r
top.height -= y + m
bottom = r
bottom.y = top.y + top.height + m
bottom.height = y
return
}
split_rect_right :: proc(r: Rect, x: f32, m: f32) -> (left, right: Rect) {
left = r
right = r
right.width = x
left.width -= x + m
right.x = left.x + left.width
return
}
rect_middle :: proc(r: Rect) -> Vec2 {
return {r.x + f32(r.width) * 0.5, r.y + f32(r.height) * 0.5}
}
inset_rect :: proc(r: Rect, x: f32, y: f32) -> Rect {
return {r.x + x, r.y + y, r.width - x * 2, r.height - y * 2}
}
rect_add_pos :: proc(r: Rect, p: Vec2) -> Rect {
return {r.x + p.x, r.y + p.y, r.width, r.height}
}
mouse_in_rect :: proc(r: Rect) -> bool {
return rl.CheckCollisionPointRec(rl.GetMousePosition(), r)
}
mouse_in_world_rect :: proc(r: Rect, camera: rl.Camera2D) -> bool {
return rl.CheckCollisionPointRec(rl.GetScreenToWorld2D(rl.GetMousePosition(), camera), r)
}

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package game
import "core:strings"
import rl "vendor:raylib"
save_output :: proc() {
image := rl.LoadImageFromTexture(g_mem.atlas_render_texture_target.texture)
rl.ImageFlipVertical(&image)
when ODIN_OS == .Windows {
atlas_path :: "\\atlas.png"
} else {
atlas_path :: "/atlas.png"
}
output_path := strings.concatenate({g_mem.output_folder_path, atlas_path})
cstring_output_path := strings.clone_to_cstring(output_path)
rl.ExportImage(image, cstring_output_path)
}

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package game
import rl "vendor:raylib"
@(export)
game_update :: proc() -> bool {
update()
draw()
return !rl.WindowShouldClose()
}
@(export)
game_init_window :: proc() {
rl.SetConfigFlags({.WINDOW_RESIZABLE})
rl.InitWindow(1400, 800, "YAAP - Yet Another Atlas Packer, Powered by Raylib & Odin")
rl.SetWindowPosition(200, 200)
rl.SetWindowMinSize(1400, 800)
}
@(export)
game_init :: proc() {
g_mem = new(GameMemory)
g_mem^ = GameMemory{}
game_hot_reloaded(g_mem)
current_monitor := rl.GetCurrentMonitor()
g_mem.monitor_info = MonitorInformation {
max_width = auto_cast rl.GetMonitorWidth(current_monitor),
max_height = auto_cast rl.GetMonitorHeight(current_monitor),
}
g_mem.window_info = WindowInformation {
w = 1280,
h = 720,
}
g_mem.atlas_render_texture_target = rl.LoadRenderTexture(2048, 2048)
rl.SetTargetFPS(rl.GetMonitorRefreshRate(current_monitor))
rl.GuiLoadStyle("./styles/style_candy.rgs")
}
@(export)
game_shutdown :: proc() {
free(g_mem)
}
@(export)
game_shutdown_window :: proc() {
rl.CloseWindow()
}
@(export)
game_memory :: proc() -> rawptr {
return g_mem
}
@(export)
game_memory_size :: proc() -> int {
return size_of(GameMemory)
}
@(export)
game_hot_reloaded :: proc(mem: rawptr) {
g_mem = (^GameMemory)(mem)
rl.GuiLoadStyle("./styles/style_candy.rgs")
}
@(export)
game_force_reload :: proc() -> bool {
return rl.IsKeyPressed(.F5)
}
@(export)
game_force_restart :: proc() -> bool {
return rl.IsKeyPressed(.F6)
}

