conversion to c by gemini 4 argon

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Patedam committed 2026-10-16 23:40:45 -04:00
1 parent b70e2d21d2
commit f9356f9ba7
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#include <game.h>
#include <Controller/DebugCameraController.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/entity_types.h>
#include <Entity/EntityManager.h>
#include <Graphics/Camera.h>
#include <Graphics/MeshRenderer.h>
#include <dcimgui.h>
#include <stdio.h>
#if JULIET_DEBUG
#include <Debug/DebugTopBar.h>
#include <UnitTest/WorldUnitTest.h>
#endif
global GameState* gGameState = NULL;
GameState* GetGameState(void)
{
return gGameState;
}
JULIET_API void __cdecl GameShutdown(void)
{
printf("Shutting down game...\n");
if (gGameState != NULL && gGameState->World != NULL)
{
ShutdownWorld(gGameState->World);
}
ShutdownEntityManager();
}
JULIET_API void __cdecl GameUpdate(GameData* params, float deltaTime)
{
Assert(params != NULL);
gGameState = params->GameState;
if (gGameState == NULL)
{
ArenaParams gameStateParams = { .ReserveSize = Megabytes(1), .Name = "Game Total Arena" };
Arena* gameStateArena = ArenaAllocate(gameStateParams);
GameState* gameState = ArenaPushStruct(gameStateArena, GameState);
gGameState = params->GameState = gameState;
gameState->TotalArena = gameStateArena;
gameState->Mode = GameMode_Editor;
gameState->TotalTime = 0.0f;
gameState->Score = 0;
printf("Game Arena Allocated: %p\n", (void*)gameState);
// Reserve cameras. Lets go with 4 for now
ReserveCamera(4);
#if JULIET_DEBUG
UnitTest_WorldUnitTest();
#endif
// Bootstrap world
ArenaParams worldParams = { .ReserveSize = Megabytes(1), .Name = "World Arena" };
Arena* worldArena = ArenaAllocate(worldParams);
World* world = ArenaPushStructTag(worldArena, World, "World");
gameState->World = world;
InitWorld(gameState->World, worldArena);
// Entity Use case
InitEntityManager(gameState->World);
EntityManager* manager = GetEntityManager();
Inert* mesh = MakeEntity(Inert, manager, 1.f, 2.f, 0.f);
Assert(mesh != NULL);
MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
Matrix identity = MatrixIdentity();
MeshInstanceID meshInst = CreateMeshInstance(cubeAsset, 0, &identity);
mesh->MeshInstance = meshInst;
Inert* mesh2 = MakeEntity(Inert, manager, 4.f, 0.f, 2.f);
Assert(mesh2 != NULL);
MeshInstanceID meshInst2 = CreateMeshInstance(cubeAsset, 0, &identity);
mesh2->MeshInstance = meshInst2;
// Summer at 2pm lighting
Vector3 sunDirection = { -0.2f, -0.9f, -0.3f };
Vector3 sunColor = { 1.0f, 0.95f, 0.85f };
float ambientIntensity = 0.4f;
SetGlobalLight(sunDirection, sunColor, ambientIntensity);
}
#if JULIET_DEBUG
DrawTopBar();
#endif
GameMode previousFrameMode = gGameState->Mode;
if (IsKeyPressed(ScanCode_F1))
{
if (previousFrameMode == GameMode_Play)
{
gGameState->Mode = GameMode_Debug;
}
else if (previousFrameMode == GameMode_Debug)
{
gGameState->Mode = GameMode_Play;
}
}
if (gGameState->Mode == GameMode_Editor)
{
if (IsKeyPressed(ScanCode_F5))
{
gGameState->Mode = GameMode_Play;
}
#if JULIET_EDITOR
RenderWorldEditorUI(gGameState->World);
#endif
}
if (gGameState->Mode == GameMode_Play)
{
if (IsKeyPressed(ScanCode_Escape))
{
gGameState->Mode = GameMode_Editor;
}
// update game
}
EntityManager* manager = GetEntityManager();
UpdateEntityManager(manager);
if (gGameState->Mode == GameMode_Debug)
{
if (previousFrameMode == GameMode_Play)
{
ActivateDebugController();
}
if (IsKeyPressed(ScanCode_Escape))
{
gGameState->Mode = GameMode_Editor;
}
UpdateDebugController(deltaTime);
#if JULIET_DEBUG
ImGui_Begin("Debug", NULL, ImGuiWindowFlags_None);
RenderImGuiDebugController(deltaTime);
ImGui_End();
#endif
}
if (gGameState->Mode != GameMode_Debug && previousFrameMode == GameMode_Debug)
{
DeactivateDebugController();
}
}