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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00

remove "import const" everywhere

This commit is contained in:
Alexander Medvednikov 2019-08-23 00:00:31 +03:00
parent dcfc9eb1a1
commit f61b14584a
11 changed files with 172 additions and 308 deletions

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@ -374,7 +374,7 @@ fn key_down(wnd voidptr, key, code, action, mods int) {
switch key {
case glfw.KEY_ESCAPE:
glfw.set_should_close(wnd, true)
case GLFW_KEY_SPACE:
case glfw.key_space:
if game.state == .running {
game.state = .paused
} else if game.state == .paused {

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@ -8,10 +8,6 @@ import math
#include <sys/syscall.h>
import const(
SYS_getrandom
)
// const (
// SYS_getrandom = 278 // AArch65
// SYS_getrandom = 384 // ARM
@ -47,5 +43,5 @@ fn _getrandom(bytes_needed int, buffer voidptr) int {
if bytes_needed > ReadBatchSize {
panic('_getrandom() dont request more thane $ReadBatchSize bytes at once.')
}
return C.syscall(SYS_getrandom, buffer, bytes_needed, 0)
return C.syscall(C.SYS_getrandom, buffer, bytes_needed, 0)
}

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@ -6,20 +6,10 @@ module rand
#flag darwin -framework Security
// import const (
// kSecRandomDefault
// errSecSuccess
// )
const (
kSecRandomDefault = 0
errSecSuccess = 0
)
pub fn read(bytes_needed int) ?[]byte {
mut buffer := malloc(bytes_needed)
status := C.SecRandomCopyBytes(kSecRandomDefault, bytes_needed, buffer)
if status != errSecSuccess {
status := C.SecRandomCopyBytes(0, bytes_needed, buffer)
if status != 0 {
return ReadError
}
return c_array_to_bytes_tmp(bytes_needed, buffer)

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@ -111,9 +111,9 @@ fn ft_load_char(_face Face, code i64) Character {
C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RED, fgwidth, fgrows,
0, C.GL_RED, C.GL_UNSIGNED_BYTE, face.glyph.bitmap.buffer)
// Set texture options
C.glTexParameteri(GL_TEXTURE_2D, C.GL_TEXTURE_WRAP_S, C.GL_CLAMP_TO_EDGE)
C.glTexParameteri(GL_TEXTURE_2D, C.GL_TEXTURE_WRAP_T, C.GL_CLAMP_TO_EDGE)
C.glTexParameteri(GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_WRAP_S, C.GL_CLAMP_TO_EDGE)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_WRAP_T, C.GL_CLAMP_TO_EDGE)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
fgleft := face.glyph.bitmap_left
fgtop := face.glyph.bitmap_top
@ -146,7 +146,7 @@ pub fn new_context(cfg gg.Cfg) *Context {
gl.viewport(0, 0, width, height)
*/
// gl.enable(GL_CULL_FACE) // TODO NEED CULL?
gl.enable(GL_BLEND)
gl.enable(C.GL_BLEND)
C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
shader := gl.new_shader('text')
shader.use()
@ -209,10 +209,10 @@ pub fn new_context(cfg gg.Cfg) *Context {
println('new gg text context vao=$vao')
vbo := gl.gen_buffer()
gl.bind_vao(vao)
gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
// # glBufferData(GL_ARRAY_BUFFER, sizeof(GLf32) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
// # glVertexAttribPointer(0, 4, GL_FLOAT,false, 4 * sizeof(GLf32), 0);
// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
// # glBindVertexArray(0);
@ -336,11 +336,11 @@ fn (ctx mut Context) _draw_text(_x, _y int, utext ustring, cfg gx.TextCfg) {
// Render glyph texture over quad
C.glBindTexture(C.GL_TEXTURE_2D, ch.texture_id)
// Update content of VBO memory
gl.bind_buffer(GL_ARRAY_BUFFER, ctx.vbo)
gl.bind_buffer(C.GL_ARRAY_BUFFER, ctx.vbo)
// glBufferSubData(..)
C.glBufferData(GL_ARRAY_BUFFER, 96, vertices.data, C.GL_DYNAMIC_DRAW)
C.glBufferData(C.GL_ARRAY_BUFFER, 96, vertices.data, C.GL_DYNAMIC_DRAW)
// Render quad
gl.draw_arrays(GL_TRIANGLES, 0, 6)
gl.draw_arrays(C.GL_TRIANGLES, 0, 6)
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
// Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
x += ch.advance >> u32(6)

