diff options
| -rw-r--r-- | .gitmodules | 3 | ||||
| -rw-r--r-- | build.zig | 107 | ||||
| m--------- | raylib | 0 | ||||
| -rw-r--r-- | src/context.zig | 54 | ||||
| -rw-r--r-- | src/main.zig | 31 | ||||
| -rw-r--r-- | src/root.zig | 159 |
6 files changed, 354 insertions, 0 deletions
diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..4f5b50c --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "raylib"] + path = raylib + url = git@github.com:AlecGoncharow/raylib.git diff --git a/build.zig b/build.zig new file mode 100644 index 0000000..fb83a07 --- /dev/null +++ b/build.zig @@ -0,0 +1,107 @@ +const std = @import("std"); + +const raySdk = @import("raylib/src/build.zig"); + +// Although this function looks imperative, note that its job is to +// declaratively construct a build graph that will be executed by an external +// runner. +pub fn build(b: *std.Build) void { + // Standard target options allows the person running `zig build` to choose + // what target to build for. Here we do not override the defaults, which + // means any target is allowed, and the default is native. Other options + // for restricting supported target set are available. + const target = b.standardTargetOptions(.{}); + + // Standard optimization options allow the person running `zig build` to select + // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not + // set a preferred release mode, allowing the user to decide how to optimize. + const optimize = b.standardOptimizeOption(.{}); + const defaults = raySdk.Options{}; + const options = raySdk.Options{ + .platform_drm = b.option(bool, "platform_drm", "Compile raylib in native mode (no X11)") orelse defaults.platform_drm, + .raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio, + .rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels, + .rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext, + .rtextures = b.option(bool, "rtextures", "Compile with textures support") orelse defaults.rtextures, + .rshapes = b.option(bool, "rshapes", "Compile with shapes support") orelse defaults.rshapes, + .raygui = b.option(bool, "raygui", "Compile with raygui support") orelse defaults.raygui, + }; + const raylib = raySdk.addRaylib(b, target, optimize, options); + + const lib = b.addStaticLibrary(.{ + .name = "zigdown", + // In this case the main source file is merely a path, however, in more + // complicated build scripts, this could be a generated file. + .root_source_file = .{ .path = "src/root.zig" }, + .target = target, + .optimize = optimize, + }); + + // This declares intent for the library to be installed into the standard + // location when the user invokes the "install" step (the default step when + // running `zig build`). + b.installArtifact(lib); + + const exe = b.addExecutable(.{ + .name = "zig-raylib", + // In this case the main source file is merely a path, however, in more + // complicated build scripts, this could be a generated file. + .root_source_file = .{ .path = "src/main.zig" }, + .target = target, + .optimize = optimize, + }); + exe.addIncludePath(.{ .path = "raylib/src" }); + exe.linkLibrary(raylib); + + // This declares intent for the executable to be installed into the + // standard location when the user invokes the "install" step (the default + // step when running `zig build`). + b.installArtifact(exe); + + // This *creates* a Run step in the build graph, to be executed when another + // step is evaluated that depends on it. The next line below will establish + // such a dependency. + const run_cmd = b.addRunArtifact(exe); + + // By making the run step depend on the install step, it will be run from the + // installation directory rather than directly from within the cache directory. + // This is not necessary, however, if the application depends on other installed + // files, this ensures they will be present and in the expected location. + run_cmd.step.dependOn(b.getInstallStep()); + + // This allows the user to pass arguments to the application in the build + // command itself, like this: `zig build run -- arg1 arg2 etc` + if (b.args) |args| { + run_cmd.addArgs(args); + } + + // This creates a build step. It will be visible in the `zig build --help` menu, + // and can be selected like this: `zig build run` + // This will evaluate the `run` step rather than the default, which is "install". + const run_step = b.step("run", "Run the app"); + run_step.dependOn(&run_cmd.step); + + // Creates a step for unit testing. This only builds the test executable + // but does not run it. + const lib_unit_tests = b.addTest(.