Minor changes
This commit is contained in:
11
build_options/meson-clang-linux
Normal file
11
build_options/meson-clang-linux
Normal file
@@ -0,0 +1,11 @@
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[binaries]
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c = 'clang-19'
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c_ld = 'lld-19'
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cpp = 'clang++-19'
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cpp_ld = 'lld-19'
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[properties]
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c_args = ['-DEV_CC_CLANG=1','-fcolor-diagnostics', '-fansi-escape-codes', '-fms-extensions']
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[cmake]
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CMAKE_C_COMPILER = 'clang-19'
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11
build_options/meson-clang-win
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11
build_options/meson-clang-win
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@@ -0,0 +1,11 @@
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[binaries]
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c = 'clang.exe'
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c_ld = 'lld'
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cpp = 'clang++.exe'
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cpp_ld = 'lld'
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[properties]
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c_args = ['-DEV_CC_CLANG=1','-fcolor-diagnostics', '-fansi-escape-codes']
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[cmake]
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CMAKE_C_COMPILER = 'clang.exe'
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@@ -2,7 +2,7 @@ project('evol-sandbox', 'c',
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version : '0.1',
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default_options : [
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'warning_level=3',
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'c_std=gnu11',
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'c_std=gnu23',
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],
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)
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96
src/main.c
96
src/main.c
@@ -45,9 +45,7 @@ project_changed_cb()
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State.renderer_mod = evol_loadmodule("renderer");
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Renderer->setWindow((GenericHandle)State.window);
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EV_DEFER(
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AssetHandle project_config = Asset->load("project://game.proj"),
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Asset->free(project_config))
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AssetHandle project_config = Asset->load("project://game.proj");
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{
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JSONAsset project_desc = JSONLoader->loadAsset(project_config);
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@@ -56,8 +54,8 @@ project_changed_cb()
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for(int i = 0; i < (int)scene_count;i++) {
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evstring scenepath_id = evstring_newfmt("scenes[%d].path", i);
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evstring sceneid_id = evstring_newfmt("scenes[%d].id", i);
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evstring scenepath = evstring_refclone(evjs_get(project_desc.json_data, scenepath_id)->as_str);
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evstring sceneid = evstring_refclone(evjs_get(project_desc.json_data, sceneid_id)->as_str);
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evstring scenepath = evstring_newFromView(evjs_get(project_desc.json_data, scenepath_id)->as_str);
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evstring sceneid = evstring_newFromView(evjs_get(project_desc.json_data, sceneid_id)->as_str);
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GameScene scene = Scene->loadFromFile(scenepath);
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Scene->setName(scene, sceneid);
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@@ -68,10 +66,11 @@ project_changed_cb()
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evstring_free(scenepath_id);
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}
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evstring activeScene = evstring_refclone(evjs_get(project_desc.json_data, "activeScene")->as_str);
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evstring activeScene = evstring_newFromView(evjs_get(project_desc.json_data, "activeScene")->as_str);
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Game->setActiveScene(Scene->getFromName(activeScene));
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evstring_free(activeScene);
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}
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Asset->free(project_config);
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}
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void
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@@ -107,58 +106,55 @@ load_project()
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AssetManager->mount(&project_dir, &project_mountpoint);
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evstring_free(project_mountpoint);
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EV_DEFER(
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AssetHandle project_config = Asset->load("project://game.proj"),
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Asset->free(project_config))
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{
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JSONAsset project_desc = JSONLoader->loadAsset(project_config);
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AssetHandle project_config = Asset->load("project://game.proj");
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JSONAsset project_desc = JSONLoader->loadAsset(project_config);
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// Loading filesystem mounts
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double mounts_count = evjs_get(project_desc.json_data, "mounts.len")->as_num;
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for(int i = 0; i < (int)mounts_count;i++) {
