Fast tilemap example.
This commit is contained in:
@@ -8,9 +8,6 @@ function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetTextLineSpacing( 24 )
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-- RL.EnableEventWaiting()
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-- RL.DisableEventWaiting()
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end
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local function getEventType( event )
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@@ -70,54 +67,54 @@ end
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local mousePos = { 0, 0 }
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local cursorMode = 1
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local pen = {
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state = RL.SDL_EVENT_PEN_UP,
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pos = { 0, 0 },
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pressure = 0,
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down = false,
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eraser = false,
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}
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-- local pen = {
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-- state = RL.SDL_EVENT_PEN_UP,
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-- pos = { 0, 0 },
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-- pressure = 0,
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-- down = false,
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-- eraser = false,
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-- }
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function RL.event( event )
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-- text = "Event: "..getEventType( event ).."\n"
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text = "Event: "..getEventType( event ).."\n"
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-- if event.type == RL.GLFW_WINDOW_SIZE_EVENT then
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-- text = text.."width: "..event.width.." height: "..event.height
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-- elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
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-- text = text.."maximized: "..event.maximized
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-- elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then
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-- text = text.."iconified: "..event.iconified
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-- elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then
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-- text = text.."focused: "..event.focused
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-- elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then
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-- text = text.."count: "..event.count.."\n"
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-- for _, path in ipairs( event.paths ) do
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-- text = text..path.."\n"
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-- end
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-- elseif event.type == RL.GLFW_KEY_EVENT then
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-- text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods
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-- text = text .."\nkeyName: "..keyName( event.key )
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-- elseif event.type == RL.GLFW_CHAR_EVENT then
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-- text = text.."key: "..event.key
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-- -- text = text .."\nchar: "..string.char( event.key )
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-- text = text .."\nchar: "..utf8.char( event.key )
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-- elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then
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-- text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods
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-- elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then
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-- text = text.."x: "..event.x.." y: "..event.y
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-- elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then
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-- text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset
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-- elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then
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-- text = text.."enter: "..event.enter
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-- cursorIn = event.enter
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-- elseif event.type == RL.EVENT_JOYSTICK then
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-- text = text.."jid: "..event.jid.." event: "..event.event
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-- if event.event == RL.GLFW_CONNECTED then
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-- text = text.."\nConnected"
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-- elseif event.event == RL.GLFW_DISCONNECTED then
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-- text = text.."\nDisconnected"
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-- end
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-- end
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if event.type == RL.GLFW_WINDOW_SIZE_EVENT then
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text = text.."width: "..event.width.." height: "..event.height
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elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
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text = text.."maximized: "..event.maximized
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elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then
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text = text.."iconified: "..event.iconified
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elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then
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text = text.."focused: "..event.focused
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elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then
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text = text.."count: "..event.count.."\n"
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for _, path in ipairs( event.paths ) do
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text = text..path.."\n"
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end
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elseif event.type == RL.GLFW_KEY_EVENT then
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text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods
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text = text .."\nkeyName: "..keyName( event.key )
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elseif event.type == RL.GLFW_CHAR_EVENT then
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text = text.."key: "..event.key
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-- text = text .."\nchar: "..string.char( event.key )
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text = text .."\nchar: "..utf8.char( event.key )
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elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then
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text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods
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elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then
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text = text.."x: "..event.x.." y: "..event.y
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elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then
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text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset
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elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then
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text = text.."enter: "..event.enter
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cursorIn = event.enter
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elseif event.type == RL.EVENT_JOYSTICK then
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text = text.."jid: "..event.jid.." event: "..event.event
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if event.event == RL.GLFW_CONNECTED then
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text = text.."\nConnected"
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elseif event.event == RL.GLFW_DISCONNECTED then
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text = text.."\nDisconnected"
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end
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end
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-- Some SDL events.
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@@ -162,43 +159,43 @@ function RL.event( event )
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-- Some SDL3 events.