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package main
import clay "../clay-odin"
import "base:runtime"
import "core:math"
import "core:strings"
import "core:unicode/utf8"
import rl "vendor:raylib"
Raylib_Font :: struct {
fontId: u16,
font: rl.Font,
}
clay_color_to_rl_color :: proc(color: clay.Color) -> rl.Color {
return {u8(color.r), u8(color.g), u8(color.b), u8(color.a)}
}
raylib_fonts := [dynamic]Raylib_Font{}
// Alias for compatibility, default to ascii support
measure_text :: measure_text_ascii
measure_text_unicode :: proc "c" (
text: clay.StringSlice,
config: ^clay.TextElementConfig,
userData: rawptr,
) -> clay.Dimensions {
// Needed for grapheme_count
context = runtime.default_context()
line_width: f32 = 0
font := raylib_fonts[config.fontId].font
text_str := string(text.chars[:text.length])
// This function seems somewhat expensive, if you notice performance issues, you could assume
// - 1 codepoint per visual character (no grapheme clusters), where you can get the length from the loop
// - 1 byte per visual character (ascii), where you can get the length with `text.length`
// see `measure_text_ascii`
grapheme_count, _, _ := utf8.grapheme_count(text_str)
for letter, byte_idx in text_str {
glyph_index := rl.GetGlyphIndex(font, letter)
glyph := font.glyphs[glyph_index]
if glyph.advanceX != 0 {
line_width += f32(glyph.advanceX)
} else {
line_width += font.recs[glyph_index].width + f32(font.glyphs[glyph_index].offsetX)
}
}
scaleFactor := f32(config.fontSize) / f32(font.baseSize)
// Note:
// I'd expect this to be `grapheme_count - 1`,
// but that seems to be one letterSpacing too small
// maybe that's a raylib bug, maybe that's Clay?
total_spacing := f32(grapheme_count) * f32(config.letterSpacing)
return {width = line_width * scaleFactor + total_spacing, height = f32(config.fontSize)}
}
measure_text_ascii :: proc "c" (
text: clay.StringSlice,
config: ^clay.TextElementConfig,
userData: rawptr,
) -> clay.Dimensions {
line_width: f32 = 0
font := raylib_fonts[config.fontId].font
text_str := string(text.chars[:text.length])
for i in 0 ..< len(text_str) {
glyph_index := text_str[i] - 32
glyph := font.glyphs[glyph_index]
if glyph.advanceX != 0 {
line_width += f32(glyph.advanceX)
} else {
line_width += font.recs[glyph_index].width + f32(font.glyphs[glyph_index].offsetX)
}
}
scaleFactor := f32(config.fontSize) / f32(font.baseSize)
// Note:
// I'd expect this to be `len(text_str) - 1`,
// but that seems to be one letterSpacing too small
// maybe that's a raylib bug, maybe that's Clay?
total_spacing := f32(len(text_str)) * f32(config.letterSpacing)
return {width = line_width * scaleFactor + total_spacing, height = f32(config.fontSize)}
}
clay_raylib_render :: proc(
render_commands: ^clay.ClayArray(clay.RenderCommand),
allocator := context.temp_allocator,
) {
for i in 0 ..< render_commands.length {
render_command := clay.RenderCommandArray_Get(render_commands, i)
bounds := render_command.boundingBox
switch render_command.commandType {
case .None: // None
case .Text:
config := render_command.renderData.text
text := string(config.stringContents.chars[:config.stringContents.length])
// Raylib uses C strings instead of Odin strings, so we need to clone
// Assume this will be freed elsewhere since we default to the temp allocator
cstr_text := strings.clone_to_cstring(text, allocator)
font := raylib_fonts[config.fontId].font
rl.DrawTextEx(
font,
cstr_text,
{bounds.x, bounds.y},
f32(config.fontSize),
f32(config.letterSpacing),
clay_color_to_rl_color(config.textColor),
)
case .Image:
config := render_command.renderData.image
tint := config.backgroundColor
if tint == 0 {
tint = {255, 255, 255, 255}
}
