Huge refactor, Adding more code to engine from the game
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package edit2d
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import "base:intrinsics"
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import "core:encoding/cbor"
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import "base:runtime"
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import im "shared:odin-imgui"
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import "shared:odin-imgui/imgui_impl_glfw"
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import "shared:odin-imgui/imgui_impl_opengl3"
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import gl "vendor:OpenGL"
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import "core:fmt"
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import "vendor:glfw"
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import "core:reflect"
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engine_state :: struct
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{
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window : glfw.WindowHandle,
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draw : Draw,
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restart, pause : bool,
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substep_count : u32,
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//Must be set before calling ion_init
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width, height : i32,
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title : cstring,
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time : f32,
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tex_line : u32,
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drop_callback : glfw.DropProc,
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input : input_state,
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}
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MAX_KEYS :: 512
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input_state :: struct
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{
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mouse_wheel : [2]f64,
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mouse : [2]f64,
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mouse_prev : [2]f64,
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curr, prev : [MAX_KEYS]bool,
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}
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//This function defines if the game's structs are defines as requirements
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//Doing the checking in the beggining makes writing helper code more reliable
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engine_check_types :: proc($Game: typeid)
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{
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assert(intrinsics.type_has_field(Game, "levels"), "game should contan levels")
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assert(intrinsics.type_has_field(Game, "engine"), "game should contan engine")
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level_type := reflect.struct_field_by_name(Game, "levels")
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engine_type := reflect.struct_field_by_name(Game, "engine")
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assert(engine_type.is_using, "You should be using the engine")
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assert(engine_type.type.id == typeid_of(engine_game), "Engine Should be engine_game")
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level_variant := level_type.type.variant
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assert(reflect.is_dynamic_map(level_type.type), "Level should be map of names and level files")
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level_map_type := level_type.type.variant.(runtime.Type_Info_Map)
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assert(level_map_type.key.id == typeid_of(string), "Level key should be name")
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//Level should also have engine
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level_engine_type := reflect.struct_field_by_name(level_map_type.value.id, "engine")
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assert(level_engine_type.is_using, "Should be using engine")
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assert(level_engine_type.type.id == typeid_of(engine_world), "Should be using engine")
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entities_type := reflect.struct_field_by_name(level_map_type.value.id, "entities")
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entity_defs_type := reflect.struct_field_by_name(level_map_type.value.id, "entity_defs")
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assert(reflect.is_dynamic_array(entities_type.type))
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assert(reflect.is_dynamic_array(entity_defs_type.type))
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entities_arr := entities_type.type.variant.(runtime.Type_Info_Dynamic_Array)
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entity_defs_arr := entity_defs_type.type.variant.(runtime.Type_Info_Dynamic_Array)
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entity_engine := reflect.struct_field_by_name(entities_arr.elem.id, "engine")
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defs_engine := reflect.struct_field_by_name(entity_defs_arr.elem.id, "engine")
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assert(entity_engine.is_using, "Should be using")
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assert(defs_engine.is_using, "Should be using")
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assert(entity_engine.type.id == typeid_of(engine_entity))
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assert(defs_engine.type.id == typeid_of(engine_entity_def))
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}
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/*
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This will only be called once to initilize the engine
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initilize graphics library, glfw, callbacks
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*/
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engine_init :: proc($GameType : typeid, state: ^engine_state)
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{
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engine_check_types(GameType)
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assert(glfw.Init() == true)
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glfw.WindowHint(glfw.SCALE_TO_MONITOR, 1)
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state.window = glfw.CreateWindow(state.width, state.height, state.title, nil, nil)
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assert(state.window != nil)
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glfw.MakeContextCurrent(state.window)
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glfw.SwapInterval(1)
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gl.load_up_to(4, 5, glfw.gl_set_proc_address)
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im.CHECKVERSION()
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im.CreateContext()
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io := im.GetIO()
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io.ConfigFlags += {
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.NavEnableKeyboard,
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.NavEnableGamepad,
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.DpiEnableScaleFonts,
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}
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im.StyleColorsClassic()
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style := im.GetStyle()
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style.ChildBorderSize = 0.
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style.ChildRounding = 6
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style.TabRounding = 6
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style.FrameRounding = 6
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style.GrabRounding = 6
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style.WindowRounding = 6
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style.PopupRounding = 6
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imgui_impl_glfw.InitForOpenGL(state.window, true)
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imgui_impl_opengl3.Init("#version 150")
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state.draw.cam = camera_init()
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display_w, display_h := glfw.GetFramebufferSize(state.window)
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state.draw.cam.width = display_w
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state.draw.cam.height = display_h
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state.draw.cam.zoom = 15
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state.draw.show_ui = true
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draw_create(&state.draw, &state.draw.cam)
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cbor.tag_register_type({
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marshal = proc(_: ^cbor.Tag_Implementation, e: cbor.Encoder, v: any) -> cbor.Marshal_Error {
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cbor._encode_u8(e.writer, 201, .Tag) or_return
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return nil;
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},
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unmarshal = proc(_: ^cbor.Tag_Implementation, d: cbor.Decoder, _: cbor.Tag_Number, v: any) -> (cbor.Unmarshal_Error) {
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return nil
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},
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}, 201, rawptr)
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}
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update_frame :: proc(state: ^engine_state)
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{
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state.input.mouse_wheel = {}
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glfw.PollEvents()
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keyboard_update(state)
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gl.ClearColor(0.4, 0.5, 0.6, 1.0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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cam := &state.draw.cam
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cam.width, cam.height = glfw.GetWindowSize(state.window)
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state.width , state.height = glfw.GetFramebufferSize(state.window)
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gl.Viewport(0, 0, state.width, state.height)
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imgui_impl_opengl3.NewFrame()
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imgui_impl_glfw.NewFrame()
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im.NewFrame()
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}
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end_frame :: proc(state: ^engine_state)
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{
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im.Render()
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imgui_impl_opengl3.RenderDrawData(im.GetDrawData())
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glfw.SwapBuffers(state.window)
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}
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cleanup :: proc(state: ^engine_state)
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{
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imgui_impl_opengl3.Shutdown()
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imgui_impl_glfw.Shutdown()
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}
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engine_should_close :: proc(state : ^engine_state) -> b32
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{
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return glfw.WindowShouldClose(state.window)
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}
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keyboard_update :: proc(state: ^engine_state)
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{
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state.input.mouse_prev = state.input.mouse
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state.input.mouse.x, state.input.mouse.y = glfw.GetCursorPos(state.window)
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state.input.prev = state.input.curr
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//Update current states
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for key in glfw.KEY_SPACE ..< MAX_KEYS
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{
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state.input.curr[key] = glfw.GetKey(state.window, i32(key)) == glfw.PRESS
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}
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for key in 0..<glfw.KEY_SPACE
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{
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state.input.curr[key] = glfw.GetMouseButton(state.window, i32(key)) == glfw.PRESS
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}
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}
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is_key_down :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
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return state.input.curr[key]
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}
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is_key_pressed :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
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return state.input.curr[key] && !state.input.prev[key]
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}
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is_key_released :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
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return !state.input.curr[key] && state.input.prev[key]
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}
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