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@ -17,14 +17,6 @@ pub:
y int
}
import const (
GL_STATIC_DRAW
GL_FLOAT
GL_FALSE
GL_UNSIGNED_INT
GL_INT
)
pub fn vec2(x, y int) Vec2 {
res := Vec2 {
x: x
@ -165,8 +157,8 @@ pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
@ -175,7 +167,7 @@ pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
// (nor VBOs) when it's not directly necessary.
// gl.bind_vertex_array(uint(0))
// gl.bind_vertex_array(ctx.VAO)
gl.draw_arrays(GL_TRIANGLES, 0, 3)
gl.draw_arrays(C.GL_TRIANGLES, 0, 3)
}
pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
@ -188,19 +180,19 @@ pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
x3, y3, 0, 0, 0, 0, 0, 0,
] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
// position attribute
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// color attribute
gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
gl.enable_vertex_attrib_array(1)
// texture attribute
gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
gl.enable_vertex_attrib_array(2)
// /
// gl.draw_arrays(GL_TRIANGLES, 0, 3)
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
}
pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
@ -230,10 +222,10 @@ fn (ctx mut GG) init_rect_vao() {
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.rect_vao)
gl.set_vbo(ctx.rect_vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.rect_vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
// ///////
gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
}
*/
pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
@ -258,16 +250,16 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
// ///////
gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)// !!! LEAKS
// /////
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// gl.bind_vao(ctx.rect_vao)
gl.bind_vao(ctx.vao)
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
C.glDeleteBuffers(1, &ebo)
}
@ -279,8 +271,8 @@ fn todo_remove_me(cfg Cfg, scale int) {
mut width := cfg.width * scale
mut height := cfg.height * scale
font_size := cfg.font_size * scale
gl.enable(GL_BLEND)
//# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl.enable(C.GL_BLEND)
//# glBlendFunc(C.GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader := gl.new_shader('text')
shader.use()
projection := glm.ortho(0, width, 0, height)// 0 at BOT
@ -291,9 +283,9 @@ fn todo_remove_me(cfg Cfg, scale int) {
//println('new gg text context VAO=$VAO')
vbo := gl.gen_buffer()
gl.bind_vao(vao)
gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
}
fn update() {
@ -372,7 +364,7 @@ pub fn create_image(file string) u32 {
img := stbi.load(file)
gl.bind_2d_texture(texture)
img.tex_image_2d()
gl.generate_mipmap(GL_TEXTURE_2D)
gl.generate_mipmap(C.GL_TEXTURE_2D)
img.free()
// println('gg end')
return texture
@ -385,11 +377,11 @@ pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
ctx.shader.set_color('color', color)
vertices := [f32(x), f32(y), f32(x2), f32(y2)] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 2, C.GL_FLOAT, false, 2, 0)
gl.enable_vertex_attrib_array(0)
gl.bind_vao(ctx.vao)
gl.draw_arrays(GL_LINES, 0, 2)
gl.draw_arrays(C.GL_LINES, 0, 2)
}
pub fn (c &GG) draw_line(x, y, x2, y2 f32) {
@ -425,18 +417,18 @@ pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
// VAO := gl.gen_vertex_array()
// VBO := gl.gen_buffer()
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 8, 0)
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 8, 0)
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
gl.enable_vertex_attrib_array(1)
gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
gl.enable_vertex_attrib_array(2)
gl.bind_2d_texture(u32(tex_id))
gl.bind_vao(ctx.vao)
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
}
pub fn (c &GG) draw_empty_rect(x, y, w, h int, color gx.Color) {

