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  1. 2
      content/articles/dijkstras-shortest-path.md
  2. 88
      content/articles/first.md
  3. 432
      content/articles/inferno.md
  4. 2
      content/articles/invert-binary-tree.md
  5. 63
      content/articles/manafiles.md
  6. 36
      content/articles/opengl-test.md
  7. 8
      content/articles/personal-website.md
  8. 12
      content/articles/second.md
  9. 2
      content/articles/sieve-of-eratosthenes.md
  10. 28
      content/articles/simple-2d-rpg.md
  11. 65
      content/articles/space-walk.md
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      content/articles/utility-library.md
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      public/img/inferno/preview.png
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  27. 57
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  28. 11
      src/utils/index.ts

2
content/articles/dijkstras-shortest-path.md

@ -10,6 +10,8 @@ tags:
Implementation of the shortest path algorithm, invented by Dijkstra. Implementation of the shortest path algorithm, invented by Dijkstra.
![dijkstra's shortest path](/img/algorithms/dijkstras-shortest-path.png "dijkstra's shortest path")
```python ```python
#!/usr/bin/python #!/usr/bin/python

88
content/articles/first.md

@ -1,88 +0,0 @@
---
title: "My First Blog Post"
description: "This is a test article."
navigation: true
date: "2025-03-01"
img: "/img/personal-website/login.png"
tags:
- C++20
- GLSL
- Lua
- Software
---
Foobarbazbuz.
## Component Rendering
::ExampleComponent
#namedslot
This is a Named Slot
#default
This is the Default Slot
::
### Testing Some Markdown Features
A link: [website-vue](https://github.com/riyyi/website-vue)
A codeblock:
```js [file.js]{2} meta-info=val
export default () => {
console.log('Code block')
}
```
```cpp
int i = 0;
```
```php
protected static $router;
$path = parse_url($_SERVER['REQUEST_URI'])['path'];
```
Inline `hightlight` looks like so.
Inline highlight with language `const code: string = 'highlighted code inline'`{lang="ts"} like this.
- An
- Unordered
- List
## Heading With No Subheading
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum a tempor
dolor. Nullam mattis sapien vel finibus dignissim. Etiam et diam ultrices,
aliquam enim nec, commodo sem. Cras ut faucibus risus. Suspendisse vel faucibus
ipsum. Duis vel orci nec arcu porttitor fermentum eu quis est. Phasellus elit
odio, elementum ac placerat at, feugiat sit amet sapien.
Vestibulum dapibus pharetra metus. Integer volutpat lacus nec enim euismod, id
dignissim felis rhoncus. Cras commodo tempus turpis, eu vehicula mi lacinia
eget. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per
inceptos himenaeos. Integer rhoncus dolor ut dolor gravida vestibulum. Ut
dignissim orci a ornare ullamcorper. Nam facilisis mauris sit amet nunc
fermentum pretium. Nullam in nisi at risus luctus viverra. Mauris non congue
dolor, vel finibus lectus. Nam quis leo pretium, sodales augue et, dictum sem.
Curabitur velit ante, imperdiet in eros eu, iaculis gravida risus. Nullam ut
feugiat eros, viverra vehicula sem. Aliquam finibus mi magna, eu fringilla
tellus ullamcorper vel. Fusce eget auctor mi. Mauris venenatis pellentesque
arcu. Nam ac diam sem. Nulla suscipit sed risus non vehicula. Cras molestie
lectus et tincidunt tempor. Ut tempus lorem id augue semper convallis. Aliquam
vel dui quis dolor cursus faucibus eget a mi. Curabitur tempus justo diam, a
facilisis ligula tincidunt viverra. Donec sodales quis dolor at dignissim.
Nullam placerat vitae urna quis bibendum.
Integer a magna a velit bibendum mollis. Donec lobortis molestie diam at rutrum.
Nunc viverra gravida metus at facilisis. Nulla sit amet erat sodales, commodo
elit sed, ultrices magna. Aliquam vel purus fringilla, gravida enim quis,
aliquam augue. Duis interdum et erat nec feugiat. Praesent vitae lacinia leo,
non suscipit purus.
