Added support for 8-way animations.

This commit is contained in:
Kapendev 2024-09-09 20:19:05 +03:00
parent 4fefd92fb8
commit dc12c75f1e
10 changed files with 81 additions and 202 deletions

View file

@ -10,7 +10,7 @@ enum header = "// ---
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---";
int main(string[] args) {

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
// TODO: The DialogueCommandRunner should work with gc functions too. Think about how to do it.

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
// TODO: Test the resources code and the tag thing.
@ -1041,6 +1041,7 @@ SoundId loadSound(IStr path, float volume, float pitch, Sz tag = 0) {
@trusted
Result!Viewport loadRawViewport(int width, int height) {
auto value = rl.LoadRenderTexture(width, height).toPopka();
value.setFilter(engineState.defaultFilter);
return Result!Viewport(value, value.isEmpty.toFault());
}

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
module popka;

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
/// The `rl` module provides access to the raylib library.

View file

@ -3,87 +3,9 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
/**********************************************************************************************
*
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM)
* - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
* NOTES:
* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
*
*
* LICENSE: zlib/libpng
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
/// The `rayib` module provides access to the raylib.h functions.
module popka.rl.raylib;

View file

@ -3,115 +3,9 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
/**********************************************************************************************
*
* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
/// The `rlgl` module provides access to the rlgl.h functions.
module popka.rl.rlgl;

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
// TODO: Think about gaps in an atlas texture.
@ -18,15 +18,68 @@ import popka.engine;
struct SpriteAnimation {
ubyte frameRow;
ubyte frameCount;
ubyte frameSpeed;
ubyte frameCount = 1;
ubyte frameSpeed = 6;
}
struct SpriteAnimationGroup2 {
ubyte[2] frameRows;
ubyte frameCount = 1;
ubyte frameSpeed = 6;
enum angleStep = 180.0f;
@safe @nogc nothrow:
this(ubyte frameRow, ubyte frameCount, ubyte frameSpeed) {
this.frameRow = frameRow;
this.frameCount = frameCount;
this.frameSpeed = frameSpeed;
SpriteAnimation pick(float angle) {
auto id = wrap!int(cast(int) round(snap(angle, angleStep) / angleStep), 0, frameRows.length);
return SpriteAnimation(frameRows[id], frameCount, frameSpeed);
}
}
struct SpriteAnimationGroup4 {
ubyte[4] frameRows;
ubyte frameCount = 1;
ubyte frameSpeed = 6;
enum angleStep = 90.0f;
@safe @nogc nothrow:
SpriteAnimation pick(float angle) {
// NOTE: This is a hack to make things look better in simple cases.
auto hackAngle = cast(int) round(angle);
if (hackAngle == 135) return SpriteAnimation(frameRows[1], frameCount, frameSpeed);
if (hackAngle == -135) return SpriteAnimation(frameRows[3], frameCount, frameSpeed);
auto id = wrap!int(cast(int) round(snap(angle, angleStep) / angleStep), 0, frameRows.length);
return SpriteAnimation(frameRows[id], frameCount, frameSpeed);
}
}
struct SpriteAnimationGroup8 {
ubyte[8] frameRows;
ubyte frameCount = 1;
ubyte frameSpeed = 6;
enum angleStep = 45.0f;
@safe @nogc nothrow:
SpriteAnimation pick(float angle) {
auto id = wrap!int(cast(int) round(snap(angle, angleStep) / angleStep), 0, frameRows.length);
return SpriteAnimation(frameRows[id], frameCount, frameSpeed);
}
}
struct SpriteAnimationGroup16 {
ubyte[16] frameRows;
ubyte frameCount = 1;
ubyte frameSpeed = 6;
enum angleStep = 22.5f;
@safe @nogc nothrow:
SpriteAnimation pick(float angle) {
auto id = wrap!int(cast(int) round(snap(angle, angleStep) / angleStep), 0, frameRows.length);
return SpriteAnimation(frameRows[id], frameCount, frameSpeed);
}
}
@ -64,9 +117,9 @@ struct Sprite {
frameProgress = resetFrame;
}
void play(SpriteAnimation animation) {
void play(SpriteAnimation animation, bool canKeepFrame = false) {
if (this.animation != animation) {
reset();
if (!canKeepFrame) reset();
this.animation = animation;
}
}
@ -77,7 +130,16 @@ struct Sprite {
}
}
// TODO: wrap!uint NOT WORKING BECUASE IT HAS AN OVERFLOW ERROR!!!
// TODO: Add this to Joka and also make it more generic.
private
float snap(float x, float step) {
return round(x / step) * step;
}
void drawSprite(Texture texture, Sprite sprite, Vec2 position, DrawOptions options = DrawOptions()) {
if (sprite.width == 0 || sprite.height == 0) return;
auto top = sprite.atlasTop + sprite.animation.frameRow * sprite.height;
auto gridWidth = max(texture.width - sprite.atlasLeft, 0) / sprite.width;
auto gridHeight = max(texture.height - top, 0) / sprite.height;

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
// TODO: Think about gaps in an atlas texture.

View file

@ -3,7 +3,7 @@
// SPDX-License-Identifier: MIT
// Email: alexandroskapretsos@gmail.com
// Project: https://github.com/Kapendev/popka
// Version: v0.0.20
// Version: v0.0.21
// ---
// TODO: Update all the doc comments here.