imageTexture := (^rl.Texture2D)(config.imageData)
rl.DrawTextureEx(
imageTexture^,
{bounds.x, bounds.y},
0,
bounds.width / f32(imageTexture.width),
clay_color_to_rl_color(tint),
)
case .ScissorStart:
rl.BeginScissorMode(
i32(math.round(bounds.x)),
i32(math.round(bounds.y)),
i32(math.round(bounds.width)),
i32(math.round(bounds.height)),
)
case .ScissorEnd:
rl.EndScissorMode()
case .Rectangle:
config := render_command.renderData.rectangle
if config.cornerRadius.topLeft > 0 {
radius: f32 = (config.cornerRadius.topLeft * 2) / min(bounds.width, bounds.height)
draw_rect_rounded(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
radius,
config.backgroundColor,
)
} else {
draw_rect(bounds.x, bounds.y, bounds.width, bounds.height, config.backgroundColor)
}
case .Border:
config := render_command.renderData.border
// Left border
if config.width.left > 0 {
draw_rect(
bounds.x,
bounds.y + config.cornerRadius.topLeft,
f32(config.width.left),
bounds.height - config.cornerRadius.topLeft - config.cornerRadius.bottomLeft,
config.color,
)
}
// Right border
if config.width.right > 0 {
draw_rect(
bounds.x + bounds.width - f32(config.width.right),
bounds.y + config.cornerRadius.topRight,
f32(config.width.right),
bounds.height - config.cornerRadius.topRight - config.cornerRadius.bottomRight,
config.color,
)
}
// Top border
if config.width.top > 0 {
draw_rect(
bounds.x + config.cornerRadius.topLeft,
bounds.y,
bounds.width - config.cornerRadius.topLeft - config.cornerRadius.topRight,
f32(config.width.top),
config.color,
)
}
// Bottom border
if config.width.bottom > 0 {
draw_rect(
bounds.x + config.cornerRadius.bottomLeft,
bounds.y + bounds.height - f32(config.width.bottom),
bounds.width -
config.cornerRadius.bottomLeft -
config.cornerRadius.bottomRight,
f32(config.width.bottom),
config.color,
)
}
// Rounded Borders
if config.cornerRadius.topLeft > 0 {
draw_arc(
bounds.x + config.cornerRadius.topLeft,
bounds.y + config.cornerRadius.topLeft,
config.cornerRadius.topLeft - f32(config.width.top),
config.cornerRadius.topLeft,
180,
270,
config.color,
)
}
if config.cornerRadius.topRight > 0 {
draw_arc(
bounds.x + bounds.width - config.cornerRadius.topRight,
bounds.y + config.cornerRadius.topRight,
config.cornerRadius.topRight - f32(config.width.top),
config.cornerRadius.topRight,
270,
360,
config.color,
)
}
if config.cornerRadius.bottomLeft > 0 {
draw_arc(
bounds.x + config.cornerRadius.bottomLeft,
bounds.y + bounds.height - config.cornerRadius.bottomLeft,
config.cornerRadius.bottomLeft - f32(config.width.top),
config.cornerRadius.bottomLeft,
90,
180,
config.color,
)
}
if config.cornerRadius.bottomRight > 0 {
draw_arc(
bounds.x + bounds.width - config.cornerRadius.bottomRight,
bounds.y + bounds.height - config.cornerRadius.bottomRight,
config.cornerRadius.bottomRight - f32(config.width.bottom),
config.cornerRadius.bottomRight,
0.1,
90,
config.color,
)
}
case clay.RenderCommandType.Custom:
// Implement custom element rendering here
}
}
}
// Helper procs, mainly for repeated conversions
@(private = "file")
draw_arc :: proc(
x, y: f32,
inner_rad, outer_rad: f32,
start_angle, end_angle: f32,
color: clay.Color,
) {
rl.DrawRing(
{math.round(x), math.round(y)},
math.round(inner_rad),
outer_rad,
start_angle,
end_angle,
10,
clay_color_to_rl_color(color),
)
}
@(private = "file")
draw_rect :: proc(x, y, w, h: f32, color: clay.Color) {
rl.DrawRectangle(
i32(math.round(x)),
i32(math.round(y)),
i32(math.round(w)),
i32(math.round(h)),
clay_color_to_rl_color(color),
)
}
@(private = "file")
draw_rect_rounded :: proc(x, y, w, h: f32, radius: f32, color: clay.Color) {
rl.DrawRectangleRounded({x, y, w, h}, radius, 8, clay_color_to_rl_color(color))
}