Aenean massa magna, imperdiet id ex quis, mollis auctor lectus. Cras velit
nulla, volutpat eu neque id, semper venenatis urna. Integer in blandit ex, non
scelerisque nisi. Ut sagittis tincidunt enim at volutpat. Sed hendrerit metus ac
interdum laoreet. In rutrum turpis in nulla vulputate suscipit. Nunc dictum nisl
id magna laoreet dapibus.

432
content/articles/inferno.md

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---
title: "Inferno"
description: "An open-source game engine."
navigation: true
date: "2019-12-10"
img: "/img/inferno/preview.png"
tags:
- C++20
- GLSL
- Lua
- CMake
- Software
---
<small>An open-source game engine.<br>
Repository at
[GitHub](https://github.com/riyyi/inferno){target="_blank"},
[GitLab](https://gitlab.com/riyyi/inferno){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/inferno){target="_blank"}.
</small>
Video games have always been a hobby of mine, but what if I could combine my
profession with this hobby? Then you get this project, a game engine!
This open-source game engine is written in C++20, GLSL and Lua with the
libraries EnTT, glad, GLFW, GLM, sol3 and stb, using the build tool CMake.
## Abstractions
Making a game engine is not an easy task, if the project has any chance of
success it needs a solid foundation. Therefor, the main focus of the project
thus far has been to work on solid, easy-to-use abstractions. The additional
benefit of this approach is that I learned a lot about software design in the
process.
### Events
The library used for window and context creation and receiving input is GLFW,
this is abstracted away in a "Window" wrapper class. This "Window" is created in
the "Application" class, which also binds the callback function for event
handling.
```cpp
// Make it more readable
#define NF_BIND_EVENT(f) std::bind(&f, this, std::placeholders::_1)
m_window = std::make_unique<Window>();
m_window->setEventCallback(NF_BIND_EVENT(Application::onEvent));
```
The event callback is stored in a std::function.
```cpp
inline void setEventCallback(const std::function<void(Event&)>& callback) { m_eventCallback = callback; }
```
Inside the "Window" wrapper, we first associate the wrapper to the internal "GLFWwindow" object.
```cpp
glfwSetWindowUserPointer(m_window, this);
```
Then, it can set the appropriate callback functions. In this example, we set the
position of the mouse. It gets the "Window" wrapper from the association, then
creates an event object, which is passed on to the callback function.
```cpp
// Mouse position callback
glfwSetCursorPosCallback(m_window, [](GLFWwindow* window, double xPos, double yPos) {
Window& w = *(Window*)glfwGetWindowUserPointer(window);
MousePositionEvent event(xPos, yPos);
w.m_eventCallback(event);
});
```
All we have to do to handle these incoming events is create an event dispatcher
and call dispatch. The dispatcher simply checks if the current event is of the
same type as the provided event and calls the function if this is the case.
```cpp
void Application::onEvent(Event& e)
{
EventDispatcher dispatcher(e);
dispatcher.dispatch<MousePositionEvent>(NF_BIND_EVENT(Application::onMousePosition));
}
```
### Logging
I wanted logging to work with both `printf` and `std::cout` style logging. To
make logging fast and easy to use, it also has to be compatible with
user-defined types. The class hierarchy looks like the following:
```
.
└── LogStream
└── BufferedLogStream
├── DebugLogStream
└── StringLogStream
```
"LogStream" is an abstract class with a pure virtual function named "write", to
be used as the interface. We need both variants of the write function in order
to also print extended ASCII characters.
```cpp
class LogStream {
public:
virtual void write(const char* characters, int length) const = 0;
virtual void write(const unsigned char* characters, int length) const = 0;
};
```
To extend the functionality of the "LogStream" class, we override the bitwise
left shift `<<` operator. Support for user-defined types is added in the same way.
```cpp
const LogStream& operator<<(const LogStream& stream, const std::string& value)
{
stream.write(value.c_str(), value.length());
return stream;
}
const LogStream& operator<<(const LogStream& stream, bool value)
{
return stream << (value ? "true": "false");
}
```
In order to keep I/O performance high, logging is done in a buffered manner.
