slifer 0.1.4 → 0.1.6

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@@ -1,158 +1,158 @@
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- import { libimage, libsdl, libttf } from "../ffi";
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- import Global from "../global";
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- import { type Pointer, ptr } from 'bun:ffi';
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- import path from 'path';
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-
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- /** @internal */
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- class Graphics {
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- /**
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- * Slifers draw function. Used to draw everything to the screen.
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- */
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- render() {
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- libsdl.symbols.SDL_RenderPresent(Global.ptrRenderer);
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- }
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-
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- /**
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- * Create a new color. All values are from 0-255
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- *
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- * @param r red value
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- * @param g green value
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- * @param b blue value
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- * @param a alpha value
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- * @returns Color object
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- */
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- makeColor(r: number, g: number, b: number, a: number) {
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- const _color = new Color(r, g, b, a);
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- return _color;
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- }
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-
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- /**
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- * Sets the background of the window to a color of choice.
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- *
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- * Make sure this is put in the top level of the while loop
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- * as it will clear the renderer.
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- *
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- * @param color Color object. Make using Slifer.Graphics.makeColor
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- */
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- setBackground(color: Color) {
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- libsdl.symbols.SDL_SetRenderDrawColor(Global.ptrRenderer, color.r, color.g, color.b, color.a);
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- libsdl.symbols.SDL_RenderClear(Global.ptrRenderer);
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- }
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-
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- /**
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- * Loads a new image
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- *
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- * @param path string path to image
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- * @returns Image ready to draw
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- */
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- loadImage(path: string) : Image {
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- const _path = Buffer.from(path + "\x00");
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- const surface = libimage.symbols.IMG_Load(_path);
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- if (surface == null) throw `Image failed to load`;
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- const texture = libsdl.symbols.SDL_CreateTextureFromSurface(Global.ptrRenderer, surface);
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- if (texture == null) throw `Image failed to be created`;
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- return new Image(texture);
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- }
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-
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- /**
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- * Method to draw the image to the screen
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- *
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- * @param image Image object to draw. Made using Slifer.Graphics.loadImage
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- * @param x x position to draw image
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- * @param y y position to draw image
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- * @param rotation (optional) rotation of image
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- * @param xs (optional) scale of x axis
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- * @param ys (optional) scale of y axis
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- * @param flip (optional) horizontal flip
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- */
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- draw(image: Image, x: number, y: number, rotation?: number, xs?: number, ys?: number, flip?: true) {
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- const _dest = new Uint32Array(4);
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- const wArr = new Uint32Array(1);
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- const hArr = new Uint32Array(1);
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- libsdl.symbols.SDL_QueryTexture((image as any).pointer, null, null, ptr(wArr), ptr(hArr));
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- _dest[0] = x;
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- _dest[1] = y;
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- _dest[2] = wArr[0] * (xs ? xs : 1);
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- _dest[3] = hArr[0] * (ys ? ys : 1);
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- const _center = new Uint32Array(2);
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- _center[0] = _dest[2] / 2;
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- _center[1] = _dest[3] / 2;
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- libsdl.symbols.SDL_RenderCopyEx(Global.ptrRenderer, (image as any).pointer, null, ptr(_dest), rotation ? rotation : 0, ptr(_center), flip ? Number(flip) : 0);
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- }
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-
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- /**
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- * Method to draw text to the screen
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- *
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- * @param text the string of text to print
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- * @param x x position
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- * @param y y position
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- * @param color color of text. Made using Slifer.Graphics.makeColor.