{ + .root_source_file = .{ .path = "src/root.zig" }, + .target = target, + .optimize = optimize, + }); + const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests); + + const unit_tests = b.addTest(.{ + .root_source_file = .{ .path = "src/main.zig" }, + .target = target, + .optimize = optimize, + }); + + const run_unit_tests = b.addRunArtifact(unit_tests); + + // Similar to creating the run step earlier, this exposes a `test` step to + // the `zig build --help` menu, providing a way for the user to request + // running the unit tests. + const test_step = b.step("test", "Run unit tests"); + test_step.dependOn(&run_lib_unit_tests.step); + test_step.dependOn(&run_unit_tests.step); +} diff --git a/raylib b/raylib new file mode 160000 +Subproject 6aee318d20e9dae05ab6c16cf78f1371281c586 diff --git a/src/context.zig b/src/context.zig new file mode 100644 index 0000000..f3e88f2 --- /dev/null +++ b/src/context.zig @@ -0,0 +1,54 @@ +const std = @import("std"); +const rl = @cImport(@cInclude("raylib.h")); +const root = @import("root.zig"); + +pub var camera: rl.Camera2D = undefined; +pub var grid: []root.MyRect = undefined; + +pub const Grid = struct { + buffer: std.MultiArrayList(root.Hex), + cursor: usize, + size: usize, + const Self = @This(); + + const GridError = error{ + OutOfBounds, + }; + + //TODO think about what size really means + pub fn init( + allocator: std.mem.Allocator, + size: usize, + ) !Grid { + var buffer: std.MultiArrayList(root.Hex) = .{}; + try buffer.ensureTotalCapacity(allocator, size * size); + return .{ + .buffer = buffer, + .cursor = 0, + .size = size, + }; + } + + // should only be used when standing up the buffer, afterwards should use q, r indexing + pub fn initPush(self: *Self, hex: root.Hex) GridError!void { + if (self.cursor >= self.size * 2) { + return GridError.OutOfBounds; + } + self.buffer.insertAssumeCapacity(self.cursor, hex); + } + + pub fn set(self: *Self, hex: root.Hex) GridError!void { + const idx = hex.qr[1] * self.size + hex.qr[0]; + if (idx >= self.size * 2) { + return GridError.OutOfBounds; + } + + self.buffer.set(idx, hex); + } +}; +pub var hex_grid: Grid = undefined; +pub var hovered_coords: root.HexCoord = root.HexCoord{ .q = 0, .r = 0 }; +pub var hovered_handle: ?usize = null; + +var Gpa = std.heap.GeneralPurposeAllocator(.{}){}; +pub var gpa: std.mem.Allocator = Gpa.allocator(); diff --git a/src/main.zig b/src/main.zig new file mode 100644 index 0000000..a3cfd2f --- /dev/null +++ b/src/main.zig @@ -0,0 +1,31 @@ +const std = @import("std"); +const rl = @cImport(@cInclude("raylib.h")); +const root = @import("root.zig"); +const context = @import("context.zig"); + +pub fn main() !void { + const win_width = 960; + const win_height = 540; + rl.InitWindow(win_width, win_height, "shipit"); + + rl.SetTargetFPS(60); + defer rl.CloseWindow(); + + // Game State Initialization + try root.setup(); + // + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!rl.WindowShouldClose()) { + try root.update(); + try root.draw(); + } +} + +test "simple test" { + var list = std.ArrayList(i32).init(std.testing.allocator); + defer list.deinit(); // try commenting this out and see if zig detects the memory leak! + try list.append(42); + try std.testing.expectEqual(@as(i32, 42), list.pop()); +} diff --git a/src/root.zig b/src/root.zig new file mode 100644 index 0000000..286c0c2 --- /dev/null +++ b/src/root.zig @@ -0,0 +1,159 @@ +const std = @import("std"); +const rl = @cImport(@cInclude("raylib.h")); +const context = @import("context.zig"); + +const grid_size: usize = 21; +const grid_central_row = grid_size / 2 + 1; + +pub const MyRect = struct { + rect: rl.Rectangle, + color: rl.Color, +}; + +const hex_radius: f32 = 100.0; +const hex_rotation = 30.0; + +pub const HexCoord = struct { + q: i32, + r: i32, + pub inline fn fracS(q: f32, r: f32) f32 { + return -q - r; + } + + pub inline fn index(self: HexCoord) usize { + return self.r / grid_size + self.q % grid_size; + } + + pub inline fn qrToWorld(q: i32, r: i32) rl.Vector2 { + return .