When a "BufferedLogStream" is created it allocates an array of 128 bytes in
length on the stack, which you can then write to. If the buffer size is
exceeded, the buffer grows automatically to the required size in chunks of 128,
this time on the heap.
```cpp
// Append to buffer
memcpy(buffer() + m_count, characters, length);
// Buffer is increased in chunks of 128 bytes
size_t newCapacity = (m_count + bytes + BUFFER_SIZE - 1) & ~(BUFFER_SIZE - 1);
```
The "DebugLogStream" class is used to display messages. It has two variables to
configure this behavior, "newline" and "type", to indicate if a newline should
be printed and the color of the message. When the object goes out of scope, it
will print everything that was added to the buffer in one go.
```cpp
fwrite(buffer(), 1, count(), stdout);
```
Now we get to the actual usage of the system. Using helper functions, printing
colored and formatted messages is easy. Each helper function also has a
non-newline variant as newlines are optional. They simply create a
"DebugLogStream" and return it.
```cpp
DebugLogStream dbg(bool newline);
DebugLogStream info(bool newline);
DebugLogStream warn(bool newline);
DebugLogStream danger(bool newline);
DebugLogStream success(bool newline);
dbg() << "Hello World! " << 2.5 << " " << true;
info() << "This will be printed in blue.";
```
The printf style logging is more complicated than the previous use case. This is
because the function needs to be able to process any number of arguments and of
any type, this is accomplished using a template parameter pack. We use recursion
to loop through all the parameters in this pack, with an overload for when there
is no parameter expansion. Because the "DebugLogStream" is used for printing,
all the type overloads are available to us, so we don't have to specify the type
like usual with `printf`.
```cpp
void dbgln(Log type, bool newline);
void dbgln(Log type, bool newline, const char* format);
template<typename T, typename... P>
void dbgln(Log type, bool newline, const char* format, T value, P&&... parameters)
{
std::string_view view { format };
for(uint32_t i = 0; format[i] != '\0'; i++) {
if (format[i] == '{' && format[i + 1] == '}') {
DebugLogStream(type, false) << view.substr(0, i) << value;
dbgln(type, newline, format + i + 2, parameters...);
return;
}
}
}
```
This style of logging also has a bunch of helper functions to make using them
quick and easy.
```cpp
template<typename... P> void dbgln(const char* format, P&&... parameters) { dbgln(Log::None, true, format, std::forward<P>(parameters)...); }
template<typename... P> void infoln(const char* format, P&&... parameters) { dbgln(Log::Info, true, format, std::forward<P>(parameters)...); }
template<typename... P> void warnln(const char* format, P&&... parameters) { dbgln(Log::Warn, true, format, std::forward<P>(parameters)...); }
template<typename... P> void dangerln(const char* format, P&&... parameters) { dbgln(Log::Danger, true, format, std::forward<P>(parameters)...); }
template<typename... P> void successln(const char* format, P&&... parameters) { dbgln(Log::Success, true, format, std::forward<P>(parameters)...); }
dbgln("Hello {}, print anything! {} {}", "World", 2.5, true);
dangerln("This will print in {}.", "red");
```
Finally, "StringLogStream" is used to convert any supported type into a
std::string. This is achieved by simply converting the buffer in
"BufferedLogStream" to a string and setting the provided string to it when the
object goes out of scope.
```cpp
StringLogStream str(std::string* fill);
std::string result;
str(&result) << "Add " << "anything " << 2.5 << " " << false;
```
### Shaders
"Shader" functionality is split into two classes, "Shader" and "ShaderManager".
The manager does exactly what the name would suggest, it manages the resources.
Using convenient functions you can `add`, `load`, `check existence`, `remove`
shaders. The shaders get stored in a hash table (hash map), with the key being
its name and the value a `std::shared_ptr` to the shader object. Adding anything
to the manager that has already been loaded will simply return the existing
instance, to prevent duplication. The other pairs "Texture/TextureManager",
"Font/FontManager" and "Gltf/GltfManager" are structured similarly.
