init commit over here
This commit is contained in:
@@ -0,0 +1,44 @@
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const std = @import("std");
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pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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const optimize = b.standardOptimizeOption(.{});
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const raylib_dep = b.dependency("raylib_zig", .{
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.target = target,
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.optimize = optimize,
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});
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const lua_dep = b.dependency("zlua", .{
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.target = target,
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.optimize = optimize,
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});
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const raylib = raylib_dep.module("raylib");
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const raygui = raylib_dep.module("raygui");
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const raylib_artifact = raylib_dep.artifact("raylib");
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const exe = b.addExecutable(.{
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.name = "MistoxEngine",
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.root_source_file = b.path("src/main.zig"),
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.target = target,
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.optimize = optimize
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});
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exe.linkLibrary(raylib_artifact);
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exe.root_module.addImport("raylib", raylib);
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exe.root_module.addImport("raygui", raygui);
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exe.root_module.addImport("zlua", lua_dep.module("zlua"));
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b.installArtifact(exe);
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const run_cmd = b.addRunArtifact(exe);
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run_cmd.step.dependOn(b.getInstallStep());
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if (b.args) |args| {
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run_cmd.addArgs(args);
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}
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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}
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Executable
+56
@@ -0,0 +1,56 @@
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.{
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// This is the default name used by packages depending on this one. For
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// example, when a user runs `zig fetch --save <url>`, this field is used
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// as the key in the `dependencies` table. Although the user can choose a
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// different name, most users will stick with this provided value.
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//
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// It is redundant to include "zig" in this name because it is already
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// within the Zig package namespace.
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.name = .MistoxEngine,
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// This is a [Semantic Version](https://semver.org/).
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// In a future version of Zig it will be used for package deduplication.
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.version = "0.0.0",
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// Together with name, this represents a globally unique package
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// identifier. This field is generated by the Zig toolchain when the
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// package is first created, and then *never changes*. This allows
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// unambiguous detection of one package being an updated version of
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// another.
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//
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// When forking a Zig project, this id should be regenerated (delete the
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// field and run `zig build`) if the upstream project is still maintained.
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// Otherwise, the fork is *hostile*, attempting to take control over the
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// original project's identity. Thus it is recommended to leave the comment
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// on the following line intact, so that it shows up in code reviews that
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// modify the field.
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.fingerprint = 0xc63be6cd2240c41e, // Changing this has security and trust implications.
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// Tracks the earliest Zig version that the package considers to be a
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// supported use case.
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.minimum_zig_version = "0.15.0-dev.56+d0911786c",
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// This field is optional.
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// Each dependency must either provide a `url` and `hash`, or a `path`.
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// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
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// Once all dependencies are fetched, `zig build` no longer requires
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// internet connectivity.
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.dependencies = .{
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.raylib_zig = .{
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.url = "git+https://github.com/Not-Nik/raylib-zig#d4fc514d54a3b37b9b3e4f4983f611c3469e8c2a",
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.hash = "raylib_zig-5.6.0-dev-KE8REHguBQAE0xoNkra7mtEqr8cCZHk7k_03txLZB-cZ",
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},
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.zlua = .{
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.url = "git+https://github.com/natecraddock/ziglua#320a91cb5ea93044b51c2e2a89b747063dfb0a33",
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.hash = "zlua-0.1.0-hGRpC7nIBACkB1YcjxLQwbqFbKwJBTW8HPBhGZzNUVL-",
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},
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},
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.paths = .{
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"build.zig",
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"build.zig.zon",
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"src",
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// For example...
