Refactor modules architecture

This commit is contained in:
Riyyi
2026-09-17 22:09:05 +02:00
parent eb495f67c2
commit 22be96ee45
11 changed files with 93 additions and 99 deletions
+136
View File
@@ -0,0 +1,136 @@
package base
import "core:fmt"
// -----------------------------------------
// Types
// event category, bitfield (?)
// Event_Data :: union {
Event :: union {
Window_Close_Event,
Window_Resize_Event,
Joystick_Connect_Event,
Joystick_Disconnect_Event,
Key_Press_Event,
Key_Release_Event,
Key_Repeat_Event,
Mouse_Button_Press_Event,
Mouse_Button_Release_Event,
Mouse_Position_Event,
Mouse_Scroll_Event,
}
// Event :: struct {
// data: Event_Data,
// handled: bool,
// }
Window_Close_Event :: struct {
handled: bool,
}
Window_Resize_Event :: struct {
handled: bool,
width: i32,
height: i32,
}
Joystick_Connect_Event :: struct {
handled: bool,
id: i32,
}
Joystick_Disconnect_Event :: struct {
handled: bool,
id: i32,
}
Key_Press_Event :: struct {
handled: bool,
key: Key,
mods: Mod_Set,
}
Key_Release_Event :: struct {
handled: bool,
key: Key,
mods: Mod_Set,
}
Key_Repeat_Event :: struct {
handled: bool,
key: Key,
mods: Mod_Set,
}
Mouse_Button_Press_Event :: struct {
handled: bool,
button: Mouse_Button,
mods: Mod_Set,
}
Mouse_Button_Release_Event :: struct {
handled: bool,
button: Mouse_Button,
mods: Mod_Set,
}
Mouse_Position_Event :: struct {
handled: bool,
x_pos: f32,
y_pos: f32,
}
Mouse_Scroll_Event :: struct {
handled: bool,
x_offset: f32,
y_offset: f32,
}
// -----------------------------------------
// Variables
// I want to have a list of Listeners per Event type, but this is state
// listeners: map[typeid][dynamic]Listener
// -----------------------------------------
// Public functions
// Dispatcher(Event) -> forwards to the right function
on_event :: proc(event: Event) {
fmt.println("toby!")
#partial switch e in event {
case Window_Close_Event:
fmt.println("Close")
case Window_Resize_Event:
fmt.println("Resize:", e.width, e.height)
case Key_Press_Event:
fmt.println("Key press", e.key, e.mods)
case Key_Release_Event:
fmt.println("Key release", e.key, e.mods)
case Key_Repeat_Event:
fmt.println("Key repeat", e.key, e.mods)
case Mouse_Button_Press_Event:
fmt.println("Mouse press", e.button, e.mods)
case Mouse_Button_Release_Event:
fmt.println("Mouse release", e.button, e.mods)
case Mouse_Position_Event:
fmt.printfln("Mouse pos: {}x{}", e.x_pos, e.y_pos)
case Joystick_Connect_Event:
fmt.println("Joy con:", e.id)
case Joystick_Disconnect_Event:
fmt.println("Joy dis:", e.id)
}
}
/*
Notes:
Have the events queued up into a frame buffer that gets drained at a specific time.
*/
+231
View File
@@ -0,0 +1,231 @@
package base
import "core:c"
import "core:dynlib"
import "core:fmt"
import "core:os"
import "core:time"
when ODIN_OS == .Windows {
LIB_EXT :: ".dll"
} else when ODIN_OS == .Darwin {
LIB_EXT :: ".dylib"
} else {
LIB_EXT :: ".so"
}
GAME_LIB_DIR :: "build/"
GAME_LIB_PATH :: GAME_LIB_DIR + "game" + LIB_EXT
// -----------------------------------------
Hot_Reload :: struct {
loaded_libs: [dynamic]Game_API,
}
Hot_Reload_Error :: enum u8 {
None = 0,
Load_Game_Lib_Failed = 1,
Unimplemented = 127,
Okay = None,
}
Error :: union #shared_nil {
Hot_Reload_Error,
}
Game_API :: struct {
lib: dynlib.Library,
memory: proc() -> rawptr,
memory_free: proc(),
memory_size: proc() -> int,
memory_set: proc(mem: rawptr),
settings: proc() -> Settings,
init_once: proc(),
init: proc(),
update: proc(_: f32),
render: proc(),
destroy: proc(),
should_close: proc() -> bool,
force_reload: proc() -> bool,
force_restart: proc() -> bool,
modification_time: time.Time,
api_version: int, // iteration of the game lib
}
// -----------------------------------------
hot_reload_init :: proc() -> (hr: Hot_Reload, error: Error) {
api: Game_API
api_ok := load_game_lib(&api)
if !api_ok {
fmt.println("error: failed to load Game API")
return {}, .Load_Game_Lib_Failed
}
hr.loaded_libs = make([dynamic]Game_API, 0, 0, context.allocator)
append(&hr.loaded_libs, api)
return hr, nil
}
hot_reload_destroy :: proc(state: ^Hot_Reload) {
