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v0.3 ... master

Author SHA1 Message Date
a514a10621 Minor changes 2026-03-26 13:53:51 +02:00
5 changed files with 210 additions and 194 deletions

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@@ -0,0 +1,11 @@
[binaries]
c = 'clang-19'
c_ld = 'lld-19'
cpp = 'clang++-19'
cpp_ld = 'lld-19'
[properties]
c_args = ['-DEV_CC_CLANG=1','-fcolor-diagnostics', '-fansi-escape-codes', '-fms-extensions']
[cmake]
CMAKE_C_COMPILER = 'clang-19'

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@@ -0,0 +1,11 @@
[binaries]
c = 'clang.exe'
c_ld = 'lld'
cpp = 'clang++.exe'
cpp_ld = 'lld'
[properties]
c_args = ['-DEV_CC_CLANG=1','-fcolor-diagnostics', '-fansi-escape-codes']
[cmake]
CMAKE_C_COMPILER = 'clang.exe'

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@@ -2,7 +2,7 @@ project('evol-sandbox', 'c',
version : '0.1',
default_options : [
'warning_level=3',
'c_std=c11',
'c_std=gnu23',
],
)
@@ -15,32 +15,30 @@ cc = meson.get_compiler('c')
compiler_name = cc.get_id()
if compiler_name == 'gcc'
sandbox_args += '-fms-extensions'
sandbox_args += '-Wall'
sandbox_args += '-Werror'
endif
# The subproject's sole purpose is to make sure that the modules build
# subproject('evmod_glfw')
# subproject('evmod_ecs')
# subproject('evmod_physics')
# subproject('evmod_script')
# subproject('evmod_assets')
# subproject('evmod_renderer')
# subproject('evmod_game')
subproject('evmod_glfw')
subproject('evmod_ecs')
subproject('evmod_physics')
subproject('evmod_script')
subproject('evmod_assets')
subproject('evmod_renderer')
subproject('evmod_game')
# evmodglfw_dep = dependency('evmod_glfw')
# evmodecs_dep = dependency('evmod_ecs')
# evmodphysics_dep = dependency('evmod_physics')
# evmodscript_dep = dependency('evmod_script')
# evmodgame_dep = dependency('evmod_game')
# evmodrenderer_dep = dependency('evmod_renderer')
# evmod_assets_dep = dependency('evmod_assets')
evmodglfw_dep = dependency('evmod_glfw')
evmodecs_dep = dependency('evmod_ecs')
evmodphysics_dep = dependency('evmod_physics')
evmodscript_dep = dependency('evmod_script')
evmodgame_dep = dependency('evmod_game')
evmodrenderer_dep = dependency('evmod_renderer')
evmod_assets_dep = dependency('evmod_assets')
# subproject('project_assets')
subproject('project_assets')
# Setup build directory
# subdir('buildscripts')
subdir('buildscripts')
sandbox_exe = executable(
'sandbox',
@@ -48,15 +46,15 @@ sandbox_exe = executable(
dependencies: [
evol_dep,
# evmodglfw_dep,
# evmodecs_dep,
# evmodphysics_dep,
# evmodscript_dep,
# evmodgame_dep,
# evmodrenderer_dep,
# evmod_assets_dep,
evmodglfw_dep,
evmodecs_dep,
evmodphysics_dep,
evmodscript_dep,
evmodgame_dep,
evmodrenderer_dep,
evmod_assets_dep,
],
# install : true,
install : true,
c_args: sandbox_args,
)

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@@ -1,217 +1,213 @@
/* #include <evol/evol.h> */
/* #include <evol/common/ev_log.h> */
#include <evol/evol.h>
#include <evol/common/ev_log.h>
#include <evol/common/ev_macros.h>
/* #include <evol/common/ev_profile.h> */
/* #include <evol/utils/sleep.h> */
/* #include <evjson.h> */
/* #include <evol/core/configloader.h> */
#include <evol/common/ev_profile.h>
#include <evol/utils/sleep.h>
#include <evjson.h>
#include <evol/core/configloader.h>
/* #define IMPORT_MODULE evmod_glfw */
