Fix namespacing issues for #import; allow using ImportName

This commit is contained in:
Ginger Bill
2016-09-14 22:58:24 +01:00
parent 79f575ae8e
commit bd365e5176
12 changed files with 223 additions and 761 deletions
+39 -35
View File
@@ -1,44 +1,47 @@
#load "basic.odin"
#load "opengl.odin"
#load "math.odin"
#import "win32.odin" as win32
#import "fmt.odin" as fmt
#import "opengl.odin" as gl
#import "math.odin" as math
TWO_HEARTS :: #rune "💕"
win32_perf_count_freq := GetQueryPerformanceFrequency()
win32_perf_count_freq := win32.GetQueryPerformanceFrequency()
time_now :: proc() -> f64 {
assert(win32_perf_count_freq != 0)
counter: i64
_ = QueryPerformanceCounter(^counter)
_ = win32.QueryPerformanceCounter(^counter)
result := counter as f64 / win32_perf_count_freq as f64
return result
}
win32_print_last_error :: proc() {
err_code := GetLastError() as int
err_code := win32.GetLastError() as int
if err_code != 0 {
println("GetLastError:", err_code)
fmt.println("GetLastError: %", err_code)
}
}
// Yuk!
to_c_string :: proc(s: string) -> []u8 {
c_str := new_slice(u8, len(s)+1)
c_str := new_slice(u8, s.count+1)
_ = copy(c_str, s as []byte)
c_str[len(s)] = 0
c_str[s.count] = 0
return c_str
}
Window :: struct {
width, height: int
wc: WNDCLASSEXA
dc: HDC
hwnd: HWND
opengl_context, rc: HGLRC
wc: win32.WNDCLASSEXA
dc: win32.HDC
hwnd: win32.HWND
opengl_context, rc: win32.HGLRC
c_title: []u8
}
make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (Window, bool) {
make_window :: proc(title: string, msg, height: int, window_proc: win32.WNDPROC) -> (Window, bool) {
using win32
w: Window
w.width, w.height = msg, height
@@ -58,7 +61,7 @@ make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (W
};
if RegisterClassExA(^w.wc) == 0 {
win32_print_last_error( )
win32_print_last_error()
return w, false
}
@@ -112,15 +115,16 @@ make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (W
}
destroy_window :: proc(w: ^Window) {
delete(w.c_title)
free(w.c_title.data)
}
display_window :: proc(w: ^Window) {
SwapBuffers(w.dc)
win32.SwapBuffers(w.dc)
}
run_game :: proc() {
run :: proc() {
using win32
win32_proc :: proc(hwnd: HWND, msg: u32, wparam: WPARAM, lparam: LPARAM) -> LRESULT #no_inline {
if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT {
ExitProcess(0)
@@ -140,7 +144,7 @@ run_game :: proc() {
prev_time := time_now()
running := true
pos := Vec2{100, 100}
pos := math.Vec2{100, 100}
for running {
curr_time := time_now()
@@ -162,38 +166,38 @@ run_game :: proc() {
{
SPEED :: 500
v: Vec2
v: math.Vec2
if is_key_down(Key_Code.RIGHT) { v[0] += 1 }
if is_key_down(Key_Code.LEFT) { v[0] -= 1 }
if is_key_down(Key_Code.UP) { v[1] += 1 }
if is_key_down(Key_Code.DOWN) { v[1] -= 1 }
v = vec2_norm0(v)
v = math.vec2_norm0(v)
pos += v * Vec2{SPEED * dt}
pos += v * math.Vec2{SPEED * dt}
}
glClearColor(0.5, 0.7, 1.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
gl.clear_color(0.5, 0.7, 1.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)
glLoadIdentity()
glOrtho(0, window.width as f64,
0, window.height as f64, 0, 1)
gl.load_identity()
gl.ortho(0, window.width as f64,
0, window.height as f64, 0, 1)
draw_rect :: proc(x, y, w, h: f32) {
glBegin(GL_TRIANGLES)
gl.begin(gl.TRIANGLES)
glColor3f(1, 0, 0); glVertex3f(x, y, 0)
glColor3f(0, 1, 0); glVertex3f(x+w, y, 0)
glColor3f(0, 0, 1); glVertex3f(x+w, y+h, 0)
gl.color3f(1, 0, 0); gl.vertex3f(x, y, 0)
gl.color3f(0, 1, 0); gl.vertex3f(x+w, y, 0)
gl.color3f(0, 0, 1); gl.vertex3f(x+w, y+h, 0)
glColor3f(0, 0, 1); glVertex3f(x+w, y+h, 0)
glColor3f(1, 1, 0); glVertex3f(x, y+h, 0)
glColor3f(1, 0, 0); glVertex3f(x, y, 0)
gl.color3f(0, 0, 1); gl.vertex3f(x+w, y+h, 0)
gl.color3f(1, 1, 0); gl.vertex3f(x, y+h, 0)
gl.color3f(1, 0, 0); gl.vertex3f(x, y, 0)
glEnd()
gl.end()
}
draw_rect(pos[0], pos[1], 50, 50)