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@ -9,15 +9,6 @@ import gx
import glm
// import darwin
import const (
GL_VERTEX_SHADER
GL_FRAGMENT_SHADER
GL_ARRAY_BUFFER
GL_TRIANGLES
GL_CULL_FACE
GL_BLEND
GL_LINES
)
struct Shader {
program_id int
@ -118,7 +109,7 @@ pub fn new_shader(name string) Shader {
fragment_src = SIMPLE_FRAG
}
// ////////////////////////////////////////
vertex_shader := gl.create_shader(GL_VERTEX_SHADER)
vertex_shader := gl.create_shader(C.GL_VERTEX_SHADER)
gl.shader_source(vertex_shader, 1, vertex_src, 0)
gl.compile_shader(vertex_shader)
if gl.shader_compile_status(vertex_shader) == 0 {
@ -130,7 +121,7 @@ pub fn new_shader(name string) Shader {
}
// fragment shader
// fragment_src := os.read_file(fragment_path.trim_space())
fragment_shader := gl.create_shader(GL_FRAGMENT_SHADER)
fragment_shader := gl.create_shader(C.GL_FRAGMENT_SHADER)
gl.shader_source(fragment_shader, 1, fragment_src, 0)
gl.compile_shader(fragment_shader)
if gl.shader_compile_status(fragment_shader) == 0 {

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@ -4,21 +4,6 @@
module gl
import const (
GL_TEXTURE_2D
GL_TEXTURE0
GL_FLOAT
GL_VERTEX_SHADER
GL_ELEMENT_ARRAY_BUFFER
GL_DEPTH_TEST
GL_COLOR_BUFFER_BIT
GL_DEPTH_BUFFER_BIT
GL_STENCIL_BUFFER_BIT
GL_COMPILE_STATUS
GL_LINK_STATUS
GL_ARRAY_BUFFER
)
#flag -I @VROOT/thirdparty/glad
#include "glad.h"
#flag @VROOT/thirdparty/glad/glad.o
@ -40,7 +25,7 @@ pub fn clear_color(r, g, b, a int) {
}
pub fn clear() {
C.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT)
}
pub fn create_shader(typ int) int {
@ -61,7 +46,7 @@ pub fn compile_shader(shader int) {
pub fn shader_compile_status(shader int) int {
success := 0
C.glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
C.glGetShaderiv(shader, C.GL_COMPILE_STATUS, &success)
return success
}
@ -76,7 +61,7 @@ pub fn link_program(program int) {
pub fn get_program_link_status(program int) int {
success := 0
C.glGetProgramiv(program, GL_LINK_STATUS, &success)
C.glGetProgramiv(program, C.GL_LINK_STATUS, &success)
return success
}
@ -115,7 +100,7 @@ pub fn active_texture(t int) {
}
pub fn bind_2d_texture(texture u32) {
C.glBindTexture(GL_TEXTURE_2D, texture)
C.glBindTexture(C.GL_TEXTURE_2D, texture)
}
pub fn delete_texture(texture u32) {
@ -137,14 +122,14 @@ pub fn buffer_data_f32(typ int, vertices []f32, draw_typ int) {
}
pub fn set_vbo(vbo u32, vertices []f32, draw_typ int) {
gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
gl.buffer_data_f32(GL_ARRAY_BUFFER, vertices, draw_typ)
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
gl.buffer_data_f32(C.GL_ARRAY_BUFFER, vertices, draw_typ)
}
pub fn set_ebo(ebo u32, indices []int, draw_typ int) {
gl.bind_buffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
gl.bind_buffer(C.GL_ELEMENT_ARRAY_BUFFER, ebo)
// gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
gl.buffer_data_int(C.GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
}
// /////////////////////
@ -182,7 +167,7 @@ pub fn gen_buffer() u32 {
pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride int, _ptr int) {
mut stride := _stride
mut ptr := _ptr
if typ == GL_FLOAT {
if typ == C.GL_FLOAT {
stride *= sizeof(f32)
ptr *= sizeof(f32)
}
@ -190,7 +175,7 @@ pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride
}
pub fn tex_param(key, val int) {
C.glTexParameteri(GL_TEXTURE_2D, key, val)
C.glTexParameteri(C.GL_TEXTURE_2D, key, val)
}
pub fn enable(val int) {