```cpp
void add(const std::string& name, const std::shared_ptr<Shader>& shader);
std::shared_ptr<Shader> load(const std::string& name);
std::shared_ptr<Shader> load(const std::string& vertexSource,
const std::string& fragmentSource);
bool exists(const std::string& name);
void remove(const std::string& name);
void remove(const std::shared_ptr<Shader>& shader);
std::unordered_map<std::string, std::shared_ptr<Shader>> m_shaderList;
```
To construct a "Shader", only a name needs to be provided. It will then load,
compile and link both the vertex and fragment shader files. Any errors like
files not existing or GLSL syntax errors will be printed to the console.
```cpp
// Get file contents
std::string vertexSrc = File::read(name + ".vert");
std::string fragmentSrc = File::read(name + ".frag");
// Compile shaders
uint32_t vertexID = compileShader(GL_VERTEX_SHADER, vertexSrc.c_str());
uint32_t fragmentID = compileShader(GL_FRAGMENT_SHADER, fragmentSrc.c_str());
// Link shaders
if (vertexID > 0 && fragmentID > 0) {
m_id = linkShader(vertexID, fragmentID);
}
```
An uniform is a global "Shader" variable, to set uniform data, there are
functions for the most common used data types. ASSERT is a wrapper for `dbgln`,
which can print any registered data types, explained in the
[Logging](#logging)
section.
```cpp
int32_t findUniform(const std::string& name) const;
void setInt(const std::string& name, int value);
void setInt(const std::string& name, int* values, uint32_t count);
void setFloat(const std::string& name, float value) const;
void setFloat(const std::string& name, float v1, float v2, float v3, float v4) const;
void setFloat(const std::string& name, glm::vec2 value) const;
void setFloat(const std::string& name, glm::vec3 value) const;
void setFloat(const std::string& name, glm::vec4 value) const;
void setFloat(const std::string& name, glm::mat3 matrix) const;
void setFloat(const std::string& name, glm::mat4 matrix) const;
void bind() const;
void unbind() const;
int32_t Shader::findUniform(const std::string& name) const
{
int32_t location = glGetUniformLocation(m_id, name.c_str());
ASSERT(location != -1, "Shader could not find uniform '{}'", name);
return location;
}
void Shader::setInt(const std::string& name, int value)
{
// Set unifrom int
glUniform1i(findUniform(name), value);
}
```
In the renderer we only need to do the following. The `the` function in
"ShaderManager" is a static function that gets the instance of the singleton.
```cpp
m_shader = ShaderManager::the().load("assets/glsl/batch-quad");
m_shader->bind();
m_shader->setFloat("u_projectionView", cameraProjectionView);
m_shader->unbind();
```
### Buffers
Rendering in OpenGL is done using a set of two buffers, the vertex buffer and
the index buffer. The vertex buffer is used to store geometry data, in the
format of points. From these points, you can construct triangles, which can
actually be rendered. The constructed triangles are stored as indexes to points
in the index buffer, the simplest form of an index buffer of a single triangle
looks like the following: `[0, 1, 2]`. When you have these two buffers set up
correctly, you can draw a triangle.
```cpp
void RenderCommand::drawIndexed(const VertexArray& vertexArray, uint32_t indexCount)
{
uint32_t count = indexCount ? indexCount : vertexArray.getIndexBuffer()->getCount();
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
}
```
To create a vertex buffer a lot of manual setup is needed. This includes offset
calculation, which is very prone to errors, so these steps are abstracted away
in the "VertexBuffer" class. A "VertexBuffer" object stores a "BufferLayout",
which stores a `std::vector` of "BufferElements". "BufferElements" are what
OpenGL calls vertex attributes, which allows us to specify any input we want,
because of this we also have to specify how the data should be interpreted. The
"BufferElement" objects hold the variables `type`, the types `size`, `offset` in
the buffer and if the data is normalized, these can be accessed via getter
functions. Now for the fun part of vertex buffers, the "BufferLayout", via a
`std::initializer_list` they can be constructed very easily.
