Files
Edit2D/ion.odin
T
2026-03-17 09:34:15 +05:45

187 lines
3.9 KiB
Odin

package ion
import "core:encoding/cbor"
import im "shared:odin-imgui"
import "shared:odin-imgui/imgui_impl_glfw"
import "shared:odin-imgui/imgui_impl_opengl3"
import gl "vendor:OpenGL"
import "vendor:glfw"
engine_state :: struct
{
window : glfw.WindowHandle,
draw : Draw,
restart, pause : bool,
substep_count : u32,
//Must be set before calling ion_init
width, height : i32,
title : cstring,
time : f32,
tex_line : u32,
drop_callback : glfw.DropProc,
input : input_state,
}
MAX_KEYS :: 512
input_state :: struct
{
mouse_wheel : [2]f64,
mouse : [2]f64,
mouse_prev : [2]f64,
curr, prev : [MAX_KEYS]bool,
}
/*
This will only be called once to initilize the engine
initilize graphics library, glfw, callbacks
*/
engine_init :: proc(state: ^engine_state)
{
assert(glfw.Init() == true)
glfw.WindowHint(glfw.SCALE_TO_MONITOR, 1)
state.window = glfw.CreateWindow(state.width, state.height, state.title, nil, nil)
assert(state.window != nil)
glfw.MakeContextCurrent(state.window)
glfw.SwapInterval(1)
gl.load_up_to(4, 5, glfw.gl_set_proc_address)
im.CHECKVERSION()
im.CreateContext()
io := im.GetIO()
io.ConfigFlags += {
.NavEnableKeyboard,
.NavEnableGamepad,
.DpiEnableScaleFonts,
}
im.StyleColorsClassic()
style := im.GetStyle()
style.ChildBorderSize = 0.
style.ChildRounding = 6
style.TabRounding = 6
style.FrameRounding = 6
style.GrabRounding = 6
style.WindowRounding = 6
style.PopupRounding = 6
imgui_impl_glfw.InitForOpenGL(state.window, true)
imgui_impl_opengl3.Init("#version 150")
state.draw.cam = camera_init()
display_w, display_h := glfw.GetFramebufferSize(state.window)
state.draw.cam.width = display_w
state.draw.cam.height = display_h
state.draw.cam.zoom = 15
state.draw.show_ui = true
draw_create(&state.draw, &state.draw.cam)
cbor.tag_register_type({
marshal = proc(_: ^cbor.Tag_Implementation, e: cbor.Encoder, v: any) -> cbor.Marshal_Error {
cbor._encode_u8(e.writer, 201, .Tag) or_return
return nil;
},
unmarshal = proc(_: ^cbor.Tag_Implementation, d: cbor.Decoder, _: cbor.Tag_Number, v: any) -> (cbor.Unmarshal_Error) {
return nil
},
}, 201, rawptr)
}
update_frame :: proc(state: ^engine_state)
{
state.input.mouse_wheel = {}
glfw.PollEvents()
keyboard_update(state)
gl.ClearColor(0.4, 0.5, 0.6, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
cam := &state.draw.cam
cam.width, cam.height = glfw.GetWindowSize(state.window)
state.width , state.height = glfw.GetFramebufferSize(state.window)
gl.Viewport(0, 0, state.width, state.height)
imgui_impl_opengl3.NewFrame()
imgui_impl_glfw.NewFrame()
im.NewFrame()
}
end_frame :: proc(state: ^engine_state)
{
im.Render()
imgui_impl_opengl3.RenderDrawData(im.GetDrawData())
glfw.SwapBuffers(state.window)
}
cleanup :: proc(state: ^engine_state)
{
imgui_impl_opengl3.Shutdown()
imgui_impl_glfw.Shutdown()
}
engine_should_close :: proc(state : ^engine_state) -> b32
{
return glfw.WindowShouldClose(state.window)
}
keyboard_update :: proc(state: ^engine_state)
{
state.input.mouse_prev = state.input.mouse
state.input.mouse.x, state.input.mouse.y = glfw.GetCursorPos(state.window)
state.input.prev = state.input.curr
//Update current states
for key in glfw.KEY_SPACE ..< MAX_KEYS
{
state.input.curr[key] = glfw.GetKey(state.window, i32(key)) == glfw.PRESS
}
for key in 0..<glfw.KEY_SPACE
{
state.input.curr[key] = glfw.GetMouseButton(state.window, i32(key)) == glfw.PRESS
}
}
is_key_down :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
return state.input.curr[key]
}
is_key_pressed :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
return state.input.curr[key] && !state.input.prev[key]
}
is_key_released :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
return !state.input.curr[key] && state.input.prev[key]
}