-improved WASM compilation scripts
-added external bindbc.sdl import for WASM -working on demos (WIP, working simple demo with ECS and SDL2) -small change in ecs.std
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60 changed files with 9015 additions and 67 deletions
49
demos/simple/source/utils/texture.d
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49
demos/simple/source/utils/texture.d
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module utils.texture;
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import ecs.std;
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import bindbc.sdl;
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import bindbc.sdl.image;
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import ecs_utils.math.vector;
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struct Texture
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{
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void create()
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{
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data = Mallocator.make!Data;
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}
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bool load(SDL_Renderer* renderer, const char[] path)
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{
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char[] cpath = (cast(char*)alloca(path.length+1))[0..path.length+1];
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//cpath[0..$-1] = path[0..$];
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memcpy(cpath.ptr, path.ptr, path.length);
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cpath[$-1] = 0;
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SDL_Surface* surf = IMG_Load(cpath.ptr);
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if(!surf)return false;
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data.size = ivec2(surf.w,surf.h);
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data.texture = SDL_CreateTextureFromSurface(renderer,surf);
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SDL_FreeSurface(surf);
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if(!data.texture)return false;
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return true;
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}
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struct Data
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{
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ubyte[] data;
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ivec2 size;
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uint bpp;
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SDL_Texture* texture;
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}
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Data* data;
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}
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110
demos/simple/source/utils/utils.d
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110
demos/simple/source/utils/utils.d
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module utils.utils;
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extern(C) int printf(scope const char* format, ...) @nogc nothrow @system;
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version(WebAssembly)
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{
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extern (C) alias em_callback_func = void function();
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extern (C) alias em_arg_callback_func = void function(void*);
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extern (C) void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
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extern (C) void emscripten_set_main_loop_arg(em_arg_callback_func func, void *arg, int fps, int simulate_infinite_loop);
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extern (C) int emscripten_set_main_loop_timing(int mode, int value);
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extern (C) void emscripten_cancel_main_loop();
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alias int time_t;
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alias int clockid_t;
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enum CLOCK_REALTIME = 0;
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struct timespec
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{
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time_t tv_sec;
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int tv_nsec;
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}
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extern(C) int clock_gettime(clockid_t, timespec*) @nogc nothrow @system;
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struct Time
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{
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static long getUSecTime()
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{
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time_t time;
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timespec spec;
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clock_gettime(CLOCK_REALTIME, &spec);
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//time = spec.tv_sec;
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return spec.tv_sec * 1000_000 + spec.tv_nsec / 1000;//time / 1000_000;
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/*LARGE_INTEGER time, freq;
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QueryPerformanceFrequency(&freq);
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QueryPerformanceCounter(&time);
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return time.QuadPart / (freq.QuadPart / 1000_000);*/
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}
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}
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}
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else version(Windows)
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{
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import core.stdc.stdio : printf;
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import core.sys.windows.windows;
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struct Time
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{
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static long getUSecTime()
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{
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LARGE_INTEGER time, freq;
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QueryPerformanceFrequency(&freq);
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QueryPerformanceCounter(&time);
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return time.QuadPart / (freq.QuadPart / 1000_000);
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}
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}
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}
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else version(Posix)
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{
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import core.stdc.stdio : printf;
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import core.sys.posix.time;
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struct Time
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{
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static long getUSecTime()
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{
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time_t time;
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timespec spec;
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clock_gettime(CLOCK_REALTIME, &spec);
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//time = spec.tv_sec;
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return spec.tv_sec * 1000_000 + spec.tv_nsec / 1000;//time / 1000_000;
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/*LARGE_INTEGER time, freq;
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QueryPerformanceFrequency(&freq);
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QueryPerformanceCounter(&time);
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return time.QuadPart / (freq.QuadPart / 1000_000);*/
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}
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}
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}
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import bindbc.sdl;
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import utils.texture;
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import ecs_utils.math.vector;
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ivec2 resolution = ivec2(600, 400);
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void draw(SDL_Renderer* renderer, Texture tex, vec2 pos, vec2 size, vec4 coords, float angle = 0)
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{
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SDL_Rect rect = SDL_Rect(cast(int)(coords.x*tex.data.size.x),cast(int)(coords.y*tex.data.size.y),cast(int)(coords.z*tex.data.size.x),cast(int)(coords.w*tex.data.size.y));
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SDL_Rect rect2 = SDL_Rect(cast(int)((pos.x-size.x*0.5)),
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cast(int)(resolution.y - pos.y - size.y*0.5),
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cast(int)(size.x),
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cast(int)(size.y));
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SDL_RenderCopyEx(renderer,
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tex.data.texture,
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&rect,
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&rect2,
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angle*360,
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null,
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SDL_FLIP_NONE);
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}
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