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//"LICENSE",
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//"README.md",
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},
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}
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Executable
+53
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const std = @import("std");
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const rl = @import("raylib");
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var _alloc: std.mem.Allocator = undefined;
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pub const RenderMode = enum {
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twoD,
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threeD
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};
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pub fn Init(Allocator: std.mem.Allocator, renderMode: RenderMode, targetFPS: i32, width: i32, height: i32, gameTitle: []const u8) void {
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_alloc = Allocator;
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rl.setTargetFPS(targetFPS);
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rl.initWindow(width, height, gameTitle);
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if (renderMode == .twoD ){
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while(!rl.windowShouldClose()){
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PhysicsUpdate();
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rl.beginDrawing();
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rl.beginMode2D(); // Needs 2D Camera input
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Render3D();
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rl.endMode2D();
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RenderUI();
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rl.endDrawing();
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}
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}else if (renderMode == .threeD){
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while(!rl.windowShouldClose()){
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PhysicsUpdate();
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rl.beginDrawing();
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rl.beginMode3D(); // Needs 3D Camera input
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Render3D();
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rl.endMode3D();
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RenderUI();
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rl.endDrawing();
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}
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}
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}
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fn PhysicsUpdate() void {
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}
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fn Render3D() void {
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}
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fn RenderUI() void {
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}
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pub fn Destroy() void {
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rl.closeWindow();
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}
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Executable
+43
@@ -0,0 +1,43 @@
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const std = @import("std");
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const zlua = @import("zlua");
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const lua = zlua.Lua;
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const luafuncts = @import("Libraries/Test.zig");
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pub var LuaRuntime: *zlua.Lua = undefined;
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pub fn Init(allocator: std.mem.Allocator) !void {
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LuaRuntime = try lua.init(allocator);
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lua.openLibs(LuaRuntime);
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// Add the mistox library
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CreateLibrary(luafuncts, "Mistox");
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}
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pub fn CreateMetaTable(MetaTableName: []const u8){
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lua.newMetatable(LuaRuntime, MetaTableName);
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}
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pub fn AddFnToLib(Function: zlua.CFn, FunctionName: []const u8 ) void {
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const str = lua.pushString(LuaRuntime, FunctionName);
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_ = str;
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lua.pushFunction(LuaRuntime, Function);
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lua.setTable(LuaRuntime, -3);
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}
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fn CreateLibrary(LibraryFolder: type ,LibraryName: [:0]const u8) void {
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lua.newTable(LuaRuntime);
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LibraryFolder.ImportFns();
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lua.setGlobal(LuaRuntime, LibraryName);
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}
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pub fn DeInit() void {
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LuaRuntime.deinit();
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}
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const MetaTable_t = struct {
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Function: *usize,
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Name: []const u8
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}
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Executable
+24
@@ -0,0 +1,24 @@
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const std = @import("std");
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const Interop = @import("../Interop.zig");
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const zlua = @import("zlua");
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const lua = zlua.Lua;
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pub fn ImportFns() void {
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Interop.AddFnToLib(add_numbers, "add");
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Interop.AddFnToLib(greet, "greet");
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}
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fn add_numbers(luaState: ?*zlua.LuaState ) callconv(.c) c_int {
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const context: *zlua.Lua = @ptrCast(luaState.?); // Cast the LuaState to a Lua Runtime Object
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const num1 = lua.checkNumber(context, 1); // Get arguemnt 1 from the lua stack
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const num2 = lua.checkNumber(context, 2); // Get arguemnt 2 from the lua stack
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lua.pushNumber(context, num1 + num2); // Push result onto the lua stack
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return 1; // Number of results on lua stack
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}
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fn greet(luaState: ?*zlua.LuaState ) callconv(.c) c_int {
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const context: *zlua.Lua = @ptrCast(luaState.?); // Cast the LuaState to a Lua Runtime Object
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const num1 = lua.checkString(context, 1); // Get arguemnt 1 from the lua stack
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std.debug.print("{s}", .{num1});
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return 0; // Number of results on lua stack
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}
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Executable
+66
@@ -0,0 +1,66 @@
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const std = @import("std");
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const MaxFileDepth: u32 = 20;
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fn StrConcat(Allocator: std.mem.Allocator, StrLeft: []const u8, StrRight: []const u8) ![]u8 {
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var StringBuilder: []u8 = undefined;
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StringBuilder = try Allocator.alloc(u8, StrLeft.len + StrRight.len);
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std.mem.copyForwards(u8, StringBuilder, StrLeft);
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std.mem.copyForwards(u8, StringBuilder[StrLeft.len..], StrRight);
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return StringBuilder;
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}
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pub fn GetFilePathRelative(Allocator: std.mem.Allocator, FilePath: []const u8) ![]u8 {
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// Load Lua Main Funct
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const ExePath = try std.fs.selfExeDirPathAlloc(Allocator);
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defer Allocator.free(ExePath);
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// Get the full path
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const FullPath = try StrConcat( Allocator, ExePath, FilePath );
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defer Allocator.free(FullPath);
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// Calculate relative paths by traversing the path and going back up a link when it sees the '..'
