init commit over here

This commit is contained in:
2025-05-12 17:37:06 -07:00
commit f92256ebb5
11 changed files with 367 additions and 0 deletions
Executable
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const std = @import("std");
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const raylib_dep = b.dependency("raylib_zig", .{
.target = target,
.optimize = optimize,
});
const lua_dep = b.dependency("zlua", .{
.target = target,
.optimize = optimize,
});
const raylib = raylib_dep.module("raylib");
const raygui = raylib_dep.module("raygui");
const raylib_artifact = raylib_dep.artifact("raylib");
const exe = b.addExecutable(.{
.name = "MistoxEngine",
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize
});
exe.linkLibrary(raylib_artifact);
exe.root_module.addImport("raylib", raylib);
exe.root_module.addImport("raygui", raygui);
exe.root_module.addImport("zlua", lua_dep.module("zlua"));
b.installArtifact(exe);
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
}
Executable
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.{
// This is the default name used by packages depending on this one. For
// example, when a user runs `zig fetch --save <url>`, this field is used
// as the key in the `dependencies` table. Although the user can choose a
// different name, most users will stick with this provided value.
//
// It is redundant to include "zig" in this name because it is already
// within the Zig package namespace.
.name = .MistoxEngine,
// This is a [Semantic Version](https://semver.org/).
// In a future version of Zig it will be used for package deduplication.
.version = "0.0.0",
// Together with name, this represents a globally unique package
// identifier. This field is generated by the Zig toolchain when the
// package is first created, and then *never changes*. This allows
// unambiguous detection of one package being an updated version of
// another.
//
// When forking a Zig project, this id should be regenerated (delete the
// field and run `zig build`) if the upstream project is still maintained.
// Otherwise, the fork is *hostile*, attempting to take control over the
// original project's identity. Thus it is recommended to leave the comment
// on the following line intact, so that it shows up in code reviews that
// modify the field.
.fingerprint = 0xc63be6cd2240c41e, // Changing this has security and trust implications.
// Tracks the earliest Zig version that the package considers to be a
// supported use case.
.minimum_zig_version = "0.15.0-dev.56+d0911786c",
// This field is optional.
// Each dependency must either provide a `url` and `hash`, or a `path`.
// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
// Once all dependencies are fetched, `zig build` no longer requires
// internet connectivity.
.dependencies = .{
.raylib_zig = .{
.url = "git+https://github.com/Not-Nik/raylib-zig#d4fc514d54a3b37b9b3e4f4983f611c3469e8c2a",
.hash = "raylib_zig-5.6.0-dev-KE8REHguBQAE0xoNkra7mtEqr8cCZHk7k_03txLZB-cZ",
},
.zlua = .{
.url = "git+https://github.com/natecraddock/ziglua#320a91cb5ea93044b51c2e2a89b747063dfb0a33",
.hash = "zlua-0.1.0-hGRpC7nIBACkB1YcjxLQwbqFbKwJBTW8HPBhGZzNUVL-",
},
},
.paths = .{
"build.zig",
"build.zig.zon",
"src",
// For example...
//"LICENSE",
//"README.md",
},
}
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const std = @import("std");
const rl = @import("raylib");
var _alloc: std.mem.Allocator = undefined;
pub const RenderMode = enum {
twoD,
threeD
};
pub fn Init(Allocator: std.mem.Allocator, renderMode: RenderMode, targetFPS: i32, width: i32, height: i32, gameTitle: []const u8) void {
_alloc = Allocator;
rl.setTargetFPS(targetFPS);
rl.initWindow(width, height, gameTitle);
if (renderMode == .twoD ){
while(!rl.windowShouldClose()){
PhysicsUpdate();
rl.beginDrawing();
rl.beginMode2D(); // Needs 2D Camera input
Render3D();
rl.endMode2D();
RenderUI();
rl.endDrawing();
}
}else if (renderMode == .threeD){
while(!rl.windowShouldClose()){
PhysicsUpdate();
rl.beginDrawing();
rl.beginMode3D(); // Needs 3D Camera input
Render3D();
rl.endMode3D();
RenderUI();
rl.endDrawing();
}
}
}
fn PhysicsUpdate() void {
}
fn Render3D() void {
}
fn RenderUI() void {
}
pub fn Destroy() void {
rl.closeWindow();
}
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const std = @import("std");
const zlua = @import("zlua");
const lua = zlua.Lua;
const luafuncts = @import("Libraries/Test.zig");
pub var LuaRuntime: *zlua.Lua = undefined;
pub fn Init(allocator: std.mem.Allocator) !void {
LuaRuntime = try lua.init(allocator);
lua.openLibs(LuaRuntime);
// Add the mistox library
CreateLibrary(luafuncts, "Mistox");
}
pub fn CreateMetaTable(MetaTableName: []const u8){
lua.newMetatable(LuaRuntime, MetaTableName);