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evstring path_id = evstring_newfmt("mounts[%d].path", i);
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evstring mountpoint_id = evstring_newfmt("mounts[%d].mountpoint", i);
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// Loading filesystem mounts
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double mounts_count = evjs_get(project_desc.json_data, "mounts.len")->as_num;
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for(int i = 0; i < (int)mounts_count;i++) {
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evstring path_id = evstring_newfmt("mounts[%d].path", i);
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evstring mountpoint_id = evstring_newfmt("mounts[%d].mountpoint", i);
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evstr_ref path_ref = evjs_get(project_desc.json_data, path_id)->as_str;
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evstr_ref mountpoint_ref = evjs_get(project_desc.json_data, mountpoint_id)->as_str;
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evstring_view path_ref = evjs_get(project_desc.json_data, path_id)->as_str;
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evstring_view mountpoint_ref = evjs_get(project_desc.json_data, mountpoint_id)->as_str;
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evstring path = evstring_newfmt("%s/%.*s", project_dir, path_ref.len, path_ref.data + path_ref.offset);
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evstring mountpoint = evstring_refclone(mountpoint_ref);
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evstring path = evstring_newfmt("%s/%.*s", project_dir, path_ref.len, path_ref.data + path_ref.offset);
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evstring mountpoint = evstring_newFromView(mountpoint_ref);
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AssetManager->mount(&path, &mountpoint);
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AssetManager->mount(&path, &mountpoint);
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evstring_free(mountpoint);
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evstring_free(path);
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evstring_free(mountpoint);
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evstring_free(path);
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evstring_free(mountpoint_id);
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evstring_free(path_id);
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}
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Renderer->setWindow((GenericHandle)State.window);
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// Loading Scenes
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double scene_count = evjs_get(project_desc.json_data, "scenes.len")->as_num;
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for(int i = 0; i < (int)scene_count;i++) {
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evstring scenepath_id = evstring_newfmt("scenes[%d].path", i);
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evstring sceneid_id = evstring_newfmt("scenes[%d].id", i);
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evstring scenepath = evstring_refclone(evjs_get(project_desc.json_data, scenepath_id)->as_str);
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evstring sceneid = evstring_refclone(evjs_get(project_desc.json_data, sceneid_id)->as_str);
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GameScene scene = Scene->loadFromFile(scenepath);
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Scene->setName(scene, sceneid);
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evstring_free(sceneid);
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evstring_free(sceneid_id);
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evstring_free(scenepath);
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evstring_free(scenepath_id);
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}
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evstring activeScene = evstring_refclone(evjs_get(project_desc.json_data, "activeScene")->as_str);
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Game->setActiveScene(Scene->getFromName(activeScene));
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evstring_free(activeScene);
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evstring_free(mountpoint_id);
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evstring_free(path_id);
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}
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Renderer->setWindow((GenericHandle)State.window);
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// Loading Scenes
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double scene_count = evjs_get(project_desc.json_data, "scenes.len")->as_num;
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for(int i = 0; i < (int)scene_count;i++) {
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evstring scenepath_id = evstring_newfmt("scenes[%d].path", i);
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evstring sceneid_id = evstring_newfmt("scenes[%d].id", i);
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evstring scenepath = evstring_newFromView(evjs_get(project_desc.json_data, scenepath_id)->as_str);
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evstring sceneid = evstring_newFromView(evjs_get(project_desc.json_data, sceneid_id)->as_str);
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GameScene scene = Scene->loadFromFile(scenepath);
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Scene->setName(scene, sceneid);
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evstring_free(sceneid);
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evstring_free(sceneid_id);
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evstring_free(scenepath);
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evstring_free(scenepath_id);
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}
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evstring activeScene = evstring_newFromView(evjs_get(project_desc.json_data, "activeScene")->as_str);
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Game->setActiveScene(Scene->getFromName(activeScene));
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evstring_free(activeScene);
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Asset->free(project_config);
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evstring_free(project_dir);
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}
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