for &api in state.loaded_libs {
unload_game_lib(&api)
}
delete(state.loaded_libs)
}
// -----------------------------------------
active_lib :: proc(hr: ^Hot_Reload) -> ^Game_API {
return &hr.loaded_libs[len(hr.loaded_libs) - 1]
}
should_close :: proc(hr: ^Hot_Reload) -> bool {
api := active_lib(hr)
if api.lib == nil do return true
return api.should_close()
}
copy_lib :: proc(to: string) -> bool {
copy_err := os.copy_file(to, GAME_LIB_PATH)
if copy_err != nil {
fmt.printfln(
"error: failed to copy {0} to {1}: {2:v}",
GAME_LIB_PATH,
to,
copy_err,
)
return false
}
return true
}
// Load game lib symbols
load_game_lib :: proc(api: ^Game_API) -> bool {
mod_time, mod_time_err := os.last_write_time_by_name(GAME_LIB_PATH)
if mod_time_err != os.ERROR_NONE {
fmt.printfln(
"error: failed getting last write time of {0}, error code: {1}",
GAME_LIB_PATH,
mod_time_err,
)
return false
}
api.modification_time = mod_time
lib_name := fmt.tprintf(
GAME_LIB_DIR + "game_{0}" + LIB_EXT,
api.api_version,
)
copy_lib(lib_name) or_return
// Match the names of the fields in Game_API to symbols in the game DLL
_, ok := dynlib.initialize_symbols(api, lib_name, "", "lib")
if !ok {
fmt.printfln(
"error: failed initializing symbols: {0}",
dynlib.last_error(),
)
} else {
// Odin's shared libraries don't register a constructor, so the lib's
// runtime init (@init procs like os.stdout setup) never runs on load.
// Call it explicitly.
// Windows doesn't need this: its dynamic build exports DllMain, which
// the OS calls on load and which runs _startup_runtime itself.
when ODIN_OS != .Windows {
Entry :: #type proc "c" () -> c.int
entry_ptr, entry_ok := dynlib.symbol_address(
api.lib,
"_odin_entry_point",
)
if entry_ok do (transmute(Entry)entry_ptr)()
}
}
return ok
}
// Unload game lib, used during full restarts
unload_game_lib :: proc(api: ^Game_API) {
if api.lib != nil {
if !dynlib.unload_library(api.lib) {
fmt.eprintfln(
"error: failed unloading lib: {0}",
dynlib.last_error(),
)
}
}
if os.remove(
fmt.tprintf(GAME_LIB_DIR + "game_{0}" + LIB_EXT, api.api_version),
) !=
nil {
fmt.printfln(
"error: failed to remove {0}game_{1}{2} copy",
GAME_LIB_DIR,
api.api_version,
LIB_EXT,
)
}
}
reload_game_lib :: proc(hr: ^Hot_Reload) -> (lib: ^Game_API, err: Error) {
api := active_lib(hr)
force_reload := api.force_reload()
force_restart := api.force_restart()
reload := force_reload || force_restart
lib_mod, lib_mod_err := os.last_write_time_by_name(GAME_LIB_PATH)
// TODO: Handle error
if lib_mod_err == os.ERROR_NONE && api.modification_time != lib_mod {
reload = true
}
if !reload do return api, nil
new_api: Game_API
new_api.api_version = api.api_version + 1
new_api_ok := load_game_lib(&new_api)
if !new_api_ok {
fmt.println("error: failed to load Game API")
return nil, .Load_Game_Lib_Failed
}
force_restart = force_restart || api.memory_size() != new_api.memory_size()
if !force_restart {
// This does the normal hot reload
// Note that we don't unload the old game APIs because that
// would unload the lib. The lib can contain stored info
// such as string literals. The old libs are only unloaded
// on a full reset or on shutdown.
memory := api.memory()
new_api.memory_set(memory)
} else {
// This does a full reset. That's basically like opening and
// closing the game, without having to restart the executable.
//
// You end up in here if the game requests a full reset OR
// if the size of the game memory has changed. That would
// probably lead to a crash anyways.
api.memory_free()
for &g in hr.loaded_libs {
unload_game_lib(&g)
}
clear(&hr.loaded_libs)
new_api.init()
}
append(&hr.loaded_libs, new_api)
return active_lib(hr), nil
}
+183
View File
@@ -0,0 +1,183 @@
package base
// -----------------------------------------
// Button/Key states
Action :: enum i8 {
None = -1,
Release = 0,
Press = 1,
Repeat = 2,
}
Key :: enum i16 {
// The unknown key
Key_Unknown = -1,
// --- Printable keys ---
// Named printable keys
Key_Space = 32,
Key_Apostrophe = 39, // '
Key_Comma = 44, // ,
Key_Minus = 45, // -
Key_Period = 46, // .