```cpp
BufferLayout::BufferLayout(const std::initializer_list<BufferElement>& elements)
: m_elements(elements)
{
calculateOffsetsAndStride();
}
void BufferLayout::calculateOffsetsAndStride()
{
m_stride = 0;
for (auto& element : m_elements) {
element.setOffset(m_stride);
m_stride += element.getSize();
}
}
```
Because of OpenGL's C-like API, rendering requires manual binding of the vertex
attribute configurations and vertex buffers, which is a lot of boilerplate. In
order to simplify this, a new concept was added called a vertex array object
(also known as VAO), which is actually required in OpenGL's core profile. VAOs
store the vertex attribute configuration and the associated vertex buffers, they
are abstracted away in the "VertexArray" class which stores the "VertexBuffers"
and an "IndexBuffer". When adding a "VertexBuffer" to a "VertexArray", it will
set up the vertex attribute configuration.
```cpp
void VertexArray::addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer)
{
const auto& layout = vertexBuffer->getLayout();
ASSERT(layout.getElements().size(), "VertexBuffer has no layout");
bind();
vertexBuffer->bind();
uint32_t index = 0;
for (const auto& element : layout) {
glEnableVertexAttribArray(index);
glVertexAttribPointer(
index,
element.getTypeCount(),
element.getTypeGL(),
element.getNormalized() ? GL_TRUE : GL_FALSE,
layout.getStride(),
reinterpret_cast<const void*>(element.getOffset()));
index++;
}
m_vertexBuffers.push_back(std::move(vertexBuffer));
unbind();
vertexBuffer->unbind();
}
```
The final usage looks like the following, notice how the layout is created
easily using the `std::initializer_list` in the `setLayout` function.
```cpp
// Create vertex array
m_vertexArray = std::make_shared<VertexArray>();
// Create vertex buffer
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * vertexCount);
vertexBuffer->setLayout({
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Vec2, "a_textureCoordinates" },
{ BufferElementType::Float, "a_textureIndex" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
uint32_t indices[] { 0, 1, 2, 2, 3, 0 };
// Create index buffer
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
m_vertexArray->setIndexBuffer(indexBuffer);
```
## Design Structure
Pictured below are all the classes currently in the codebase and the
relationships between them.
![design](/img/inferno/design.png "design")
## Preview
There isn't much visual to show as of now.
![preview](/img/inferno/preview.png "preview")

2
content/articles/invert-binary-tree.md

@ -10,6 +10,8 @@ tags:
Implementation of inverting a binary tree. Implementation of inverting a binary tree.
![invert binary tree](/img/algorithms/invert-binary-tree.png "invert binary tree")
binarytree.h binarytree.h
```cpp ```cpp
#ifndef BINARYTREE_H #ifndef BINARYTREE_H

63
content/articles/manafiles.md

@ -0,0 +1,63 @@
---
title: "Manafiles"
description: "Config file and package tracking utility."
navigation: false
date: "2021-09-04"
img: "/img/manafiles-unit-test.png"
tags:
- C++20
- CMake
- Software
---
<small>Config file and package tracking utility.<br>
Repository at
[GitHub](https://github.com/riyyi/manafiles){target="_blank"},
[GitLab](https://gitlab.com/riyyi/manafiles){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/manafiles){target="_blank"}.
</small>
Written in C++20, using the build tool CMake.
The goal of this project is simple reproducibility of a Linux system, without
using symlinks. This is achieved by managing configuration files and keeping
track of what packages were installed.
In order to use the same bundle of files for multiple systems, the program
allows to specify variables inside of the configuration files. These
configuration lines will then get commented or uncommented when pushing the
configuration to the system, depending on the value of the variables. The
variables that are supported are the `distribution` the `hostname`, the
`username`, and the display `session`, which is either X.Org or Wayland.
Below an example of a variable block, where I set the amount of jobs the
compiler will use, depending on the hostname, because my desktop has more cores
than my laptop.
```
# >>> hostname=arch-desktop
MAKEFLAGS="-j8"
# <<<
# >>> hostname=arch-laptop
# MAKEFLAGS="-j4"
# <<<
```
List of features:
- Manage dotfiles and system config files.
- Selectively comment and uncomment depending on machine configuration.
- Store a list of all installed packages.
- Install packages from a stored list.
- Pattern matching in the config file and cli arguments.
- Test suite with unit tests, using my own macros.