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- */
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- print(text: string, x: number, y: number, color: Color) {
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-
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- // Create text buffer
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- const textBuffer = Buffer.from(text+"\x00");
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-
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- // Get width and height of text
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- const wArr = new Uint32Array(1);
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- const hArr = new Uint32Array(1);
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- libttf.symbols.TTF_SizeText(Global.ptrFont,textBuffer , ptr(wArr), ptr(hArr));
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-
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- // Define color
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- const _col = ((color.r << 0) + (color.g << 8) + (color.b << 16));
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-
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- // Create texture
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- const surface = libttf.symbols.TTF_RenderText_Solid(Global.ptrFont, textBuffer, _col);
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- if (surface == null) throw `Surface creation failed on print`;
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- const texture = libsdl.symbols.SDL_CreateTextureFromSurface(Global.ptrRenderer, surface);
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- if (texture == null) throw `Texture creation failed on print`;
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-
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- // Create destination
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- const destArr = new Uint32Array(4);
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- destArr[0] = x;
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- destArr[1] = y;
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- destArr[2] = wArr[0];
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- destArr[3] = hArr[0];
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-
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- // Draw text
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- libsdl.symbols.SDL_RenderCopy(Global.ptrRenderer, texture, null, ptr(destArr));
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- }
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-
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- /**
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- * Sets the font to a ttf file in your project
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- *
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- * @param path relative path to font
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- * @param pt size of text
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- */
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- setFont(path: string, pt: number) {
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- const tempFont = libttf.symbols.TTF_OpenFont(Buffer.from(path+"\x00"), pt);
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- if (tempFont == null) throw `Font loading failed`;
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- Global.ptrFont = tempFont;
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- }
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- }
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-
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- class Image {
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-
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- private pointer;
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-
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- constructor(texture: Pointer) {
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- this.pointer = texture;
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- }
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- }
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-
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- class Color {
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- readonly r;
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- readonly g;
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- readonly b;
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- readonly a;
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-
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- constructor(r: number, g: number, b: number, a: number) {
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- this.r = r;
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- this.g = g;
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- this.b = b;
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- this.a = a;
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- }
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- }
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-
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- /** @internal */
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+ import { libimage, libsdl, libttf } from "../ffi";
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+ import Global from "../global";
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+ import { type Pointer, ptr } from 'bun:ffi';
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+ import path from 'path';
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+
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+ /** @internal */
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+ class Graphics {
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+ /**
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+ * Slifers draw function. Used to draw everything to the screen.
10
+ */
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+ render() {
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+ libsdl.symbols.SDL_RenderPresent(Global.ptrRenderer);
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+ }
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+
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+ /**
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+ * Create a new color. All values are from 0-255
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+ *
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+ * @param r red value
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+ * @param g green value
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+ * @param b blue value
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+ * @param a alpha value
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+ * @returns Color object
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+ */
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+ makeColor(r: number, g: number, b: number, a: number) {
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+ const _color = new Color(r, g, b, a);
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+ return _color;
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+ }
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+
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+ /**
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+ * Sets the background of the window to a color of choice.
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+ *
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+ * Make sure this is put in the top level of the while loop
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+ * as it will clear the renderer.
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+ *
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+ * @param color Color object. Make using Slifer.Graphics.makeColor
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+ */
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+ setBackground(color: Color) {
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+ libsdl.symbols.SDL_SetRenderDrawColor(Global.ptrRenderer, color.r, color.g, color.b, color.a);
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+ libsdl.symbols.SDL_RenderClear(Global.ptrRenderer);
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+ }
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+
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+ /**
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+ * Loads a new image
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+ *
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+ * @param path string path to image
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+ * @returns Image ready to draw
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+ */
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+ loadImage(path: string) : Image {
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+ const _path = Buffer.from(path + "\x00");
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+ const surface = libimage.symbols.IMG_Load(_path);
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+ if (surface == null) throw `Image failed to load`;
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+ const texture = libsdl.symbols.SDL_CreateTextureFromSurface(Global.ptrRenderer, surface);
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+ if (texture == null) throw `Image failed to be created`;
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+ return new Image(texture);
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+ }
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+
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+ /**
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+ * Method to draw the image to the screen
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+ *
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+ * @param image Image object to draw. Made using Slifer.Graphics.loadImage
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+ * @param x x position to draw image
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+ * @param y y position to draw image
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+ * @param rotation (optional) rotation of image
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+ * @param xs (optional) scale of x axis
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+ * @param ys (optional) scale of y axis
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+ * @param flip (optional) horizontal flip
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+ */
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+ draw(image: Image, x: number, y: number, rotation?: number, xs?: number, ys?: number, flip?: true) {
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+ const _dest = new Uint32Array(4);
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+ const wArr = new Uint32Array(1);
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+ const hArr = new Uint32Array(1);
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+ libsdl.symbols.SDL_QueryTexture((image as any).pointer, null, null, ptr(wArr), ptr(hArr));
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+ _dest[0] = x;
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+ _dest[1] = y;
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+ _dest[2] = wArr[0] * (xs ? xs : 1);
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+ _dest[3] = hArr[0] * (ys ? ys : 1);
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+ const _center = new Uint32Array(2);
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+ _center[0] = _dest[2] / 2;
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+ _center[1] = _dest[3] / 2;
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+ libsdl.symbols.SDL_RenderCopyEx(Global.ptrRenderer, (image as any).pointer, null, ptr(_dest), rotation ? rotation : 0, ptr(_center), flip ? Number(flip) : 0);
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+ }
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+
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+ /**
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+ * Method to draw text to the screen
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+ *
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+ * @param text the string of text to print
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+ * @param x x position
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+ * @param y y position
89
+ * @param color color of text. Made using Slifer.Graphics.makeColor.