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text = event.type.."\n\n"
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-- text = event.type.."\n\n"
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if event.type == RL.SDL_EVENT_KEY_DOWN or event.type == RL.SDL_EVENT_KEY_UP then
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text = text.."key: "..event.key.." repeat: "..tostring( event.repeating )
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elseif event.type == RL.SDL_EVENT_PEN_AXIS then
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text = text.."pen_state: "..event.pen_state.." axis: "..event.axis.." value: "..event.value
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pen.pressure = event.value
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pen.state = event.pen_state
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pen.pos[1] = event.x
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pen.pos[2] = event.y
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elseif event.type == RL.SDL_EVENT_PEN_MOTION then
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text = text.."pen_state: "..event.pen_state.." pos: "..event.x..", "..event.y
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pen.pos[1] = event.x
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pen.pos[2] = event.y
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elseif event.type == RL.SDL_EVENT_PEN_DOWN or event.type == RL.SDL_EVENT_PEN_UP then
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pen.down = event.down
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pen.eraser = event.eraser
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elseif event.type == RL.SDL_EVENT_CLIPBOARD_UPDATE then
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print( "SDL_EVENT_CLIPBOARD_UPDATE:" )
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for i, t in ipairs( event.mime_types ) do
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print( i, t )
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end
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elseif event.type == RL.SDL_EVENT_GAMEPAD_AXIS_MOTION then
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text = text.."axis: "..event.axis.."value: "..event.value
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print( "axis: "..event.axis.." value: "..event.value )
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elseif event.type == RL.SDL_EVENT_GAMEPAD_ADDED then
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print( "SDL_EVENT_GAMEPAD_ADDED" )
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end
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-- if event.type == RL.SDL_EVENT_KEY_DOWN or event.type == RL.SDL_EVENT_KEY_UP then
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-- text = text.."key: "..event.key.." repeat: "..tostring( event.repeating )
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-- elseif event.type == RL.SDL_EVENT_PEN_AXIS then
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-- text = text.."pen_state: "..event.pen_state.." axis: "..event.axis.." value: "..event.value
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-- pen.pressure = event.value
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-- pen.state = event.pen_state
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-- pen.pos[1] = event.x
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-- pen.pos[2] = event.y
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-- elseif event.type == RL.SDL_EVENT_PEN_MOTION then
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-- text = text.."pen_state: "..event.pen_state.." pos: "..event.x..", "..event.y
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-- pen.pos[1] = event.x
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-- pen.pos[2] = event.y
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-- elseif event.type == RL.SDL_EVENT_PEN_DOWN or event.type == RL.SDL_EVENT_PEN_UP then
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-- pen.down = event.down
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-- pen.eraser = event.eraser
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-- elseif event.type == RL.SDL_EVENT_CLIPBOARD_UPDATE then
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-- print( "SDL_EVENT_CLIPBOARD_UPDATE:" )
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-- for i, t in ipairs( event.mime_types ) do
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-- print( i, t )
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-- end
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-- elseif event.type == RL.SDL_EVENT_GAMEPAD_AXIS_MOTION then
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-- text = text.."axis: "..event.axis.."value: "..event.value
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-- print( "axis: "..event.axis.." value: "..event.value )
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-- elseif event.type == RL.SDL_EVENT_GAMEPAD_ADDED then
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-- print( "SDL_EVENT_GAMEPAD_ADDED" )
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-- end
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end
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local function drawSDL3PenCircle()
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RL.DrawCircleLines( pen.pos, 32, RL.GREEN )
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-- local function drawSDL3PenCircle()
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-- RL.DrawCircleLines( pen.pos, 32, RL.GREEN )
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if pen.down then
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RL.DrawCircle( pen.pos, pen.pressure * 32, pen.eraser and RL.YELLOW or RL.BLUE )
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end
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end
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-- if pen.down then
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-- RL.DrawCircle( pen.pos, pen.pressure * 32, pen.eraser and RL.YELLOW or RL.BLUE )
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-- end
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-- end
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function RL.draw()
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if 0 < cursorIn then
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@@ -207,7 +204,7 @@ function RL.draw()
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RL.ClearBackground( RL.RED )
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end
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drawSDL3PenCircle()
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-- drawSDL3PenCircle()
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RL.DrawText( text, textPos, 20, RL.BLACK )
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end
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103
examples/fast_tilemap/main.lua
Normal file
103
examples/fast_tilemap/main.lua
Normal file
@@ -0,0 +1,103 @@
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--[[
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We can use mesh to draw tilemap in one draw call.