Pictured below is the output of running the test suite:
<div class="row">
<div class="col-6">
![manafiles unit test output](/img/manafiles-unit-test.png "manafiles unit test output")
</div>
</div>

36
content/articles/opengl-test.md

@ -0,0 +1,36 @@
---
title: "OpenGL Test"
description: "OpenGL test."
navigation: false
date: "2021-02-20"
img: "/img/opengl-test-preview.png"
tags:
- C++14
- GLSL
- CMake
- Software
---
<small>Config file and package tracking utility.<br>
Repository at
[GitHub](https://github.com/riyyi/opengl-test){target="_blank"},
[GitLab](https://gitlab.com/riyyi/opengl-test){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/opengl-test){target="_blank"}.
</small>
Written in C++ with glad, glfw, glm and stb, using the build tool CMake.
Created for the Computer Graphics course at Hogeschool Rotterdam.
Design structure.
![opengl test design](/img/opengl-test-design.png "opengl test design")
Preview.
![opengl test preview](/img/opengl-test-preview.png "opengl test preview")
Demo showcasing translation, rotation, scaling and textures working. You can
also fly around, which is not shown in the video.
::VideoLazy{:src="https://riyyi.com/media/opengl-test-demo.webm"}
::

8
content/articles/personal-website.md

@ -2,7 +2,7 @@
title: "Personal Website" title: "Personal Website"
description: "An open-source content management system, used for this website." description: "An open-source content management system, used for this website."
navigation: false navigation: false
date: "2025-03-03" date: "2021-03-03"
img: "/img/personal-website/admin-menu.png" img: "/img/personal-website/admin-menu.png"
tags: tags:
- PHP 7 - PHP 7
@ -13,9 +13,9 @@ tags:
<small>Open-source content management system.<br> <small>Open-source content management system.<br>
Repository at Repository at
[GitHub](https://github.com/riyyi/website), [GitHub](https://github.com/riyyi/website){target="_blank"},
[GitLab](https://gitlab.com/riyyi/website) or [GitLab](https://gitlab.com/riyyi/website){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/website). [Gitea](https://git.riyyi.com/riyyi/website){target="_blank"}.
</small> </small>
This is the CMS that is used for this website! It's written in PHP 7, MySQL and This is the CMS that is used for this website! It's written in PHP 7, MySQL and

12
content/articles/second.md

@ -1,12 +0,0 @@
---
title: "My Second Blog Post"
description: "This is another article."
navigation: false
date: "2025-03-02"
img: "/img/personal-website/reset-password.png"
tags:
- Bash
- Hardware
---
This is another article.

2
content/articles/sieve-of-eratosthenes.md

@ -11,6 +11,8 @@ tags:
Implementation of the ancient sieve of Eratosthenes math algorithm, used for Implementation of the ancient sieve of Eratosthenes math algorithm, used for
finding prime numbers up to a given limit. finding prime numbers up to a given limit.
![sieve of eratosthenes](/img/algorithms/sieve-of-eratosthenes.gif "sieve of eratosthenes")
```c ```c
#include <stdbool.h> // bool #include <stdbool.h> // bool
#include <stdio.h> // printf #include <stdio.h> // printf

28
content/articles/simple-2d-rpg.md

@ -0,0 +1,28 @@
---
title: "Simple 2D RPG"
description: "Simple 2D RPG."
navigation: false
date: "2015-03-09"
img: "/img/simple-2d-rpg.png"
tags:
- C++11
- CMake
- Software
---
<small>Simple 2D RPG.<br>
Repository at
[GitHub](https://github.com/riyyi/rpg){target="_blank"},
[GitLab](https://gitlab.com/riyyi/rpg){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/rpg){target="_blank"}.
</small>
Written in C++ with SFML and RapidJSON, using the build tool CMake.
This is a very old project, the only things that are implemented are walking and
tile collision. Mainly used for exploring the SFML library and Tiled tool for
level design.
Preview.
![preview](/img/simple-2d-rpg.png "preview")

65
content/articles/space-walk.md

@ -0,0 +1,65 @@
---
title: "Space Walk"
description: "Space Walk board game."
navigation: false
date: "2021-02-18"
img: "/img/space-walk/phase-1.png"
tags:
- C++11
- Software
---
<small>Board game.<br>
Repository at
[GitHub](https://github.com/riyyi/space-walk){target="_blank"},
[GitLab](https://gitlab.com/riyyi/space-walk){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/space-walk){target="_blank"}.
