refactor some api things
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27b6459b9a
commit
1634b1126b
9 changed files with 35 additions and 34 deletions
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@ -1,7 +1,7 @@
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local ffi = require("ffi")
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local core = require("pxl8.core")
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local graphics = require("pxl8.graphics")
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local gfx2d = require("pxl8.gfx2d")
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local input = require("pxl8.input")
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local vfx = require("pxl8.vfx")
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local particles = require("pxl8.particles")
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@ -26,21 +26,21 @@ pxl8.error = core.error
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pxl8.debug = core.debug
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pxl8.trace = core.trace
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pxl8.clr = graphics.clr
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pxl8.pixel = graphics.pixel
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pxl8.line = graphics.line
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pxl8.rect = graphics.rect
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pxl8.rect_fill = graphics.rect_fill
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pxl8.circle = graphics.circle
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pxl8.circle_fill = graphics.circle_fill
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pxl8.text = graphics.text
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pxl8.sprite = graphics.sprite
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pxl8.load_palette = graphics.load_palette
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pxl8.load_sprite = graphics.load_sprite
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pxl8.create_texture = graphics.create_texture
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pxl8.upload_atlas = graphics.upload_atlas
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pxl8.gfx_color_ramp = graphics.color_ramp
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pxl8.gfx_fade_palette = graphics.fade_palette
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pxl8.clear = gfx2d.clear
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pxl8.pixel = gfx2d.pixel
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pxl8.line = gfx2d.line
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pxl8.rect = gfx2d.rect
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pxl8.rect_fill = gfx2d.rect_fill
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pxl8.circle = gfx2d.circle
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pxl8.circle_fill = gfx2d.circle_fill
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pxl8.text = gfx2d.text
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pxl8.sprite = gfx2d.sprite
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pxl8.load_palette = gfx2d.load_palette
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pxl8.load_sprite = gfx2d.load_sprite
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pxl8.create_texture = gfx2d.create_texture
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pxl8.upload_atlas = gfx2d.upload_atlas
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pxl8.gfx_color_ramp = gfx2d.color_ramp
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pxl8.gfx_fade_palette = gfx2d.fade_palette
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pxl8.key_down = input.key_down
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pxl8.key_pressed = input.key_pressed
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@ -4,8 +4,8 @@ local core = require("pxl8.core")
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local graphics = {}
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function graphics.clr(color)
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C.pxl8_clr(core.gfx, color or 0)
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function graphics.clear(color)
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C.pxl8_clear(core.gfx, color or 0)
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end
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function graphics.pixel(x, y, color)
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@ -252,7 +252,7 @@ pxl8_game_result pxl8_frame(pxl8_game* game) {
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pxl8_error("Error calling frame: %s", pxl8_script_get_last_error(game->script));
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}
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} else {
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pxl8_clr(game->gfx, 32);
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pxl8_clear(game->gfx, 32);
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i32 render_width, render_height;
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pxl8_gfx_get_resolution_dimensions(game->resolution, &render_width, &render_height);
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@ -408,7 +408,7 @@ void pxl8_gfx_project(pxl8_gfx* gfx, f32 left, f32 right, f32 top, f32 bottom) {
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(void)gfx; (void)left; (void)right; (void)top; (void)bottom;
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}
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void pxl8_clr(pxl8_gfx* gfx, u32 color) {
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void pxl8_clear(pxl8_gfx* gfx, u32 color) {
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if (!gfx || !gfx->framebuffer) return;
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static u32 frame_count = 0;
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@ -79,7 +79,7 @@ void pxl8_gfx_swap_palette(pxl8_gfx* gfx, u8 start, u8 count, u32* new_colors);
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void pxl8_circle(pxl8_gfx* gfx, i32 cx, i32 cy, i32 radius, u32 color);
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void pxl8_circle_fill(pxl8_gfx* gfx, i32 cx, i32 cy, i32 radius, u32 color);
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void pxl8_clr(pxl8_gfx* gfx, u32 color);
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void pxl8_clear(pxl8_gfx* gfx, u32 color);
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u32 pxl8_get_pixel(pxl8_gfx* gfx, i32 x, i32 y);
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void pxl8_line(pxl8_gfx* gfx, i32 x0, i32 y0, i32 x1, i32 y1, u32 color);
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void pxl8_pixel(pxl8_gfx* gfx, i32 x, i32 y, u32 color);
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@ -91,7 +91,7 @@ static const char* pxl8_ffi_cdefs =
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"i32 pxl8_gfx_get_width(pxl8_gfx* ctx);\n"
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"void pxl8_circle(pxl8_gfx* ctx, i32 x, i32 y, i32 r, u32 color);\n"
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"void pxl8_circle_fill(pxl8_gfx* ctx, i32 x, i32 y, i32 r, u32 color);\n"
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"void pxl8_clr(pxl8_gfx* ctx, u32 color);\n"
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"void pxl8_clear(pxl8_gfx* ctx, u32 color);\n"
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"u32 pxl8_get_pixel(pxl8_gfx* ctx, i32 x, i32 y);\n"
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"void pxl8_line(pxl8_gfx* ctx, i32 x0, i32 y0, i32 x1, i32 y1, u32 color);\n"
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"void pxl8_pixel(pxl8_gfx* ctx, i32 x, i32 y, u32 color);\n"
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