{ + .x = hex_radius * (@sqrt(3.0) * @as(f32, @floatFromInt(q)) + @sqrt(3.0) / 2.0 * @as(f32, @floatFromInt(r))), + .y = hex_radius * (3.0 / 2.0 * @as(f32, @floatFromInt(r))), + }; + } + pub inline fn worldToQr(point: rl.Vector2) HexCoord { + const q = (@sqrt(3.0) / 3.0 * point.x - 1.0 / 3.0 * point.y) / hex_radius; + const r = (2.0 / 3.0 * point.y) / hex_radius; + + return axialRound(.{ .x = q, .y = r }); + } + pub inline fn axialRound(frac: rl.Vector2) HexCoord { + return cubeRound(rl.Vector3{ .x = frac.x, .y = frac.y, .z = fracS(frac.x, frac.y) }); + } + + pub inline fn cubeRound(frac: rl.Vector3) HexCoord { + var q = @round(frac.x); + var r = @round(frac.y); + var s = @round(frac.z); + + const q_diff = @abs(q - frac.x); + const r_diff = @abs(r - frac.y); + const s_diff = @abs(s - frac.z); + + if (q_diff > r_diff and q_diff > s_diff) { + q = -r - s; + } else if (r_diff > s_diff) { + r = -q - s; + } else { + s = -q - r; + } + + return .{ + .q = @as(i32, @intFromFloat(q)), + .r = @as(i32, @intFromFloat(r)), + }; + } +}; + +pub const Hex = struct { + // todo perhaps worth having a sentiental value somewhere to state if a hex is alive or perhaps make the list optinals? + color: rl.Color, +}; + +pub fn setup() !void { + const target = HexCoord.qrToWorld(grid_central_row, grid_central_row); + context.camera = rl.Camera2D{ .target = target, .offset = rl.Vector2{ .x = 0, .y = 0 }, .rotation = 0, .zoom = 1 }; + context.hex_grid = try context.Grid.init(context.gpa, grid_size); + + // TODO think what it means to populate a hex grid + for (0..grid_size) |_| { + for (0..grid_size) |_| { + try context.hex_grid.initPush(Hex{ + // TODO real colors + .color = rl.DARKGREEN, + }); + } + } +} + +pub fn update() !void { + //---------------------------------------------------------------------------------- + + const mouse_pos = rl.GetMousePosition(); + const mouse_world_pos = rl.GetScreenToWorld2D(mouse_pos, context.camera); + + context.hovered_coords = HexCoord.worldToQr(mouse_world_pos); + + const zoom_scale = context.camera.zoom; + if (rl.IsKeyDown(rl.KEY_D)) { + context.camera.target.x += 2 / zoom_scale; + } + if (rl.IsKeyDown(rl.KEY_A)) { + context.camera.target.x -= 2 / zoom_scale; + } + if (rl.IsKeyDown(rl.KEY_W)) { + context.camera.target.y -= 2 / zoom_scale; + } + if (rl.IsKeyDown(rl.KEY_S)) { + context.camera.target.y += 2 / zoom_scale; + } + + if (rl.IsMouseButtonDown(rl.MOUSE_BUTTON_MIDDLE)) { + const delta = rl.GetMouseDelta(); + context.camera.target.x -= delta.x / zoom_scale; + context.camera.target.y -= delta.y / zoom_scale; + } + + const wm = rl.GetMouseWheelMove(); + if (wm != 0.0) { + context.camera.zoom += wm * 0.05; + + context.camera.target = mouse_world_pos; + context.camera.offset = mouse_pos; + + if (context.camera.zoom > 3.0) context.camera.zoom = 3.0; + if (context.camera.zoom < 0.1) context.camera.zoom = 0.1; + } +} +pub fn draw() !void { + rl.BeginDrawing(); + + rl.ClearBackground(rl.SKYBLUE); + + rl.BeginMode2D(context.camera); + const slice = context.hex_grid.buffer.slice(); + const colors = slice.items(.color); + for (0..grid_size) |r| { + var start: usize = 0; + var end: usize = 0; + if (r < grid_central_row) { + start = grid_central_row - r; + end = grid_size; + } else { + start = 0; + end = grid_size - (r - grid_central_row); + } + for (start..end) |q| { + const idx = r * grid_size + q; + const center = HexCoord.qrToWorld(@intCast(q), @intCast(r)); + rl.DrawPoly(center, 6, hex_radius, hex_rotation, colors[idx]); + rl.DrawPolyLines(center, 6, hex_radius, hex_rotation, rl.BLACK); + } + } + + const center = HexCoord.qrToWorld(@intCast(context.hovered_coords.q), @intCast(context.hovered_coords.r)); + rl.DrawPolyLines(center, 6, hex_radius, hex_rotation, rl.WHITE); + + rl.EndMode2D(); + + rl.EndDrawing(); +} |