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On large maps you could devide the tilemap in sections to cull tiles that are not
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in view.
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--]]
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vector2 = require( "vector2" )
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Vector3 = require( "vector3" )
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QUAD = {
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VERTICES = {
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Vector3:new( 0, 0, 0 ), Vector3:new( 0, 1, 0 ), Vector3:new( 1, 1, 0 ),
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Vector3:new( 0, 0, 0 ), Vector3:new( 1, 1, 0 ), Vector3:new( 1, 0, 0 )
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},
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TEXCOORDS = {
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Vector2:new( 0, 0 ), Vector2:new( 0, 1 ), Vector2:new( 1, 1 ),
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Vector2:new( 0, 0 ), Vector2:new( 1, 1 ), Vector2:new( 1, 0 )
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},
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}
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local res = Vector2:new( 1024, 720 )
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local winScale = 1
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local winSize = res:scale( winScale )
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local monitor = 0
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local tilemap = {
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texture = nil,
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texSize = Vector2:new(),
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mesh = nil,
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material = nil,
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tileSize = 32,
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tilecount = 0,
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}
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local function setTile( meshData, pos, texcoord )
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local texelSize = Vector2:new( 1 / tilemap.texSize.x, 1 / tilemap.texSize.y )
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for i, v in ipairs( QUAD.VERTICES ) do
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table.insert( meshData.vertices, ( pos + v ):scale( tilemap.tileSize ) )
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table.insert( meshData.texcoords, ( QUAD.TEXCOORDS[i] + texcoord ) * texelSize:scale( tilemap.tileSize ) )
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table.insert( meshData.colors, RL.WHITE )
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end
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tilemap.tilecount = tilemap.tilecount + 1
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end
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local function genTilemap()
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local meshData = { vertices = {}, texcoords = {}, colors = {} }
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-- Ground.
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for x = 0, winSize.x / tilemap.tileSize do
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for y = 0, winSize.y / tilemap.tileSize do
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setTile( meshData, Vector2:new( x, y ), Vector2:new( 4, 0 ) )
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end
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end
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-- House. Will be overdrawn to ground but we don't care we are so efficient! (You should though.)
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for x = 0, 6 do
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for y = 0, 10 do
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local tilePos = Vector2:new( x, y ) + Vector2:new( 8, 6 )
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if ( x == 0 or x == 6 or y == 0 or y == 10 ) and y ~= 4 then
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setTile( meshData, tilePos, Vector2:new( 0, 0 ) )
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else
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setTile( meshData, tilePos, Vector2:new( 1, 0 ) )
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end
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end
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end
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-- Characters. You probably would not do this, but we do it here to get some variation.
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setTile( meshData, Vector2:new( 4, 3 ), Vector2:new( 3, 0 ) )
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setTile( meshData, Vector2:new( 8, 4 ), Vector2:new( 3, 1 ) )
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setTile( meshData, Vector2:new( 10, 8 ), Vector2:new( 1, 1 ) )
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tilemap.mesh = RL.GenMeshCustom( meshData, false )
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end
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function RL.init()
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local monitorPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
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RL.SetWindowTitle( "Fast tilemap" )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
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local path = RL.GetBasePath().."../resources/images/tiles.png"
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tilemap.texture = RL.LoadTexture( path )
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tilemap.texSize:setT( RL.GetTextureSize( tilemap.texture ) )
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tilemap.material = RL.LoadMaterialDefault()
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RL.SetMaterialTexture( tilemap.material, RL.MATERIAL_MAP_ALBEDO, tilemap.texture )
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genTilemap()
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end
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function RL.draw()
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RL.ClearBackground( RL.BLACK )
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RL.DrawMesh( tilemap.mesh, tilemap.material, RL.MatrixIdentity() )
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RL.DrawText( "Tile count: "..tostring( tilemap.tilecount ), { 3, 3 }, 20, RL.GREEN )
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end
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