/* #include IMPORT_MODULE_H */
/* #define IMPORT_MODULE evmod_assets */
/* #include IMPORT_MODULE_H */
/* #define IMPORT_MODULE evmod_game */
/* #include IMPORT_MODULE_H */
/* #define IMPORT_MODULE evmod_renderer */
/* #include IMPORT_MODULE_H */
#define IMPORT_MODULE evmod_glfw
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_assets
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_game
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_renderer
#include IMPORT_MODULE_H
/* // Close window when Q is pressed */
/* DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) { */
/* if(event->keyCode == 81) // tests if Q was pressed */
/* Window->setShouldClose(event->handle, true); */
// Close window when Q is pressed
DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) {
if(event->keyCode == 81) // tests if Q was pressed
Window->setShouldClose(event->handle, true);
/* /1* else if(event->keyCode == 49) // Numrow 1 *1/ */
/* /1* else if(event->keyCode == 50) // Numrow 2 *1/ */
/* /1* else if(event->keyCode == 45) // Numrow - *1/ */
/* /1* else if(event->keyCode == 61) // Numrow = *1/ */
/* }) */
/* else if(event->keyCode == 49) // Numrow 1 */
/* else if(event->keyCode == 50) // Numrow 2 */
/* else if(event->keyCode == 45) // Numrow - */
/* else if(event->keyCode == 61) // Numrow = */
})
/* struct { */
/* evolmodule_t game_mod; */
/* evolmodule_t asset_mod; */
/* evolmodule_t window_mod; */
/* evolmodule_t input_mod; */
/* evolmodule_t renderer_mod; */
struct {
evolmodule_t game_mod;
evolmodule_t asset_mod;
evolmodule_t window_mod;
evolmodule_t input_mod;
evolmodule_t renderer_mod;
/* WindowHandle window; */
WindowHandle window;
/* } State; */
} State;
/* void */
/* project_changed_cb() */
/* { */
/* evol_unloadmodule(State.renderer_mod); */
/* Game->reload(); */
/* State.renderer_mod = evol_loadmodule("renderer"); */
/* Renderer->setWindow((GenericHandle)State.window); */
void
project_changed_cb()
{
evol_unloadmodule(State.renderer_mod);
Game->reload();
State.renderer_mod = evol_loadmodule("renderer");
Renderer->setWindow((GenericHandle)State.window);
/* EV_DEFER( */
/* AssetHandle project_config = Asset->load("project://game.proj"), */
/* Asset->free(project_config)) */
/* { */
/* JSONAsset project_desc = JSONLoader->loadAsset(project_config); */
AssetHandle project_config = Asset->load("project://game.proj");
{
JSONAsset project_desc = JSONLoader->loadAsset(project_config);
/* // Loading Scenes */
/* double scene_count = evjs_get(project_desc.json_data, "scenes.len")->as_num; */
/* for(int i = 0; i < (int)scene_count;i++) { */
/* evstring scenepath_id = evstring_newfmt("scenes[%d].path", i); */
/* evstring sceneid_id = evstring_newfmt("scenes[%d].id", i); */
/* evstring scenepath = evstring_refclone(evjs_get(project_desc.json_data, scenepath_id)->as_str); */
/* evstring sceneid = evstring_refclone(evjs_get(project_desc.json_data, sceneid_id)->as_str); */
// Loading Scenes
double scene_count = evjs_get(project_desc.json_data, "scenes.len")->as_num;
for(int i = 0; i < (int)scene_count;i++) {
evstring scenepath_id = evstring_newfmt("scenes[%d].path", i);
evstring sceneid_id = evstring_newfmt("scenes[%d].id", i);
evstring scenepath = evstring_newFromView(evjs_get(project_desc.json_data, scenepath_id)->as_str);
