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eb495f67c2
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eb495f67c2 | ||
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5cc4f9c7f5 | ||
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b436c4dff2 | ||
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43bd34a505 |
@@ -0,0 +1,57 @@
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$ErrorActionPreference = "Stop"
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$PROJECT = "sindri"
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$COMMIT = git rev-parse --short HEAD
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$VERSION = "dev-$(Get-Date -Format 'yyyy-MM-dd')-$COMMIT"
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$OPTION = $args[0]
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if ($args) { $args = $args[1..($args.Length - 1)] } else { $args = @() }
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# ------------------------------------------
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# Setup compiled wgpu binary
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& (Join-Path $PSScriptRoot "scripts\wgpu-init.ps1")
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# ------------------------------------------
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# Game compile
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New-Item -ItemType Directory -Force -Path build | Out-Null
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# Game.dll
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odin build game/ -show-timings `
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-collection:sindri=src `
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-build-mode:dynamic `
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-out:build/game_tmp.dll -microarch:native "-define:VERSION=$VERSION-debug" -debug @args
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# Need to use a temp file on Windows because it first writes an empty file,
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# which the engine will load before it is actually fully written.
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if (-not (Test-Path "build/game_tmp.dll")) {
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Write-Error "error: build produced no game lib.dll"
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exit 1
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}
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Move-Item -Force "build/game_tmp.dll" "build/game.dll"
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# ------------------------------------------
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# Engine compile
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# If the executable is already running, then don't try to build and start it.
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$proc = Get-Process -Name $PROJECT -ErrorAction SilentlyContinue
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if ($proc) {
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Write-Output "Hot reloading..."
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exit 0
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}
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if ($OPTION -eq "debug") {
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odin build src/ -show-timings `
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-collection:sindri=src `
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-collection:gram=vendor/gram/src `
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-collection:wgpu=vendor `
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-out:build/$PROJECT.exe -microarch:native -use-separate-modules "-define:VERSION=$VERSION-debug" -debug @args
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exit 0
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}
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odin build src/ -show-timings `
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-collection:sindri=src `
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-collection:gram=vendor/gram/src `
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-collection:wgpu=vendor `
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-out:build/$PROJECT.exe -microarch:native -o:speed "-define:VERSION=$VERSION" @args
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@@ -0,0 +1,64 @@
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# Odin
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This document contains specifics about the workings of the Odin programming
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language, dynamic linking and state management design patterns. These are
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tested and validated findings, for continued reference by me.
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## Dynamic Library Memory
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When a program loads in a dynamic library, what happens with package globals?
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Findings (macOS):
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- Package globals are shared between modules, but only indirectly
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- This is due to the dynamic linker merging symbols into a (single) flat namespace
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- Practically this means the lib's unset package globals get shadowed by the hosts'
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- After hot reloading the lib, the memory of the packge is not refreshed,
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it keeps pointing to the package global of the host
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Findings (Windows):
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- Package globals are not shared between modules, they have their own copy
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Findings (Linux):
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- Package globals are not shared between modules, they have their own copy
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Conclusion: avoid package globals, or pass pointers to the dynamic library so
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it can match its package globals with the host module.
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## Dependency Patterns
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1. Strict layering, only call downwards. If two modules need each other, one of
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the modules is in a wrong layer. Move it, or extract the shared part into a
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lower layer.
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2. Dependency inversion: if required, define an interface in the lower layer,
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upper layer registers itself.
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3. Dependency Injection: Prevent dependencies via data, over includes. Pass what
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a function needs as arguments instead of reaching another module's state.
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4. Events instead of callbacks both ways If A and B would call each other,
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have A push events into a queue and B consume them. Neither module includes
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the other; they only share the event type (which lives in a lower layer).
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5. Merge or split as a last resort, if two modules genuinely can't be untangled.
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Sindri Engine:
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```
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+---------------------+ Game:
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| Game | - Game
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+---------------------+
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v
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+---------------------+ +---------------------+ Core:
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| Core |<----+----| main | - Input
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+---------------------+ | +---------------------+
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| |
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v |
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+---------------------+ | Platform:
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| Platform |<----+ - GLFW
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+---------------------+ | - wgpu
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v |
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+---------------------+ | Base:
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| Base |<----+ - Hot Reload
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+---------------------+ - Settings
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- Event
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- Keycodes
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```
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+4
-5
@@ -9,7 +9,7 @@ import "sindri:core"
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// -----------------------------------------
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Game_Memory :: struct {
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should_close: bool
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should_close: bool,
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}
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g: ^Game_Memory
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@@ -61,6 +61,7 @@ init :: proc() {
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fmt.println("hello from .dll!")