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var PathSteps: [MaxFileDepth][]u8 = undefined;
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var LetterIndex: u16 = 0;
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var StartIndex: u16 = 0;
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var ListIndex: u16 = 0;
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for (FullPath) |cur| {
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if ((cur == '/' or cur == '\\') and LetterIndex != 0){
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const subStr = FullPath[StartIndex..LetterIndex];
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if (std.mem.eql(u8, subStr, "/..") or std.mem.eql(u8, subStr, "\\..")){
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ListIndex -= 1;
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}else{
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PathSteps[ListIndex] = subStr;
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ListIndex += 1;
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}
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StartIndex = LetterIndex;
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}
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LetterIndex += 1;
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}
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PathSteps[ListIndex] = FullPath[StartIndex..LetterIndex];
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ListIndex += 1;
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// Concat all the strings together back into a path string
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LetterIndex = 0;
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var returnPath: []u8 = "";
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while (LetterIndex < ListIndex){
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const temp = try StrConcat(Allocator, returnPath, PathSteps[LetterIndex]);
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|
Allocator.free(returnPath);
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|
returnPath = temp;
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LetterIndex += 1;
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}
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return returnPath;
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}
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pub fn FileRead(Allocator: std.mem.Allocator, AbsolutePath: []const u8) ![]u8 {
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var file = try std.fs.cwd().openFile(AbsolutePath, .{});
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|
defer file.close();
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|
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var bufReader = std.io.bufferedReader(file.reader());
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var inStream = bufReader.reader();
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|
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|
const FileText = try inStream.readAllAlloc(Allocator, 10000);
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|
return FileText;
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|
}
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Executable
+41
@@ -0,0 +1,41 @@
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|
const std = @import("std");
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|
const rl = @import("raylib");
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||||||
|
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|
const Vector3_t = rl.Vector3;
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||||||
|
|
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|
pub const Entity_t = struct {
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||||||
|
// Node
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|
Name: []const u8 = undefined,
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||||||
|
Parent: ?*Entity_t = undefined,
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||||||
|
Children: ?std.ArrayList(Entity_t) = undefined,
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||||||
|
// Transform -> rl.Transform
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||||||
|
// Transform.Position -> rl.Vector3
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Px: f32,
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Py: f32,
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Pz: f32,
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||||||
|
// Transform.Rotation -> rl.Quaternion
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||||||
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Rx: f32,
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||||||
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Ry: f32,
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Rz: f32,
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||||||
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Rw: f32,
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||||||
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// Transform.Scale -> rl.Vector3
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||||||
|
Sx: f32,
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Sy: f32,
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||||||
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Sz: f32,
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||||||
|
// Collider <------ Needs to be flattened for SOA
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||||||
|
boundingRadius: f32 = 1,
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||||||
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boundingCenter: Vector3_t = Vector3_t{.x=0,.y=0,.z=0},
|
||||||
|
// Mesh
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||||||
|
meshData: rl.Mesh = undefined,
|
||||||
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meshMaterial: rl.Material = undefined,
|
||||||
|
lod_Distance: f32 = 1,
|
||||||
|
// Flags
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||||||
|
flag1: bool = false,
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||||||
|
flag2: bool = false,
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||||||
|
flag3: bool = false,
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||||||
|
flag4: bool = false,
|
||||||
|
flag5: bool = false,
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||||||
|
flag6: bool = false,
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||||||
|
flag7: bool = false,
|
||||||
|
flag8: bool = false,
|
||||||
|
};
|
||||||
Executable
+1
@@ -0,0 +1 @@
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|||||||
|
local x = Mistox.greet("hello world")
|
||||||
Executable
+39
@@ -0,0 +1,39 @@
|
|||||||
|
const std = @import("std");
|
||||||
|
const LuaInterop = @import("Lua/Interop.zig");
|
||||||
|
const Fs = @import("Mistox/IO.zig");
|
||||||
|
|
||||||
|
const Publish = false;
|
||||||
|
pub fn main() !void {
|
||||||
|
|
||||||
|
// Create the allocator
|
||||||
|
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||||
|
const allocator = gpa.allocator();
|
||||||
|
defer _ = gpa.deinit();
|
||||||
|
|
||||||
|
// Initilize the lua runtime
|
||||||
|
try LuaInterop.Init(allocator);
|
||||||
|
defer LuaInterop.DeInit();
|
||||||
|
|
||||||
|
// Work on a method to auto detect all lua files
|
||||||
|
var filePath: []const u8 = undefined;
|
||||||
|
if (Publish){
|
||||||
|
// Get the file path offset from the executable
|
||||||
|
filePath = try Fs.GetFilePathRelative(allocator, "/../../../src/main.lua");
|
||||||
|
defer allocator.free(filePath);
|
||||||
|
|
||||||
|
std.debug.print( "File Location To Load : {s}\n\n", .{filePath} );
|
||||||
|
}else{
|
||||||
|
// Use debug for now - I can remove this later
|
||||||
|
filePath = "/home/derek/Desktop/MistoxEngine/src/main.lua";
|
||||||
|
}
|
||||||
|
|
||||||
|
// Open the file and read all the content
|
||||||
|
const FileContent = try Fs.FileRead(allocator, filePath);
|
||||||
|
defer allocator.free(FileContent);
|
||||||
|
|
||||||
|
// Load lua files
|
||||||
|
try LuaInterop.LuaRuntime.doString( @ptrCast( FileContent ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 18004566004 - Auto insurance quote fix
|
||||||
Executable
BIN
Binary file not shown.
Executable
BIN
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Reference in New Issue
Block a user