evstring sceneid = evstring_newFromView(evjs_get(project_desc.json_data, sceneid_id)->as_str);
/* GameScene scene = Scene->loadFromFile(scenepath); */
/* Scene->setName(scene, sceneid); */
GameScene scene = Scene->loadFromFile(scenepath);
Scene->setName(scene, sceneid);
/* evstring_free(sceneid); */
/* evstring_free(sceneid_id); */
/* evstring_free(scenepath); */
/* evstring_free(scenepath_id); */
/* } */
evstring_free(sceneid);
evstring_free(sceneid_id);
evstring_free(scenepath);
evstring_free(scenepath_id);
}
/* evstring activeScene = evstring_refclone(evjs_get(project_desc.json_data, "activeScene")->as_str); */
/* Game->setActiveScene(Scene->getFromName(activeScene)); */
/* evstring_free(activeScene); */
/* } */
/* } */
evstring activeScene = evstring_newFromView(evjs_get(project_desc.json_data, "activeScene")->as_str);
Game->setActiveScene(Scene->getFromName(activeScene));
evstring_free(activeScene);
}
Asset->free(project_config);
}
/* void */
/* load_project() */
/* { */
/* State.game_mod = evol_loadmodule("game"); DEBUG_ASSERT(State.game_mod); */
/* State.window_mod = evol_loadmodule("window"); DEBUG_ASSERT(State.window_mod); */
/* State.input_mod = evol_loadmodule("input"); DEBUG_ASSERT(State.input_mod); */
/* State.renderer_mod = evol_loadmodule("renderer"); DEBUG_ASSERT(State.renderer_mod); */
void
load_project()
{
State.game_mod = evol_loadmodule("game"); DEBUG_ASSERT(State.game_mod);
State.window_mod = evol_loadmodule("window"); DEBUG_ASSERT(State.window_mod);
State.input_mod = evol_loadmodule("input"); DEBUG_ASSERT(State.input_mod);
State.renderer_mod = evol_loadmodule("renderer"); DEBUG_ASSERT(State.renderer_mod);
/* imports(State.game_mod , (Game, Object, Camera, Scene)) */
/* imports(State.window_mod , (Window)) */
/* imports(State.input_mod , (Input)) */
/* imports(State.renderer_mod, (Renderer)) */
/* IMPORT_EVENTS_evmod_glfw(State.window_mod); */
imports(State.game_mod , (Game, Object, Camera, Scene))
imports(State.window_mod , (Window))
imports(State.input_mod , (Input))
imports(State.renderer_mod, (Renderer))
IMPORT_EVENTS_evmod_glfw(State.window_mod);
/* U32 width = 1920; */
/* U32 height = 1050; */
U32 width = 1920;
U32 height = 1050;
/* State.window = Window->create(width, height, "Main Window"); */
/* Input->setActiveWindow(State.window); */
State.window = Window->create(width, height, "Main Window");
Input->setActiveWindow(State.window);
/* ACTIVATE_EVENT_LISTENER(keyPressedListener, KeyPressedEvent); */
/* evstring project_dir = NULL; */
/* EvConfigLoaderResult project_dir_get_res = ev_configloader_get("project_dir", EV_TYPE_NAME(STRING), &project_dir); */
/* if(project_dir_get_res != EV_CONFIGLOADER_SUCCESS) { */
/* ev_log_error("[sandbox] Could not get project_dir from config file. Error: %s", EvConfigLoaderResultStrings[project_dir_get_res]); */
/* } */
ACTIVATE_EVENT_LISTENER(keyPressedListener, KeyPressedEvent);
evstring project_dir = NULL;
EvConfigLoaderResult project_dir_get_res = ev_configloader_get("project_dir", EV_TYPE_NAME(STRING), &project_dir);
if(project_dir_get_res != EV_CONFIGLOADER_SUCCESS) {
ev_log_error("[sandbox] Could not get project_dir from config file. Error: %s", EvConfigLoaderResultStrings[project_dir_get_res]);
}
/* assert(project_dir); */
assert(project_dir);
/* evstring project_mountpoint = evstring_new("project"); */
