256 lines
8.1 KiB
C
256 lines
8.1 KiB
C
#include <evol/evol.h>
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#include <evol/common/ev_log.h>
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#include <evol/common/ev_macros.h>
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#include <evol/common/ev_profile.h>
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#include <evol/utils/sleep.h>
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#include <evjson.h>
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#include <evol/core/configloader.h>
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#define IMPORT_MODULE evmod_glfw
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#include IMPORT_MODULE_H
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#define IMPORT_MODULE evmod_assets
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#include IMPORT_MODULE_H
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#define IMPORT_MODULE evmod_game
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#include IMPORT_MODULE_H
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#define IMPORT_MODULE evmod_renderer
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#include IMPORT_MODULE_H
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// Close window when Q is pressed
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DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) {
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if(event->keyCode == 81) // tests if Q was pressed
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Window->setShouldClose(event->handle, true);
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/* else if(event->keyCode == 49) // Numrow 1 */
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/* else if(event->keyCode == 50) // Numrow 2 */
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/* else if(event->keyCode == 45) // Numrow - */
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/* else if(event->keyCode == 61) // Numrow = */
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})
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struct {
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evolmodule_t game_mod;
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evolmodule_t asset_mod;
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evolmodule_t window_mod;
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evolmodule_t input_mod;
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evolmodule_t renderer_mod;
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WindowHandle window;
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} State;
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void
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project_changed_cb()
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{
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Game->clearScenes();
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evstring project_dir = NULL;
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EvConfigLoaderResult project_dir_get_res = ev_configloader_get("project_dir", EV_TYPE_NAME(STRING), &project_dir);
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if(project_dir_get_res != EV_CONFIGLOADER_SUCCESS) {
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ev_log_error("[sandbox] Could not get project_dir from config file. Error: %s", EvConfigLoaderResultStrings[project_dir_get_res]);
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}
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assert(project_dir);
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evstring project_mountpoint = evstring_new("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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// 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 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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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_id);
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evstring_free(path_id);
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}
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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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}
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evstring_free(project_dir);
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evol_unloadmodule(State.renderer_mod);
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State.renderer_mod = evol_loadmodule("renderer");
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Renderer->setWindow((GenericHandle)State.window);
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}
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void
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load_project()
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{
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State.game_mod = evol_loadmodule("game"); DEBUG_ASSERT(State.game_mod);
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State.window_mod = evol_loadmodule("window"); DEBUG_ASSERT(State.window_mod);
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State.input_mod = evol_loadmodule("input"); DEBUG_ASSERT(State.input_mod);
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State.renderer_mod = evol_loadmodule("renderer"); DEBUG_ASSERT(State.renderer_mod);
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imports(State.game_mod , (Game, Object, Camera, Scene))
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imports(State.window_mod , (Window))
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imports(State.input_mod , (Input))
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imports(State.renderer_mod, (Renderer))
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IMPORT_EVENTS_evmod_glfw(State.window_mod);
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U32 width = 800;
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U32 height = 600;
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State.window = Window->create(width, height, "Main Window");
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Input->setActiveWindow(State.window);
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Renderer->setWindow((GenericHandle)State.window);
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ACTIVATE_EVENT_LISTENER(keyPressedListener, KeyPressedEvent);
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evstring project_dir = NULL;
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EvConfigLoaderResult project_dir_get_res = ev_configloader_get("project_dir", EV_TYPE_NAME(STRING), &project_dir);
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if(project_dir_get_res != EV_CONFIGLOADER_SUCCESS) {
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ev_log_error("[sandbox] Could not get project_dir from config file. Error: %s", EvConfigLoaderResultStrings[project_dir_get_res]);
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}
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assert(project_dir);
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evstring project_mountpoint = evstring_new("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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// 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 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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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_id);
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evstring_free(path_id);
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}
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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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}
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evstring_free(project_dir);
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}
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void
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unload_project()
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{
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evol_unloadmodule(State.game_mod);
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evol_unloadmodule(State.input_mod);
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evol_unloadmodule(State.window_mod);
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evol_unloadmodule(State.renderer_mod);
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}
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int main(int argc, char **argv)
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{
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evolengine_t *engine = evol_create();
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evol_parse_args(engine, argc, argv);
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evol_init(engine);
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State.asset_mod = evol_loadmodule("assetmanager"); DEBUG_ASSERT(State.asset_mod);
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imports(State.asset_mod , (AssetManager, Asset, TextLoader, JSONLoader, ShaderLoader))
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load_project();
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AssetManager->watchRecursively("project:/", project_changed_cb);
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rmt_SetCurrentThreadName("Main Thread");
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U32 result = 0;
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while(result == 0) {
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ev_ProfileCPU(WindowUpdate, 0) {
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result |= Window->update(State.window);
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}
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ev_ProfileCPU(EventSystemProgress, 0) {
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result |= EventSystem.progress();
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}
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ev_ProfileCPU(GameProgress, 0) {
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result |= Game->progress(0.01666667f);
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}
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ev_ProfileCPU(GameProgress, 0) {
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AssetManager->update();
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}
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Renderer->run();
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sleep_ms(17);
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}
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unload_project();
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evol_unloadmodule(State.asset_mod);
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evol_deinit(engine);
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evol_destroy(engine);
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return 0;
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}
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