}
pub fn AddFnToLib(Function: zlua.CFn, FunctionName: []const u8 ) void {
const str = lua.pushString(LuaRuntime, FunctionName);
_ = str;
lua.pushFunction(LuaRuntime, Function);
lua.setTable(LuaRuntime, -3);
}
fn CreateLibrary(LibraryFolder: type ,LibraryName: [:0]const u8) void {
lua.newTable(LuaRuntime);
LibraryFolder.ImportFns();
lua.setGlobal(LuaRuntime, LibraryName);
}
pub fn DeInit() void {
LuaRuntime.deinit();
}
const MetaTable_t = struct {
Function: *usize,
Name: []const u8
}
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const std = @import("std");
const Interop = @import("../Interop.zig");
const zlua = @import("zlua");
const lua = zlua.Lua;
pub fn ImportFns() void {
Interop.AddFnToLib(add_numbers, "add");
Interop.AddFnToLib(greet, "greet");
}
fn add_numbers(luaState: ?*zlua.LuaState ) callconv(.c) c_int {
const context: *zlua.Lua = @ptrCast(luaState.?); // Cast the LuaState to a Lua Runtime Object
const num1 = lua.checkNumber(context, 1); // Get arguemnt 1 from the lua stack
const num2 = lua.checkNumber(context, 2); // Get arguemnt 2 from the lua stack
lua.pushNumber(context, num1 + num2); // Push result onto the lua stack
return 1; // Number of results on lua stack
}
fn greet(luaState: ?*zlua.LuaState ) callconv(.c) c_int {
const context: *zlua.Lua = @ptrCast(luaState.?); // Cast the LuaState to a Lua Runtime Object
const num1 = lua.checkString(context, 1); // Get arguemnt 1 from the lua stack
std.debug.print("{s}", .{num1});
return 0; // Number of results on lua stack
}
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const std = @import("std");
const MaxFileDepth: u32 = 20;
fn StrConcat(Allocator: std.mem.Allocator, StrLeft: []const u8, StrRight: []const u8) ![]u8 {
var StringBuilder: []u8 = undefined;
StringBuilder = try Allocator.alloc(u8, StrLeft.len + StrRight.len);
std.mem.copyForwards(u8, StringBuilder, StrLeft);
std.mem.copyForwards(u8, StringBuilder[StrLeft.len..], StrRight);
return StringBuilder;
}
pub fn GetFilePathRelative(Allocator: std.mem.Allocator, FilePath: []const u8) ![]u8 {
// Load Lua Main Funct
const ExePath = try std.fs.selfExeDirPathAlloc(Allocator);
defer Allocator.free(ExePath);
// Get the full path
const FullPath = try StrConcat( Allocator, ExePath, FilePath );
defer Allocator.free(FullPath);
// Calculate relative paths by traversing the path and going back up a link when it sees the '..'
var PathSteps: [MaxFileDepth][]u8 = undefined;
var LetterIndex: u16 = 0;
var StartIndex: u16 = 0;
var ListIndex: u16 = 0;
for (FullPath) |cur| {
if ((cur == '/' or cur == '\\') and LetterIndex != 0){
const subStr = FullPath[StartIndex..LetterIndex];
if (std.mem.eql(u8, subStr, "/..") or std.mem.eql(u8, subStr, "\\..")){
ListIndex -= 1;
}else{
PathSteps[ListIndex] = subStr;
ListIndex += 1;
}
StartIndex = LetterIndex;
}
LetterIndex += 1;
}
PathSteps[ListIndex] = FullPath[StartIndex..LetterIndex];
ListIndex += 1;
// Concat all the strings together back into a path string
LetterIndex = 0;
var returnPath: []u8 = "";
while (LetterIndex < ListIndex){
const temp = try StrConcat(Allocator, returnPath, PathSteps[LetterIndex]);
Allocator.free(returnPath);
returnPath = temp;
LetterIndex += 1;
}
return returnPath;
}
pub fn FileRead(Allocator: std.mem.Allocator, AbsolutePath: []const u8) ![]u8 {
var file = try std.fs.cwd().openFile(AbsolutePath, .{});
defer file.close();
var bufReader = std.io.bufferedReader(file.reader());
var inStream = bufReader.reader();
const FileText = try inStream.readAllAlloc(Allocator, 10000);
return FileText;
}
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const std = @import("std");
const rl = @import("raylib");
const Vector3_t = rl.Vector3;
pub const Entity_t = struct {
// Node
Name: []const u8 = undefined,
Parent: ?*Entity_t = undefined,
Children: ?std.ArrayList(Entity_t) = undefined,
// Transform -> rl.Transform
// Transform.Position -> rl.Vector3
Px: f32,
Py: f32,
Pz: f32,
// Transform.Rotation -> rl.Quaternion
Rx: f32,
Ry: f32,
Rz: f32,
Rw: f32,
// Transform.Scale -> rl.Vector3
Sx: f32,
Sy: f32,
Sz: f32,
// Collider <------ Needs to be flattened for SOA
boundingRadius: f32 = 1,
boundingCenter: Vector3_t = Vector3_t{.x=0,.y=0,.z=0},
// Mesh
meshData: rl.Mesh = undefined,
meshMaterial: rl.Material = undefined,
lod_Distance: f32 = 1,
// Flags
flag1: bool = false,
flag2: bool = false,
flag3: bool = false,
flag4: bool = false,
flag5: bool = false,
flag6: bool = false,
flag7: bool = false,
flag8: bool = false,
};
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local x = Mistox.greet("hello world")
Executable
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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
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