/* AssetManager->mount(&project_dir, &project_mountpoint); */
/* evstring_free(project_mountpoint); */
evstring project_mountpoint = evstring_new("project");
AssetManager->mount(&project_dir, &project_mountpoint);
evstring_free(project_mountpoint);
/* EV_DEFER( */
/* AssetHandle project_config = Asset->load("project://game.proj"), */
/* Asset->free(project_config)) */
/* { */
/* JSONAsset project_desc = JSONLoader->loadAsset(project_config); */
AssetHandle project_config = Asset->load("project://game.proj");
JSONAsset project_desc = JSONLoader->loadAsset(project_config);
/* // Loading filesystem mounts */
/* double mounts_count = evjs_get(project_desc.json_data, "mounts.len")->as_num; */
/* for(int i = 0; i < (int)mounts_count;i++) { */
/* evstring path_id = evstring_newfmt("mounts[%d].path", i); */
/* evstring mountpoint_id = evstring_newfmt("mounts[%d].mountpoint", i); */
// Loading filesystem mounts
double mounts_count = evjs_get(project_desc.json_data, "mounts.len")->as_num;
for(int i = 0; i < (int)mounts_count;i++) {
evstring path_id = evstring_newfmt("mounts[%d].path", i);
evstring mountpoint_id = evstring_newfmt("mounts[%d].mountpoint", i);
/* evstr_ref path_ref = evjs_get(project_desc.json_data, path_id)->as_str; */
/* evstr_ref mountpoint_ref = evjs_get(project_desc.json_data, mountpoint_id)->as_str; */
evstring_view path_ref = evjs_get(project_desc.json_data, path_id)->as_str;
evstring_view mountpoint_ref = evjs_get(project_desc.json_data, mountpoint_id)->as_str;
/* evstring path = evstring_newfmt("%s/%.*s", project_dir, path_ref.len, path_ref.data + path_ref.offset); */
/* evstring mountpoint = evstring_refclone(mountpoint_ref); */
evstring path = evstring_newfmt("%s/%.*s", project_dir, path_ref.len, path_ref.data + path_ref.offset);
evstring mountpoint = evstring_newFromView(mountpoint_ref);
/* AssetManager->mount(&path, &mountpoint); */
AssetManager->mount(&path, &mountpoint);
/* evstring_free(mountpoint); */
/* evstring_free(path); */
evstring_free(mountpoint);
evstring_free(path);
/* evstring_free(mountpoint_id); */
/* evstring_free(path_id); */
/* } */
evstring_free(mountpoint_id);
evstring_free(path_id);
}
/* Renderer->setWindow((GenericHandle)State.window); */
Renderer->setWindow((GenericHandle)State.window);
/* // Loading Scenes */
/* double scene_count = evjs_get(project_desc.json_data, "scenes.len")->as_num; */
/* for(int i = 0; i < (int)scene_count;i++) { */
/* evstring scenepath_id = evstring_newfmt("scenes[%d].path", i); */
/* evstring sceneid_id = evstring_newfmt("scenes[%d].id", i); */
/* evstring scenepath = evstring_refclone(evjs_get(project_desc.json_data, scenepath_id)->as_str); */
/* evstring sceneid = evstring_refclone(evjs_get(project_desc.json_data, sceneid_id)->as_str); */
// Loading Scenes
double scene_count = evjs_get(project_desc.json_data, "scenes.len")->as_num;
for(int i = 0; i < (int)scene_count;i++) {
evstring scenepath_id = evstring_newfmt("scenes[%d].path", i);
evstring sceneid_id = evstring_newfmt("scenes[%d].id", i);
evstring scenepath = evstring_newFromView(evjs_get(project_desc.json_data, scenepath_id)->as_str);
evstring sceneid = evstring_newFromView(evjs_get(project_desc.json_data, sceneid_id)->as_str);
/* GameScene scene = Scene->loadFromFile(scenepath); */
/* Scene->setName(scene, sceneid); */
