Replaced vec.h with stb_ds.h arrays

This commit is contained in:
2022-08-26 14:19:17 +00:00
parent ff4168d279
commit 02d4396010
16 changed files with 210 additions and 177 deletions

View File

@@ -5,26 +5,22 @@
#include "registry.h"
#include "2dphysics.h"
#include "script.h"
#include "vec.h"
#include "input.h"
#include <string.h>
#include <chipmunk/chipmunk.h>
#include "resources.h"
#include "nuke.h"
struct vec *gameobjects = NULL;
#include "stb_ds.h"
struct mGameObject *gameobjects = NULL;
const int nameBuf[MAXNAME] = { 0 };
const int prefabNameBuf[MAXNAME] = { 0 };
void init_gameobjects()
{
gameobjects = vec_make(sizeof(struct mGameObject), 100);
}
struct mGameObject *get_gameobject_from_id(int id)
{
return vec_get(gameobjects, id - 1);
return &gameobjects[id];
}
static void gameobject_setpickcolor(struct mGameObject *go)
@@ -40,36 +36,46 @@ static void gameobject_setpickcolor(struct mGameObject *go)
struct mGameObject *MakeGameobject()
{
struct mGameObject *go = vec_add(gameobjects, NULL);
go->editor.id = gameobjects->len - 1;
go->transform.scale = 1.f;
gameobject_setpickcolor(go);
strncpy(go->editor.mname, "New object", MAXNAME);
go->scale = 1.f;
go->bodytype = CP_BODY_TYPE_STATIC;
go->mass = 1.f;
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
struct mGameObject go = {
.editor.id = arrlen(gameobjects),
.transform.scale = 1.f,
.scale = 1.f,
.bodytype = CP_BODY_TYPE_STATIC,
.mass = 1.f
};
go->components = vec_make(sizeof(struct component), 10);
gameobject_setpickcolor(&go);
strncpy(go.editor.mname, "New object", MAXNAME);
go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
return go;
arrput(gameobjects, go);
return &arrlast(gameobjects);
}
void gameobject_addcomponent(struct mGameObject *go, struct component *c)
{
struct component *newc = vec_add(go->components, c);
arrput(go->components, *c);
struct component *newc = &arrlast(go->components);
newc->go = go;
newc->data = newc->make(newc->go);
}
void gameobject_delete(int id)
{
vec_delete(gameobjects, id);
struct mGameObject *go = &gameobjects[id];
for (int i = 0; i < arrlen(go->components); i++) {
free(go->components[i].data);
}
arrfree(go->components);
arrdelswap(gameobjects, id);
}
void gameobject_delcomponent(struct mGameObject *go, int n)
{
vec_del_order(go->components, n);
arrdel(go->components, n);
}
void setup_model_transform(struct mTransform *t, struct mShader *s, float scale)
@@ -88,10 +94,10 @@ void gameobject_save(struct mGameObject *go, FILE * file)
{
fwrite(go, sizeof(*go), 1, file);
vec_store(go->components, file);
for (int i = 0; i < go->components->len; i++) {
struct component *c = vec_get(go->components, i);
fwrite(c->data, c->datasize, 1, file);
fwrite(arrlen(go->components), sizeof(int), 1, file);
for (int i = 0; i < arrlen(go->components); i++) {
fwrite(go->components[i].id, sizeof(int), 1, file);
fwrite(go->components[i].data, go->components[i].datasize, 1, file);
}
}
@@ -103,30 +109,34 @@ void gameobject_makefromprefab(char *path)
}
struct mGameObject *new = MakeGameobject();
struct vec *hold = new->components;
fread(new, sizeof(*new), 1, fprefab);
new->components = hold;
new->editor.id = gameobjects->len - 1;
new->components = NULL;
gameobject_init(new, fprefab);
fclose(fprefab);
new->editor.id = arrlen(gameobjects);
arrput(gameobjects, *new);
}
void gameobject_init(struct mGameObject *go, FILE * fprefab)
{
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
vec_load(go->components, fprefab);
int comp_n;
fread(&comp_n, sizeof(int), 1, fprefab);
arrsetlen(go->components, comp_n);
int n;
for (int i = 0; i < go->components->len; i++) {
vec_set(go->components, i, &components[((struct component *) vec_get(go->components, i))->id]);
struct component *newc = vec_get(go->components, i);
newc->go = go;
newc->data = malloc(newc->datasize);
fread(newc->data, newc->datasize, 1, fprefab);
newc->init(newc->data, go);
for (int i = 0; i < comp_n; i++) {
fread(&n, sizeof(int), 1, fprefab);
arrput(go->components, components[n]);
struct component *newc = &arrlast(go->components);
newc->go = go;
newc->data = malloc(newc->datasize);
fread(newc->data, newc->datasize, 1, fprefab);
newc->init(newc->data, go);
}
}
@@ -176,9 +186,8 @@ void toggleprefab(struct mGameObject *go)
void gameobject_update(struct mGameObject *go)
{
if (go->script) {
if (go->script)
script_run(go->script);
}
}
void gameobject_move(struct mGameObject *go, float xs, float ys)
@@ -197,7 +206,8 @@ void gameobject_rotate(struct mGameObject *go, float as)
}
void update_gameobjects() {
vec_walk(gameobjects, &gameobject_update);
for (int i = 0; i < arrlen(gameobjects); i++)
gameobject_update(&gameobjects[i]);
}
@@ -245,8 +255,8 @@ void object_gui(struct mGameObject *go)
for (int i = 0; i < go->components->len; i++) {
struct component *c = vec_get(go->components, i);
for (int i = 0; i < arrlen(go->components); i++) {
struct component *c = &go->components[i];
if (c->draw_debug)
c->draw_debug(c->data);