</small>
This is an implementation of the [Space
Walk](https://mancala.fandom.com/wiki/Space_Walk){target="_blank"} board game,
written in C++ with ncurses for the UI, built using GNU Make. Created for the
C++ course at Hogeschool Rotterdam.
UML design.
![UML design](/img/space-walk/uml.png "UML design")
<div class="row">
<div class="col-12 col-lg-6">
Title screen
![title screen](/img/space-walk/title-screen.png "title screen")
</div>
<div class="col-12 col-lg-6">
Setting player names.
![setting up players](/img/space-walk/player-name.png "setting up players")
</div>
<div class="col-12 col-lg-6">
Message box informing the players of the current phase.
![message box](/img/space-walk/phase-1.png "message box")
</div>
<div class="col-12 col-lg-6">
Players take turns putting their space ships onto the planets.
![player turn langing space ship](/img/space-walk/place-ship.png "player turn langing space ship")
</div>
<div class="col-12 col-lg-6">
Message box informing the players of the current phase.
![message box](/img/space-walk/phase-2.png "message box")
</div>
<div class="col-12 col-lg-6">
Players take turns evacuating the planets, where ships that pass the edges of
the board will get sucked into black holes (top and bottom square).
![player turn for evacuating](/img/space-walk/evacuate.png "player turn for evacuating")
</div>
</div>

200
content/articles/utility-library.md

@ -0,0 +1,200 @@
---
title: "Utility Library"
description: "Utility library."
navigation: true
date: "2022-08-17"
img: "/img/ruc-example-unit-test.png"
tags:
- C++20
- CMake
- Software
---
<small>Utility library.<br>
Repository at
[GitHub](https://github.com/riyyi/ruc){target="_blank"},
[GitLab](https://gitlab.com/riyyi/ruc){target="_blank"} or
[Gitea](https://git.riyyi.com/riyyi/ruc){target="_blank"}.
</small>
C++20 utility library without any dependencies, using build tool CMake.
This is an attempt at deduplicating all the commonly used functionality across
my projects and create one cohesive style.
## Argument parsing
placeholder
## Formatting library
placeholder
## JSON parsing
This is a full implementation of the JSON
[RFC 7159](https://datatracker.ietf.org/doc/html/rfc7159)
specification. Created mostly
for fun, but also for the convenient API.
First, lets specify some JSON that we want to parse.
```js
{
"window": {
"title": "Inferno",
"width": 1280
"height": 720,
"fullscreen": "windowed",
"vsync": false,
}
}
```
Then, define the structs the JSON will get serialized into.
```cpp
struct WindowProperties {
std::string title { "Inferno" };
uint32_t width { 1280 };
uint32_t height { 720 };
std::string fullscreen { "borderless" };
bool vsync { true };
};
struct SettingsProperties {
WindowProperties window;
};
```
To deserialize the JSON into the struct defined above, we first need to read the
contents of the JSON file. Then we call the parse function on it, which will
return an instance of the base class of the JSON library. Calling the get
function on this instance will try to convert it to the specified type, using
user-declared conversion functions, more on this later.
```cpp
ruc::Json object = ruc::Json::parse(ruc::File("assets/settings.json").data());
if (object.type() != ruc::Json::Type::Object) {
ruc::warn("Settings invalid formatting");
return false;
}
SettingsProperties properties = object.get<SettingsProperties>();
```
Serializing back into JSON is simple: just create an instance of the JSON base
class, whose constructor takes in any type. After, call the dump function on it.
```cpp
ruc::Json object = properties;
auto file = ruc::File("assets/settings.json");
file.clear();
file.append(object.dump(1, '\t'));
file.append("\n");
file.flush();
```
So how does this work, how are the JSON objects mapped to the C++ instances? The
library is using a [clever
trick](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4381.html){target="_blank"}
with Argument-Dependent Lookup (ADL). "Lookup" refers to name lookup, which is
the process a C++ compiler uses to resolve identifiers to their declarations. We
let the compiler search for a function of a specific shape, anywhere in the
project, that allows the library to find functions declared by the user of that
library! What this effectively means is that all a user has to do is declare a
`to` and `from` conversion function anywhere in his project and these will get
used automatically by the library.