GameScene scene = Scene->loadFromFile(scenepath);
Scene->setName(scene, sceneid);
/* evstring_free(sceneid); */
/* evstring_free(sceneid_id); */
/* evstring_free(scenepath); */
/* evstring_free(scenepath_id); */
/* } */
evstring_free(sceneid);
evstring_free(sceneid_id);
evstring_free(scenepath);
evstring_free(scenepath_id);
}
/* evstring activeScene = evstring_refclone(evjs_get(project_desc.json_data, "activeScene")->as_str); */
/* Game->setActiveScene(Scene->getFromName(activeScene)); */
/* evstring_free(activeScene); */
/* } */
evstring activeScene = evstring_newFromView(evjs_get(project_desc.json_data, "activeScene")->as_str);
Game->setActiveScene(Scene->getFromName(activeScene));
evstring_free(activeScene);
Asset->free(project_config);
/* evstring_free(project_dir); */
/* } */
evstring_free(project_dir);
}
/* void */
/* unload_project() */
/* { */
/* evol_unloadmodule(State.renderer_mod); */
/* evol_unloadmodule(State.game_mod); */
/* evol_unloadmodule(State.input_mod); */
/* evol_unloadmodule(State.window_mod); */
/* } */
void
unload_project()
{
evol_unloadmodule(State.renderer_mod);
evol_unloadmodule(State.game_mod);
evol_unloadmodule(State.input_mod);
evol_unloadmodule(State.window_mod);
}
int main(int argc, char **argv)
{
EV_UNUSED_PARAMS(argc, argv);
/* evolengine_t *engine = evol_create(); */
/* evol_parse_args(engine, argc, argv); */
/* evol_init(engine); */
evolengine_t *engine = evol_create();
evol_parse_args(engine, argc, argv);
evol_init(engine);
/* State.asset_mod = evol_loadmodule("assetmanager"); DEBUG_ASSERT(State.asset_mod); */
/* imports(State.asset_mod , (AssetManager, Asset, TextLoader, JSONLoader, ShaderLoader)) */
/* load_project(); */
State.asset_mod = evol_loadmodule("assetmanager"); DEBUG_ASSERT(State.asset_mod);
imports(State.asset_mod , (AssetManager, Asset, TextLoader, JSONLoader, ShaderLoader))
load_project();
/* AssetManager->watchRecursively("project:/", project_changed_cb); */
AssetManager->watchRecursively("project:/", project_changed_cb);
/* rmt_SetCurrentThreadName("Main Thread"); */
rmt_SetCurrentThreadName("Main Thread");
/* U32 result = 0; */
/* while(result == 0) { */
/* ev_ProfileCPU(WindowUpdate, 0) { */
/* result |= Window->update(State.window); */
/* } */
U32 result = 0;
while(result == 0) {
ev_ProfileCPU(WindowUpdate, 0) {
result |= Window->update(State.window);
}
/* ev_ProfileCPU(EventSystemProgress, 0) { */
/* result |= EventSystem.progress(); */
/* } */
ev_ProfileCPU(EventSystemProgress, 0) {
result |= EventSystem.progress();
}
/* ev_ProfileCPU(GameProgress, 0) { */
/* result |= Game->progress(0.01666667f); */
/* } */
ev_ProfileCPU(GameProgress, 0) {
result |= Game->progress(0.01666667f);
}
/* ev_ProfileCPU(GameProgress, 0) { */
/* AssetManager->update(); */
/* } */
ev_ProfileCPU(GameProgress, 0) {
AssetManager->update();
}
/* /1* sleep_ms(17); *1/ */
/* } */
Renderer->run();
/* sleep_ms(17); */
}
/* unload_project(); */
/* evol_unloadmodule(State.asset_mod); */
unload_project();
evol_unloadmodule(State.asset_mod);
/* evol_deinit(engine); */
/* evol_destroy(engine); */
evol_deinit(engine);
evol_destroy(engine);
return 0;
}

View File

@@ -1,7 +1,7 @@
[wrap-git]
directory = evol
url = https://github.com/evol3D/evol
revision = v0.3
revision = master
[provide]
dependency_names = evol