progrfess scaffolding rgfw (next: consume events and add callbacks for events)
This commit is contained in:
25
ffi/export.h
25
ffi/export.h
@@ -1,5 +1,5 @@
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#ifndef __SHF_RGFW_ML_H__
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#define __SHF_RGFW_ML_H__
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#ifndef __SHF_ML_H__
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#define __SHF_ML_H__
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/* Copyright (C) 2004-2007 Henry Cejtin, Matthew Fluet, Suresh
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* Jagannathan, and Stephen Weeks.
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@@ -132,23 +132,23 @@ typedef Pointer Objptr;
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#endif /* _MLTON_EXPORT_H_ */
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#if !defined(PART_OF_SHF_RGFW) && \
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!defined(STATIC_LINK_SHF_RGFW) && \
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!defined(DYNAMIC_LINK_SHF_RGFW)
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#define PART_OF_SHF_RGFW
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#if !defined(PART_OF_SHF) && \
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!defined(STATIC_LINK_SHF) && \
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!defined(DYNAMIC_LINK_SHF)
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#define PART_OF_SHF
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#endif
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#if defined(PART_OF_SHF_RGFW)
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#if defined(PART_OF_SHF)
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#define MLLIB_PRIVATE(x) PRIVATE x
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#define MLLIB_PUBLIC(x) PUBLIC x
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#elif defined(STATIC_LINK_SHF_RGFW)
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#elif defined(STATIC_LINK_SHF)
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#define MLLIB_PRIVATE(x)
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#define MLLIB_PUBLIC(x) PUBLIC x
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#elif defined(DYNAMIC_LINK_SHF_RGFW)
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#elif defined(DYNAMIC_LINK_SHF)
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#define MLLIB_PRIVATE(x)
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#define MLLIB_PUBLIC(x) EXTERNAL x
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#else
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#error Must specify linkage for shf_rgfw
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#error Must specify linkage for shf
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#define MLLIB_PRIVATE(x)
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#define MLLIB_PUBLIC(x)
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#endif
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@@ -157,6 +157,9 @@ typedef Pointer Objptr;
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extern "C" {
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#endif
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MLLIB_PUBLIC(void mltonFramebufferSizeCallback (Int32 x0, Int32 x1);)
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MLLIB_PUBLIC(void mltonCharCallback (Word32 x0);)
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MLLIB_PUBLIC(void mltonKeyCallback (Int32 x0, Int32 x1, Int32 x2, Int32 x3);)
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#undef MLLIB_PRIVATE
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#undef MLLIB_PUBLIC
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@@ -165,4 +168,4 @@ extern "C" {
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}
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#endif
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#endif /* __SHF_RGFW_ML_H__ */
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#endif /* __SHF_ML_H__ */
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@@ -37,20 +37,6 @@ struct
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fun consumeEvents (drawState, window) =
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consumeEventsLoop (0, DrawMailbox.getMessagesAndClear (), drawState, window)
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fun updateLoop (pos, msgVec, app) =
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if pos = Vector.length msgVec then
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app
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else
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let
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val msg = Vector.sub (msgVec, pos)
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val app = Updater.update (app, msg)
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in
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updateLoop (pos + 1, msgVec, app)
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end
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fun update app =
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updateLoop (0, InputMailbox.getMessagesAndClear (), app)
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fun helpLoop (app, drawState, window, gamepad) =
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case Glfw.windowShouldClose window of
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false =>
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@@ -62,10 +48,10 @@ struct
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(* one update reacting to gamepad events *)
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val (gamepad, actions) = GlfwGamepad.query gamepad
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val app = updateLoop (0, Vector.fromList actions, app)
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val app = Updater.updateLoop (0, Vector.fromList actions, app)
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(* one update reacting to keyboard events *)
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val app = update app
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val app = Updater.update app
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val _ = GlDraw.draw drawState
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val _ = Glfw.swapBuffers window
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@@ -7,6 +7,9 @@ struct
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let
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val _ = Gles3.clearColor (0.89, 0.89, 0.89, 1.0)
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val _ = Gles3.clear ()
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val app = Updater.update app
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val () = Rgfw.swapBuffers window
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in
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loop (window, app)
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@@ -11,7 +11,7 @@ struct
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hd :: tl => let val () = sendMsg hd in sendMsgs tl end
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| [] => ()
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fun update (app: AppType.app_type, inputMsg) =
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fun updateOne (app: AppType.app_type, inputMsg) =
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let
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val time = Time.now ()
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@@ -30,4 +30,18 @@ struct
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in
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app
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end
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fun updateLoop (pos, msgVec, app) =
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if pos = Vector.length msgVec then
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app
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else
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let
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val msg = Vector.sub (msgVec, pos)
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val app = updateOne (app, msg)
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in
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updateLoop (pos + 1, msgVec, app)
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end
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fun update app =
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updateLoop (0, InputMailbox.getMessagesAndClear (), app)
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end
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5
todo.md
5
todo.md
@@ -1,8 +1,7 @@
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# To-do list
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- Bind functions from RGFW (alternative back-end/window library) and have an option to use it
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- Add key callbacks, resize callbacks, etc.
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- Consume msgs stores in app
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- Bind gamepad functions from GLFW
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- I have bindings for alpha letters, shift, enter and escape.
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- I should learn layout next.
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- After learning layout, I should design and implement symbols
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- Modify deletion functions to use `PersistentVector.delete`
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- Implement 'yj' motion and add tests for it
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