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compiler: fix -live compilation of bounce example with gcc-9 & clang
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@ -34,7 +34,7 @@ fn main() {
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main_wnd: 0
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draw_fn: 0
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}
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window := glfw.create_window(glfw.WinCfg {
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window := glfw.create_window(glfw.WinCfg{
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width: width
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height: height
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borderless: false
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@ -42,11 +42,11 @@ fn main() {
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ptr: game
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always_on_top: true
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})
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//window.onkeydown(key_down)
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// window.onkeydown(key_down)
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game.main_wnd = window
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window.make_context_current()
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gg.init_gg()
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game.gg = gg.new_context(gg.Cfg {
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game.gg = gg.new_context(gg.Cfg{
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width: width
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height: height
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font_size: 20
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@ -69,9 +69,9 @@ fn main() {
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const (
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width = 50
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red = gx.rgb(255,0,0)
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green = gx.rgb(0,255,0)
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blue = gx.rgb(0,0,255)
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red = gx.rgb(255, 0, 0)
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green = gx.rgb(0, 255, 0)
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blue = gx.rgb(0, 0, 255)
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)
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// Try uncommenting or changing the lines inside the live functions.
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@ -79,27 +79,28 @@ const (
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[live]
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fn (game &Game) draw() {
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game.gg.draw_rect(game.x, game.y, width, width, blue)
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// game.gg.draw_rect(game.x, game.y, width, width, gx.rgb(128,10,255))
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game.gg.draw_rect(550 - game.x + 10, 200 - game.y + 50, width, width, gx.rgb(128, 10, 255))
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game.gg.draw_rect(game.x - 20, 250 - game.y, width, width, gx.rgb(128, 240, 155))
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}
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[live]
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fn (game mut Game) update_model() {
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// game.x = 0 game.y = 0 game.dx = 1 game.dy = 1
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// game.dx = 3 game.dy = 3
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fn (mut game Game) update_model() {
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// game.x = 0 game.y = 0 game.dx = 1 game.dy = 1
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// game.dx = 3 game.dy = 3
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speed := 2
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game.x += speed * game.dx
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game.y += speed * game.dy
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game.y += speed * game.dy
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if game.y >= game.height - width || game.y <= 0 {
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game.dy = - game.dy
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game.dy = -game.dy
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}
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if game.x >= game.width - width || game.x <= 0 {
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game.dx = - game.dx
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game.dx = -game.dx
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}
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}
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fn (game mut Game) run() {
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fn (mut game Game) run() {
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for {
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game.update_model()
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game.update_model()
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glfw.post_empty_event() // Refresh
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time.sleep_ms(17)
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}
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@ -101,7 +101,7 @@ fn (mut g Gen) gen_fn_decl(it ast.FnDecl) {
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}
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g.definitions.writeln(');')
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g.writeln(') {')
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if is_livemain {
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if is_live_wrap {
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// The live function just calls its implementation dual, while ensuring
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// that the call is wrapped by the mutex lock & unlock calls.
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// Adding the mutex lock/unlock inside the body of the implementation
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