Below the implementation of the window settings.
```cpp
void fromJson(const ruc::Json& object, WindowProperties& window)
{
VERIFY(object.type() == ruc::Json::Type::Object);
if (object.exists("title"))
object.at("title").getTo(window.title);
if (object.exists("width"))
object.at("width").getTo(window.width);
if (object.exists("height"))
object.at("height").getTo(window.height);
if (object.exists("fullscreen"))
object.at("fullscreen").getTo(window.fullscreen);
if (object.exists("vsync"))
object.at("vsync").getTo(window.vsync);
}
void toJson(ruc::Json& object, const WindowProperties& window)
{
object = ruc::Json {
{ "title", window.title },
{ "width", window.width },
{ "height", window.height },
{ "fullscreen", window.fullscreen },
{ "vsync", window.vsync },
};
}
void fromJson(const ruc::Json& object, SettingsProperties& settings)
{
VERIFY(object.type() == ruc::Json::Type::Object);
if (object.exists("window"))
object.at("window").getTo(settings.window);
}
void toJson(ruc::Json& object, const SettingsProperties& settings)
{
object = ruc::Json {
{ "window", settings.window }
};
}
```
## Unit test macros
These are some macros to quickly setup a unit test. The usage is made very
simple, as there is no need to setup a main function entrypoint.
To accomplish this, the macro has a trick to declare the unit test inside of a
struct and that also has a static variable of that struct type. Because its
static it will get allocated on program startup and in the constructor of the
struct it will register the unit test function in the `TestSuite` class.
What this effectively means, is that after the CMake configuration is setup, all
a user has to do is create a `.cpp` file and put a test inside of it with the
`TEST_CASE` macro.
```cpp
#include "macro.h"
#include "testcase.h"
#include "testsuite.h"
TEST_CASE(ExampleUnitTest)
{
// Test a boolean value
EXPECT(true);
}
TEST_CASE(ExampleUnitTestTrue)
{
// Test 2 values, true
int leftside = 3;
int rightside = 3;
EXPECT_EQ(leftside, rightside);
}
TEST_CASE(ExampleUnitTestFalse)
{
// Test 2 values, false
int leftside = 3;
int rightside = 5;
EXPECT_EQ(leftside, rightside);
}
```
Output of the testcases above:
![example unit test](/img/ruc-example-unit-test.png "example unit test")

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57
src/components/video-lazy.vue

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<template>
<video ref="videoRef" class="w-100" controls>
<source :src="loadedSrc" type="video/webm">
Your browser does not support the video tag.
</video>
</template>
<script setup lang="ts">
import { onMounted, onUnmounted } from "vue"
const props = defineProps({
src: {
type: String,
default: ""
},
});
const loadedSrc = ref<string>();
const refinedSrc = computed(() => {
return getPublicPath(props.src);
});
const videoRef = ref<HTMLVideoElement | null>(null)
function lazyLoadVideos() {
const video = videoRef.value;
if (!video || !isInViewport(video)) return;
removeEvents();
loadedSrc.value = refinedSrc.value;
video.load();
}
function removeEvents() {
window.removeEventListener("scroll", lazyLoadVideos);
window.removeEventListener('resize', lazyLoadVideos);
}
onMounted(() => {
setTimeout(() => {
window.addEventListener("scroll", lazyLoadVideos);
window.addEventListener("resize", lazyLoadVideos);
lazyLoadVideos(); // trigger immediately
}, 500);
});
onUnmounted(() => {
removeEvents();
});
</script>
<!--
Usage:
::VideoLazy{:src="/img/path-to-video.webm"}
::
-->

11
src/utils/index.ts

@ -36,3 +36,14 @@ export const prettyDate = function (date: string | Date): string {
return formatted; return formatted;
} }
/**
* Check if DOM element is inside the current viewport
*/
export const isInViewport = function(el: HTMLElement): boolean {
const rect = el.getBoundingClientRect();
return (
rect.bottom > 0 &&
rect.top < (window.innerHeight || document.documentElement.clientHeight)
);
}

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