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@ -28,65 +28,9 @@ const (
DECORATED = 2
)
import const (
GLFW_RESIZABLE
GLFW_DECORATED
GLFW_FLOATING
)
import const (
GLFW_KEY_SPACE
GLFW_KEY_A
GLFW_KEY_B
GLFW_KEY_P
GLFW_KEY_F
GLFW_KEY_M
GLFW_KEY_L
GLFW_KEY_V
GLFW_KEY_R
GLFW_KEY_D
GLFW_KEY_7
GLFW_KEY_Z
GLFW_KEY_UP
GLFW_KEY_DOWN
GLFW_KEY_LEFT
GLFW_KEY_RIGHT
GLFW_KEY_BACKSPACE
GLFW_KEY_ENTER
GLFW_KEY_ESCAPE
GLFW_KEY_N
GLFW_KEY_PERIOD
GLFW_KEY_SLASH
GLFW_KEY_F5
GLFW_KEY_F6
GLFW_KEY_MINUS
GLFW_KEY_EQUAL
GLFW_KEY_C
GLFW_KEY_G
GLFW_KEY_I
GLFW_KEY_J
GLFW_KEY_E
GLFW_KEY_K
GLFW_KEY_O
GLFW_KEY_T
GLFW_KEY_H
GLFW_KEY_L
GLFW_KEY_N
GLFW_KEY_U
GLFW_KEY_X
GLFW_KEY_W
GLFW_KEY_Y
GLFW_KEY_Q
GLFW_KEY_RIGHT_BRACKET
GLFW_KEY_LEFT_BRACKET
GLFW_KEY_8
GLFW_KEY_TAB
GLFW_KEY_COMMA
GLFW_KEY_QUESTION
)
const (
KEY_ESCAPE = 256
key_space = 32
KEY_LEFT_SUPER = 343
)
@ -159,11 +103,11 @@ pub fn window_hint(key, val int) {
pub fn create_window(c WinCfg) *Window {
if c.borderless {
window_hint(GLFW_RESIZABLE, 0)
window_hint(GLFW_DECORATED, 0)
window_hint(C.GLFW_RESIZABLE, 0)
window_hint(C.GLFW_DECORATED, 0)
}
if c.always_on_top {
window_hint(GLFW_FLOATING, 1)
window_hint(C.GLFW_FLOATING, 1)
}
cwindow := C.glfwCreateWindow(c.width, c.height, c.title.str, 0, 0)
if isnil(cwindow) {

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@ -8,24 +8,6 @@ pub:
proto int
}
import const (
AF_INET
AF_INET6
AF_UNSPEC
SOCK_STREAM
SOCK_DGRAM
IPPROTO_UDP
SOL_SOCKET
SO_REUSEADDR
SO_REUSEPORT
INADDR_ANY
AI_PASSIVE
SHUT_RD
SHUT_WR
SHUT_RDWR
SD_BOTH
)
struct C.WSAData {
mut:
wVersion u16
@ -84,7 +66,7 @@ pub fn socket(family int, _type int, proto int) ?Socket {
one:=1
// This is needed so that there are no problems with reusing the
// same port after the application exits.
C.setsockopt(sockfd, SOL_SOCKET, SO_REUSEADDR, &one, sizeof(int))
C.setsockopt(sockfd, C.SOL_SOCKET, C.SO_REUSEADDR, &one, sizeof(int))
if sockfd == 0 {
return error('socket: init failed')
}
@ -98,7 +80,7 @@ pub fn socket(family int, _type int, proto int) ?Socket {
}
pub fn socket_udp() ?Socket {
return socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP)
return socket(C.AF_INET, C.SOCK_DGRAM, C.IPPROTO_UDP)
}
// set socket options
@ -115,7 +97,7 @@ pub fn (s Socket) bind(port int) ?int {
mut addr := C.sockaddr_in{}
addr.sin_family = s.family
addr.sin_port = C.htons(port)
addr.sin_addr.s_addr = C.htonl(INADDR_ANY)
addr.sin_addr.s_addr = C.htonl(C.INADDR_ANY)
size := 16 // sizeof(C.sockaddr_in)
res := int(C.bind(s.sockfd, &addr, size))
if res < 0 {
@ -155,7 +137,7 @@ pub fn listen(port int) ?Socket {
$if debug {
println('net.listen($port)')
}
s := socket(AF_INET, SOCK_STREAM, 0) or {
s := socket(C.AF_INET, C.SOCK_STREAM, 0) or {
return error(err)
}
bind_res := s.bind(port) or {
@ -190,9 +172,9 @@ pub fn (s Socket) accept() ?Socket {
// connect to given addrress and port
pub fn (s Socket) connect(address string, port int) ?int {
mut hints := C.addrinfo{}
hints.ai_family = AF_UNSPEC
hints.ai_socktype = SOCK_STREAM
hints.ai_flags = AI_PASSIVE
hints.ai_family = C.AF_UNSPEC
hints.ai_socktype = C.SOCK_STREAM
hints.ai_flags = C.AI_PASSIVE
info := &C.addrinfo{!}
sport := '$port'
@ -209,7 +191,7 @@ pub fn (s Socket) connect(address string, port int) ?int {
// helper method to create socket and connect
pub fn dial(address string, port int) ?Socket {
s := socket(AF_INET, SOCK_STREAM, 0) or {
s := socket(C.AF_INET, C.SOCK_STREAM, 0) or {
return error(err)
}
res := s.connect(address, port) or {
@ -251,10 +233,10 @@ pub fn (s Socket) crecv( buffer byteptr, buffersize int ) int {
pub fn (s Socket) close() ?int {
mut shutdown_res := 0
$if windows {
shutdown_res = C.shutdown(s.sockfd, SD_BOTH)
shutdown_res = C.shutdown(s.sockfd, C.SD_BOTH)
}
$else {
shutdown_res = C.shutdown(s.sockfd, SHUT_RDWR)
shutdown_res = C.shutdown(s.sockfd, C.SHUT_RDWR)
}
// TODO: should shutdown throw an error? close will
// continue even if shutdown failed

