Change Naming Convention, add scroll to microui
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+12
-12
@@ -18,13 +18,13 @@ import draw "./draw"
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A Typical level code
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*/
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engine_world :: struct {
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Engine_World :: struct {
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world_id : b2.WorldId,
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//This in engine code?
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static_indexes : map[static_index]int `cbor:"-"`,
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relations : map[^static_index][dynamic]static_index_global `cbor:"-"`,
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relations_serializeable : map[ static_index][dynamic]static_index_global,
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static_indexes : map[Static_Index]int `cbor:"-"`,
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relations : map[^Static_Index][dynamic]Static_Index_Global `cbor:"-"`,
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relations_serializeable : map[ Static_Index][dynamic]Static_Index_Global,
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/*
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@@ -67,7 +67,7 @@ cbor_flags : cbor.Encoder_Flags :
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level_load_from_files :: proc(
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$G, $L, $E: typeid,
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game: ^G,
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state: ^engine_state
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state: ^Engine_State
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)
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{
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files, err := os.read_all_directory_by_path("levels", context.allocator)
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@@ -103,11 +103,11 @@ level_init_from_path :: proc(
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$T, $E: typeid,
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level_data : ^T,
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path : string,
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state: ^engine_state,
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state: ^Engine_State,
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) -> (ret : bool)
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{
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level := cast(^engine_world)level_data
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level := cast(^Engine_World)level_data
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if os.is_file(path)
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{
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@@ -118,7 +118,7 @@ level_init_from_path :: proc(
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//?
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level.relations = {}
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level.relations = make(map[^static_index][dynamic]static_index_global)
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level.relations = make(map[^Static_Index][dynamic]Static_Index_Global)
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if len(data) > 0
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{
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@@ -261,10 +261,10 @@ level_reload :: proc($T: typeid, $E: typeid, level: ^T)
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If both hash is same the exits
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*/
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level_save_to_file :: proc(level_data: ^$T, state: ^engine_state)
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level_save_to_file :: proc(level_data: ^$T, state: ^Engine_State)
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{
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level := cast(^engine_world)level_data
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level := cast(^Engine_World)level_data
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level_path := fmt.tprintf("levels/%s.cbor", level.name)
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level.cam = state.draw.cam
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@@ -370,11 +370,11 @@ level_save_to_file :: proc(level_data: ^$T, state: ^engine_state)
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/*
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The engine assumes that it has attribute entities
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*/
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game_to_engine_entities :: proc($Game: typeid, game_data: ^Game, state: ^engine_state)
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game_to_engine_entities :: proc($Game: typeid, game_data: ^Game, state: ^Engine_State)
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{
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level := &game_data.levels[game_data.curr_level]
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interface : ^interface_state = &game_data.interface
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interface : ^Interface_State = &game_data.interface
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clear(&interface.entities)
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clear(&interface.entity_defs)
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