Key_Slash = 47, // /
Key_Semicolon = 59, // ;
Key_Equal = 61, // =
Key_Left_Bracket = 91, // [
Key_Backslash = 92, // \
Key_Right_Bracket = 93, // ]
Key_Grave_Accent = 96, // `
Key_World_1 = 161, // non-US #1
Key_World_2 = 162, // non-US #2
// Alphanumeric characters
Key_0 = 48,
Key_1 = 49,
Key_2 = 50,
Key_3 = 51,
Key_4 = 52,
Key_5 = 53,
Key_6 = 54,
Key_7 = 55,
Key_8 = 56,
Key_9 = 57,
Key_A = 65,
Key_B = 66,
Key_C = 67,
Key_D = 68,
Key_E = 69,
Key_F = 70,
Key_G = 71,
Key_H = 72,
Key_I = 73,
Key_J = 74,
Key_K = 75,
Key_L = 76,
Key_M = 77,
Key_N = 78,
Key_O = 79,
Key_P = 80,
Key_Q = 81,
Key_R = 82,
Key_S = 83,
Key_T = 84,
Key_U = 85,
Key_V = 86,
Key_W = 87,
Key_X = 88,
Key_Y = 89,
Key_Z = 90,
// --- Function keys ---
// Named non-printable keys
Key_Escape = 256,
Key_Enter = 257,
Key_Tab = 258,
Key_Backspace = 259,
Key_Insert = 260,
Key_Delete = 261,
Key_Right = 262,
Key_Left = 263,
Key_Down = 264,
Key_Up = 265,
Key_Page_Up = 266,
Key_Page_Down = 267,
Key_Home = 268,
Key_End = 269,
Key_Caps_Lock = 280,
Key_Scroll_Lock = 281,
Key_Num_Lock = 282,
Key_Print_Screen = 283,
Key_Pause = 284,
// Function keys
Key_F1 = 290,
Key_F2 = 291,
Key_F3 = 292,
Key_F4 = 293,
Key_F5 = 294,
Key_F6 = 295,
Key_F7 = 296,
Key_F8 = 297,
Key_F9 = 298,
Key_F10 = 299,
Key_F11 = 300,
Key_F12 = 301,
Key_F13 = 302,
Key_F14 = 303,
Key_F15 = 304,
Key_F16 = 305,
Key_F17 = 306,
Key_F18 = 307,
Key_F19 = 308,
Key_F20 = 309,
Key_F21 = 310,
Key_F22 = 311,
Key_F23 = 312,
Key_F24 = 313,
Key_F25 = 314,
// Keypad numbers
Key_KP_0 = 320,
Key_KP_1 = 321,
Key_KP_2 = 322,
Key_KP_3 = 323,
Key_KP_4 = 324,
Key_KP_5 = 325,
Key_KP_6 = 326,
Key_KP_7 = 327,
Key_KP_8 = 328,
Key_KP_9 = 329,
// Keypad named function keys
Key_KP_Decimal = 330,
Key_KP_Divide = 331,
Key_KP_Multiply = 332,
Key_KP_Subtract = 333,
Key_KP_Add = 334,
Key_KP_Enter = 335,
Key_KP_Equal = 336,
// Modifier keys
Key_Left_Shift = 340,
Key_Left_Control = 341,
Key_Left_Alt = 342,
Key_Left_Super = 343,
Key_Right_Shift = 344,
Key_Right_Control = 345,
Key_Right_Alt = 346,
Key_Right_Super = 347,
Key_Menu = 348,
Key_Last = Key_Menu,
}
// Bitmask for modifier keys
Mod :: enum i8 {
Shift = 0,
Control = 1,
Alt = 2,
Super = 3,
Caps_Lock = 4,
Num_Lock = 5,
}
Mod_Set :: bit_set[Mod]
// Mouse buttons
Mouse_Button :: enum i8 {
Button_1 = 0,
Button_2 = 1,
Button_3 = 2,
Button_4 = 3,
Button_5 = 4,
Button_6 = 5,
Button_7 = 6,
Button_8 = 7,
// Alias names
Last = Button_8,
Left = Button_1,
Right = Button_2,
Middle = Button_3,
}
+21
View File
@@ -0,0 +1,21 @@
package base
// -----------------------------------------
Settings :: struct {
width: u16,
height: u16,
title: string,
mode: WindowMode,
refresh: u16, // 0 = unlimited
vsync: bool,
// TODO:
// windowed resizable y/n
// exit key (ex: escape)
}
WindowMode :: enum u8 {
Windowed = 0,
Borderless = 1,
Fullscreen = 2,
}