View File

@ -18,10 +18,6 @@ pub:
vals []string
}
import const (
CONNECTION_OK
)
struct C.PGResult { }
struct Config {
@ -41,7 +37,7 @@ pub fn connect(config pg.Config) DB {
conninfo := 'host=$config.host user=$config.user dbname=$config.dbname'
conn:=C.PQconnectdb(conninfo.str)
status := C.PQstatus(conn)
if status != CONNECTION_OK {
if status != C.CONNECTION_OK {
error_msg := C.PQerrorMessage(conn)
eprintln('Connection to a PG database failed: ' + string(error_msg))
exit(1)

View File

@ -20,14 +20,6 @@ mut:
ext string
}
import const (
GL_RGBA
GL_RGB
GL_UNSIGNED_BYTE
GL_TEXTURE_2D
STBI_rgb_alpha
)
pub fn load(path string) Image {
ext := path.all_after('.')
mut res := Image {
@ -35,14 +27,10 @@ pub fn load(path string) Image {
ext: ext
data: 0
}
if ext == 'png' {
res.data = C.stbi_load(path.str, &res.width, &res.height, &res.nr_channels, STBI_rgb_alpha)
}
else {
res.data = C.stbi_load(path.str, &res.width, &res.height, &res.nr_channels, 0)
}
flag := if ext == 'png' { C.STBI_rgb_alpha } else { 0 }
res.data = C.stbi_load(path.str, &res.width, &res.height, &res.nr_channels, flag)
if isnil(res.data) {
println('stbi cant load')
println('stbi image failed to load')
exit(1)
}
return res
@ -53,12 +41,12 @@ pub fn (img Image) free() {
}
pub fn (img Image) tex_image_2d() {
mut rgb_flag := GL_RGB
mut rgb_flag := C.GL_RGB
if img.ext == 'png' {
rgb_flag = GL_RGBA
rgb_flag = C.GL_RGBA
}
C.glTexImage2D(GL_TEXTURE_2D, 0, rgb_flag, img.width, img.height, 0, rgb_flag, GL_UNSIGNED_BYTE,
img.data)
C.glTexImage2D(C.GL_TEXTURE_2D, 0, rgb_flag, img.width, img.height, 0,
rgb_flag, C.GL_UNSIGNED_BYTE, img.data)
}
pub fn set_flip_vertically_on_load(val bool) {