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@echo off
cl /c libtinyfiledialogs\tinyfiledialogs.c
lib tinyfiledialogs.obj /out:tinyfiledialogs.lib

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#!/usr/bin/env sh
set -e
gcc ./libtinyfiledialogs/tinyfiledialogs.c -c -o libtinyfiledialogs.o
ar rcs libtinyfiledialogs.a libtinyfiledialogs.o
rm libtinyfiledialogs.o

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Subproject commit cc6b593c029110af8045826ce691f540c85e850c

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package tinyfiledialogs
import "core:c"
import "core:mem"
import "core:strings"
when ODIN_OS == .Windows {
foreign import lib {"tinyfiledialogs.lib", "system:comdlg32.lib", "system:Ole32.lib"}
} else when ODIN_OS == .Linux || ODIN_OS == .Darwin {
foreign import lib "libtinyfiledialogs.a"
}
@(default_calling_convention = "c", link_prefix = "tinyfd_")
foreign lib {
notifyPopup :: proc(title, message, icon_type: cstring) -> c.int ---
messageBox :: proc(title, message, dialog_type, icon_type: cstring, default_button: c.int) -> c.int ---
inputBox :: proc(title, message, default_input: cstring) -> cstring ---
saveFileDialog :: proc(title, default_path: cstring, pattern_count: c.int, patterns: [^]cstring, file_desc: cstring) -> cstring ---
openFileDialog :: proc(title, default_path: cstring, pattern_count: c.int, patterns: [^]cstring, file_desc: cstring, allow_multi: c.int) -> cstring ---
selectFolderDialog :: proc(title, default_path: cstring) -> cstring ---
colorChooser :: proc(title, default_hex_rgb: cstring, default_rgb, result_rgb: [3]byte) -> cstring ---
}
select_folder_dialog :: proc(
title, default_path: string,
alloc := context.allocator,
temp_alloc := context.temp_allocator,
) -> (
path: string,
success: bool,
) {
ctitle: cstring = nil
cdefault_path: cstring = nil
err: mem.Allocator_Error
if len(title) > 0 {
ctitle, err = strings.clone_to_cstring(title, temp_alloc)
if err != nil {
return {}, false
}
}
if len(default_path) > 0 {
cdefault_path, err = strings.clone_to_cstring(default_path, temp_alloc)
if err != nil {
return {}, false
}
}
res := selectFolderDialog(ctitle, cdefault_path)
path, err = strings.clone_from_cstring(res, alloc)
if err != nil {
return {}, false
}
return path, true
}
save_file_dialog :: proc(
title, default_path: string,
pattern_count: i32,
patterns: []string,
file_desc: string,
alloc := context.allocator,
temp_alloc := context.temp_allocator,
) -> (
path: string,
success: bool,
) {
ctitle: cstring = nil
cdefault_path: cstring = nil
cfile_desc: cstring = nil
cpatterns: [^]cstring = nil
err: mem.Allocator_Error
if len(title) > 0 {
ctitle, err = strings.clone_to_cstring(title, temp_alloc)
if err != nil {
return {}, false
}
}
if len(default_path) > 0 {
cdefault_path, err = strings.clone_to_cstring(default_path, temp_alloc)
if err != nil {
return {}, false
}
}
if len(cfile_desc) > 0 {
cfile_desc, err = strings.clone_to_cstring(file_desc, temp_alloc)
if err != nil {
return {}, false
}
}
if pattern_count > 0 {
cpatterns = make([^]cstring, pattern_count + 1, temp_alloc)
for p, i in patterns {
cpatterns[i] = strings.clone_to_cstring(p)
}
cpatterns[pattern_count] = nil // null terminate the array
}
res := saveFileDialog(ctitle, cdefault_path, pattern_count, cpatterns, cfile_desc)
path, err = strings.clone_from_cstring(res, alloc)
if err != nil {
return {}, false
}
return path, true
}
open_file_dialog :: proc(
title, default_path: string,
pattern_count: i32,
patterns: []string,
file_desc: string,
allow_multi: i32,
alloc := context.allocator,
temp_alloc := context.temp_allocator,
) -> (
path: string,
success: bool,
) {
ctitle: cstring = nil
cdefault_path: cstring = nil
cfile_desc: cstring = nil
cpatterns: [^]cstring = nil
err: mem.Allocator_Error
if len(title) > 0 {
ctitle, err = strings.clone_to_cstring(title, temp_alloc)
if err != nil {
return {}, false
}
}
if len(default_path) > 0 {
cdefault_path, err = strings.clone_to_cstring(default_path, temp_alloc)
if err != nil {
return {}, false
}
}
if len(cfile_desc) > 0 {
cfile_desc, err = strings.clone_to_cstring(file_desc, temp_alloc)
if err != nil {
return {}, false
}
}
if pattern_count > 0 {
cpatterns = make([^]cstring, pattern_count + 1, temp_alloc)
for p, i in patterns {
cpatterns[i] = strings.clone_to_cstring(p)
}
cpatterns[pattern_count] = nil // null terminate the array
}
res := openFileDialog(ctitle, cdefault_path, pattern_count, cpatterns, cfile_desc, allow_multi)
path, err = strings.clone_from_cstring(res, alloc)
if err != nil {
return {}, false
}
return path, true
}

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Subproject commit 72ea2e8094a5f05074d4c4f2faafdba42e54673c