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g = new(Game_Memory)
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memory_set(g)
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}
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@(export)
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@@ -90,12 +91,10 @@ should_close :: proc() -> bool {
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@(export)
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force_reload :: proc() -> bool {
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// TODO: read keypress
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return false
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return input.key_state(.Key_F5) == .Press
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}
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@(export)
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force_restart :: proc() -> bool {
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// TODO: read keypress
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return false
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return input.key_state(.Key_F6) == .Press
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}
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@@ -0,0 +1,100 @@
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$ErrorActionPreference = "Stop"
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$VENDOR_DIR = Join-Path $PSScriptRoot "..\vendor" | Resolve-Path
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# ------------------------------------------
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# Platform detection (target dir name, only used for the up-to-date check)
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# Windows PowerShell 5.1 doesn't define $IsWindows/$IsMacOS/$IsLinux
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if (-not (Test-Path variable:IsWindows)) { $IsWindows = $env:OS -eq "Windows_NT" }
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if (-not (Test-Path variable:IsMacOS)) { $IsMacOS = $false }
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if (-not (Test-Path variable:IsLinux)) { $IsLinux = $false }
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if ($IsWindows) {
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$os = "windows"
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$extra = "-msvc"
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} elseif ($IsMacOS) {
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$os = "macos"
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$extra = ""
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} elseif ($IsLinux) {
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$os = "linux"
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$extra = ""
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} else {
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Write-Error "wgpu setup: unsupported OS"
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exit 1
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}
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$procArch = [System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture
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$arch = if ($procArch -eq [System.Runtime.InteropServices.Architecture]::Arm64) { "aarch64" } else { "x86_64" }
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$odinRoot = (odin root).Trim()
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$name = "wgpu-$os-$arch$extra-release"
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$target = Join-Path $VENDOR_DIR "wgpu\lib\$name"
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# ------------------------------------------
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# WGPU version detection
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if ($args.Count -gt 0 -and $args[0]) {
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$WGPU_VERSION = $args[0]
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} else {
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$odinTypes = Join-Path $odinRoot "vendor\wgpu\wgpu_native_types.odin"
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$typesContent = Get-Content $odinTypes -Raw
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if ($typesContent -match 'BINDINGS_VERSION_STRING :: "([^"]*)"') {
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$WGPU_VERSION = "v" + $Matches[1]
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}
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}
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if (-not $WGPU_VERSION -or $WGPU_VERSION -eq "v") {
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Write-Error "wgpu setup: could not detect the wgpu-native version"
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exit 1
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}
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# Detect the version of the vendored wgpu bindings
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$currentTypes = Join-Path $VENDOR_DIR "wgpu\wgpu_native_types.odin"
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$current = $null
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if (Test-Path $currentTypes) {
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$cur = Get-Content $currentTypes -Raw
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if ($cur -match 'BINDINGS_VERSION_STRING :: "([^"]*)"') {
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$current = "v" + $Matches[1]
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}
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}
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# Check if the vendored wgpu is already up to date
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if ($current -eq $WGPU_VERSION -and (Test-Path $target)) {
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exit 0
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}
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# ------------------------------------------
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# Copy vendor/wgpu
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# Remove any stale copy
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if (Test-Path (Join-Path $VENDOR_DIR "wgpu")) {
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Remove-Item -Recurse -Force (Join-Path $VENDOR_DIR "wgpu")
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}
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# Copy wgpu
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$wgpuPath = Join-Path $odinRoot "vendor\wgpu"
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Copy-Item -Recurse $wgpuPath $VENDOR_DIR
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# Point imports at the copied vendor wgpu package
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Get-ChildItem -Path (Join-Path $VENDOR_DIR "wgpu") -Recurse -Filter *.odin | ForEach-Object {
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(Get-Content $_.FullName -Raw) -replace '"vendor:wgpu"', '"wgpu:wgpu"' | Set-Content $_.FullName -NoNewline
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}
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# ------------------------------------------
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# Download
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$assetBase = "https://github.com/gfx-rs/wgpu-native/releases/download/$WGPU_VERSION"
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if (-not (Test-Path $target)) {
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$url = "$assetBase/$name.zip"
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Write-Output "wgpu setup: downloading $url"
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$tmp = Join-Path ([System.IO.Path]::GetTempPath()) ([System.Guid]::NewGuid().ToString())
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New-Item -ItemType Directory -Path $tmp | Out-Null
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try {
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Invoke-WebRequest -MaximumRedirection 5 -Uri $url -OutFile (Join-Path $tmp "wgpu.zip")
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Expand-Archive -Force -Path (Join-Path $tmp "wgpu.zip") -DestinationPath $target
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} finally {
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Remove-Item -Recurse -Force $tmp
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}
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}
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@@ -5,9 +5,11 @@ import "core:fmt"
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import "sindri:input"
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// -----------------------------------------
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// Types
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// event category, bitfield (?)
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// Event_Data :: union {
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Event :: union {
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Window_Close_Event,
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Window_Resize_Event,
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@@ -22,6 +24,11 @@ Event :: union {
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Mouse_Scroll_Event,
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}
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// Event :: struct {
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// data: Event_Data,
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// handled: bool,
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// }
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Window_Close_Event :: struct {
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handled: bool,
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}
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@@ -85,6 +92,13 @@ Mouse_Scroll_Event :: struct {
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}
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// -----------------------------------------
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// Variables
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// I want to have a list of Listeners per Event type, but this is state
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// listeners: map[typeid][dynamic]Listener
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// -----------------------------------------
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// Public functions
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// Dispatcher(Event) -> forwards to the right function
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on_event :: proc(event: Event) {
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@@ -116,3 +130,9 @@ on_event :: proc(event: Event) {
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fmt.println("Joy dis:", e.id)
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}
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}
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/*
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Notes:
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Have the events queued up into a frame buffer that gets drained at a specific time.
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*/
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@@ -1,5 +1,6 @@
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package hot_reload
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import "core:c"
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import "core:dynlib"
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import "core:fmt"
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import "core:os"
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@@ -132,6 +133,20 @@ load_game_lib :: proc(api: ^Game_API) -> bool {
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"error: failed initializing symbols: {0}",
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dynlib.last_error(),
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)
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} else {
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// Odin's shared libraries don't register a constructor, so the lib's
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// runtime init (@init procs like os.stdout setup) never runs on load.
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// Call it explicitly.
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// Windows doesn't need this: its dynamic build exports DllMain, which
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// the OS calls on load and which runs _startup_runtime itself.
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when ODIN_OS != .Windows {
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Entry :: #type proc "c" () -> c.int
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entry_ptr, entry_ok := dynlib.symbol_address(
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api.lib,
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"_odin_entry_point",
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)
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if entry_ok do (transmute(Entry)entry_ptr)()
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}
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}
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return ok
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Reference in New Issue
Block a user