add anim and transitions and re-org lua api scripts

This commit is contained in:
asrael 2025-11-15 11:40:27 -06:00
parent a15d0db902
commit 27b6459b9a
24 changed files with 1857 additions and 573 deletions

View file

@ -188,6 +188,44 @@ static const char* pxl8_ffi_cdefs =
"void pxl8_vfx_tunnel(pxl8_gfx* ctx, f32 time, f32 speed, f32 twist);\n"
"void pxl8_vfx_water_ripple(pxl8_gfx* ctx, f32* height_map, i32 drop_x, i32 drop_y, f32 damping);\n"
"\n"
"typedef struct pxl8_transition pxl8_transition;\n"
"typedef struct pxl8_anim pxl8_anim;\n"
"\n"
"pxl8_transition* pxl8_transition_create(i32 type, f32 duration);\n"
"void pxl8_transition_destroy(pxl8_transition* transition);\n"
"f32 pxl8_transition_get_progress(const pxl8_transition* transition);\n"
"bool pxl8_transition_is_active(const pxl8_transition* transition);\n"
"bool pxl8_transition_is_complete(const pxl8_transition* transition);\n"
"void pxl8_transition_render(const pxl8_transition* transition, pxl8_gfx* gfx);\n"
"void pxl8_transition_reset(pxl8_transition* transition);\n"
"void pxl8_transition_set_color(pxl8_transition* transition, u32 color);\n"
"void pxl8_transition_set_reverse(pxl8_transition* transition, bool reverse);\n"
"void pxl8_transition_start(pxl8_transition* transition);\n"
"void pxl8_transition_stop(pxl8_transition* transition);\n"
"void pxl8_transition_update(pxl8_transition* transition, f32 dt);\n"
"\n"
"pxl8_anim* pxl8_anim_create(const u32* frame_ids, const u16* frame_durations, u16 frame_count);\n"
"pxl8_anim* pxl8_anim_create_from_ase(pxl8_gfx* gfx, const char* path);\n"
"void pxl8_anim_destroy(pxl8_anim* anim);\n"
"i32 pxl8_anim_add_state(pxl8_anim* anim, const char* name, pxl8_anim* state_anim);\n"
"u16 pxl8_anim_get_current_frame(const pxl8_anim* anim);\n"
"u32 pxl8_anim_get_current_frame_id(const pxl8_anim* anim);\n"
"const char* pxl8_anim_get_state(const pxl8_anim* anim);\n"
"bool pxl8_anim_has_state_machine(const pxl8_anim* anim);\n"
"bool pxl8_anim_is_complete(const pxl8_anim* anim);\n"
"bool pxl8_anim_is_playing(const pxl8_anim* anim);\n"
"void pxl8_anim_pause(pxl8_anim* anim);\n"
"void pxl8_anim_play(pxl8_anim* anim);\n"
"void pxl8_anim_render_sprite(const pxl8_anim* anim, pxl8_gfx* gfx, i32 x, i32 y, i32 w, i32 h);\n"
"void pxl8_anim_reset(pxl8_anim* anim);\n"
"void pxl8_anim_set_frame(pxl8_anim* anim, u16 frame);\n"
"void pxl8_anim_set_loop(pxl8_anim* anim, bool loop);\n"
"void pxl8_anim_set_reverse(pxl8_anim* anim, bool reverse);\n"
"void pxl8_anim_set_speed(pxl8_anim* anim, f32 speed);\n"
"i32 pxl8_anim_set_state(pxl8_anim* anim, const char* name);\n"
"void pxl8_anim_stop(pxl8_anim* anim);\n"
"void pxl8_anim_update(pxl8_anim* anim, f32 dt);\n"
"\n"
"typedef struct { float x, y, z; } pxl8_vec3;\n"
"typedef struct { float x, y, z, w; } pxl8_vec4;\n"
"typedef struct { float m[16]; } pxl8_mat4;\n"