change built-in component names
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@@ -5,7 +5,7 @@ import rl "vendor:raylib"
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// what the app's window opens with: size, title, and the clear color.
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// DefaultPlugin opens the window from it at STARTUP and paints the clear
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// color at PRE_DRAW
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WindowComponent :: struct {
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Window :: struct {
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width: i32,
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height: i32,
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title: string,
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@@ -13,20 +13,20 @@ WindowComponent :: struct {
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}
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// the mouse position, refreshed every UPDATE by DefaultPlugin
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CursorComponent :: struct {
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Cursor :: struct {
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position: rl.Vector2,
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}
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// a texture DefaultPlugin draws at DRAW, placed by the same entity's
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// TransformComponent (so every sprite entity needs a Transform component
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// too)
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SpriteComponent :: struct {
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Sprite :: struct {
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texture: rl.Texture2D,
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}
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// 2D translation + rotation, read back by draw_sprite when it places the
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// entity's SpriteComponent
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TransformComponent :: struct {
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Transform :: struct {
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translation: rl.Vector2,
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rotation: f32,
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}
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+8
-8
@@ -24,7 +24,7 @@ DefaultPlugin :: proc(app: ^App) {
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add_system(app, UPDATE, run_timers)
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add_system(app, UPDATE, update_cursor_position)
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add_system(app, PRE_DRAW, proc(world: ^World) {rl.BeginDrawing()
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window, _ := single(world, WindowComponent)
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window, _ := single(world, Window)
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rl.ClearBackground(window.background)})
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add_system(app, POST_DRAW, proc() {rl.EndDrawing()})
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add_system(app, DESTROY, proc() {rl.CloseWindow()})
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@@ -36,25 +36,25 @@ DefaultPlugin :: proc(app: ^App) {
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add_component(
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world,
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display,
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WindowComponent{width = 800, height = 600, title = "shoal window", background = rl.BLACK},
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Window{width = 800, height = 600, title = "shoal window", background = rl.BLACK},
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)
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cursor := spawn_entity(world)
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add_component(world, cursor, CursorComponent)
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add_component(world, cursor, Cursor)
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}
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@(private)
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update_cursor_position :: proc(world: ^World) {
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cursor, _ := single(world, CursorComponent)
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cursor, _ := single(world, Cursor)
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cursor.position = rl.GetMousePosition()
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}
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@(private)
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draw_sprite :: proc(world: ^World) {
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components := slice(world, SpriteComponent)
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entities := slice_entity(world, SpriteComponent)
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components := slice(world, Sprite)
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entities := slice_entity(world, Sprite)
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for &v, i in components {
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sprite_transform := get_component(world, entities[i], TransformComponent)
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sprite_transform := get_component(world, entities[i], Transform)
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rl.DrawTexture(
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v.texture,
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i32(sprite_transform.translation.x),
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@@ -66,7 +66,7 @@ draw_sprite :: proc(world: ^World) {
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@(private)
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startup_window :: proc(world: ^World) {
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window, _ := single(world, WindowComponent)
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window, _ := single(world, Window)
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rl.InitWindow(window.width, window.height, strings.clone_to_cstring(window.title))
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rl.SetTargetFPS(60)
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}
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@@ -22,6 +22,8 @@ rlmu_init :: proc "contextless" () {
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global_state = new(RLMU_State)
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}
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// bake the default microui atlas into a raylib texture and set up the mui
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// context (text metrics + clipboard callbacks). UIPlugin runs it at STARTUP
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init :: proc(state := global_state) {
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// Allocate an array of 32 bit pixel colors for the atlas used by mui
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// An atlas is a big image packed with multiple smaller images. Like a sprite sheet!
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@@ -62,11 +64,15 @@ init :: proc(state := global_state) {
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state.ctx.textbox_state.get_clipboard = get_clipboard
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}
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// unload the atlas texture. UIPlugin runs it at DESTROY
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destroy :: proc(state := global_state) {
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// Free atlas texture
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rl.UnloadTexture(state.atlas)
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}
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// forward this frame's raylib input (text, mouse, keys) to microui and start
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// the frame. returns the context to build ui against. UIPlugin runs it at
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// PRE_DRAW and hands the result to get_ctx()
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begin :: proc(state: ^RLMU_State = global_state) -> ^mu.Context {
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// Forward all input from raylib to mui
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// We need to tell mui what keys are pressed, where the mouse is etc so the ui can react accordingly
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@@ -80,6 +86,8 @@ begin :: proc(state: ^RLMU_State = global_state) -> ^mu.Context {
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return &state.ctx
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}
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// tell microui the frame is finished, then replay its command list as raylib
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// draw calls (and close any lingering scissor). UIPlugin runs it at POST_DRAW
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end :: proc(state := global_state) {
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// Tell mui that we're done drawing ui
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mu.end(&state.ctx)
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@@ -140,8 +148,11 @@ end :: proc(state := global_state) {
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rl.EndScissorMode()
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}
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// init() with destroy() deferred to scope exit: set the ui up and tear it
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// down around a block
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@(deferred_in = destroy)
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init_scope :: proc(state := global_state) -> ^mu.Context {init(state); return &state.ctx}
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// begin() with end() deferred to scope exit: a whole frame of ui in one block
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@(deferred_in = end)
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begin_scope :: proc(state := global_state) -> ^mu.Context {begin(state); return &state.ctx}
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@@ -1,9 +1,31 @@
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package ui
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import ecs "../src"
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import ml "vendor:microui"
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// the microui context UIPlugin refreshes every frame, nil until the first
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// PRE_DRAW. use get_ctx() instead of touching it directly
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ui_ctx: ^ml.Context
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// wires the ui package into the app, in frame order:
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//
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// STARTUP init() bakes the microui atlas into a texture
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// PRE_DRAW begin() forwards raylib input, starts the frame, stashes ui_ctx
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// POST_DRAW the frame's temp arena is freed, then end() renders the ui
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// DESTROY destroy() unloads the atlas texture
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//
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// (systems within a schedule run in registration order, so POST_DRAW frees
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// the arena first and renders second)
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UIPlugin :: proc(app: ^ecs.App) {
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ecs.add_system(app, ecs.STARTUP, proc() {init()})
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ecs.add_system(app, ecs.POST_DRAW, proc() {free_all(context.temp_allocator)})
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ecs.add_system(app, ecs.PRE_DRAW, proc() {ui_ctx = begin()})
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ecs.add_system(app, ecs.POST_DRAW, proc() {end()})
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ecs.add_system(app, ecs.DESTROY, proc() {destroy()})
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}
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// the microui context for this frame. pass it to every microui call. valid
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// from PRE_DRAW onwards (nil before the first frame)
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get_ctx :: proc() -> ^ml.Context {
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return ui_ctx
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}
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