90
+ */
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+ print(text: string, x: number, y: number, color: Color) {
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+
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+ // Create text buffer
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+ const textBuffer = Buffer.from(text+"\x00");
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+
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+ // Get width and height of text
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+ const wArr = new Uint32Array(1);
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+ const hArr = new Uint32Array(1);
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+ libttf.symbols.TTF_SizeText(Global.ptrFont,textBuffer , ptr(wArr), ptr(hArr));
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+
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+ // Define color
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+ const _col = ((color.r << 0) + (color.g << 8) + (color.b << 16));
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+
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+ // Create texture
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+ const surface = libttf.symbols.TTF_RenderText_Solid(Global.ptrFont, textBuffer, _col);
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+ if (surface == null) throw `Surface creation failed on print`;
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+ const texture = libsdl.symbols.SDL_CreateTextureFromSurface(Global.ptrRenderer, surface);
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+ if (texture == null) throw `Texture creation failed on print`;
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+
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+ // Create destination
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+ const destArr = new Uint32Array(4);
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+ destArr[0] = x;
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+ destArr[1] = y;
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+ destArr[2] = wArr[0];
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+ destArr[3] = hArr[0];
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+
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+ // Draw text
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+ libsdl.symbols.SDL_RenderCopy(Global.ptrRenderer, texture, null, ptr(destArr));
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+ }
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+
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+ /**
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+ * Sets the font to a ttf file in your project
123
+ *
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+ * @param path relative path to font
125
+ * @param pt size of text
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+ */
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+ setFont(path: string, pt: number) {
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+ const tempFont = libttf.symbols.TTF_OpenFont(Buffer.from(path+"\x00"), pt);
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+ if (tempFont == null) throw `Font loading failed`;
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+ Global.ptrFont = tempFont;
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+ }
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+ }
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+
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+ class Image {
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+
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+ private pointer;
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+
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+ constructor(texture: Pointer) {
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+ this.pointer = texture;
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+ }
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+ }
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+
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+ class Color {
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+ readonly r;
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+ readonly g;
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+ readonly b;
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+ readonly a;
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+
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+ constructor(r: number, g: number, b: number, a: number) {
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+ this.r = r;
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+ this.g = g;
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+ this.b = b;
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+ this.a = a;
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+ }
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+ }
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+
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+ /** @internal */
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158
  export default Graphics;
@@ -1,80 +1,80 @@
1
- /** @internal */
2
- class Keyboard {
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-
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- static downKeyMap = new Map<string, boolean>();
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- static pressedKeyMap = new Map<string, boolean>();
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- static releasedKeyMap = new Map<string, boolean>();
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-
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- static setKeyDown(key: string) {
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- this.downKeyMap.set(key, true);
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- this.releasedKeyMap.set(key, false);
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- }
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-
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- static setKeyUp(key: string) {
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- this.downKeyMap.set(key, false);
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- this.pressedKeyMap.set(key, false);
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- }
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-
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- /**
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- *
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- * @param key string of key
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- * @returns if the key is being held down
22
- */
23
- isDown(key: keys) {
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- const _state = Keyboard.downKeyMap.get(key);
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- if (_state == undefined) return false
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-
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- return _state;
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- }
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-
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- /**
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- *
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- * @param key string of key
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- * @returns if key is pressed. Returns only once
34
- */
35
- isPressed(key: keys) {
36
- const _pressedState = Keyboard.pressedKeyMap.get(key);
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- const _downState = Keyboard.downKeyMap.get(key);
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-
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- if (_downState == true) {
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- if (_pressedState == false || _pressedState == undefined) {
41
- Keyboard.pressedKeyMap.set(key, true);
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- return true;
43
- }
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- }
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-
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- return false;
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- }
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-
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- /**
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- *
51
- * @param key string of key
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- * @returns if key is released. Returns only once
53
- */
54
- isReleased(key: keys) {
55
- const _releasedState = Keyboard.releasedKeyMap.get(key);
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- const _downState = Keyboard.downKeyMap.get(key);
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-
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- if (_downState == false) {
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- if (_releasedState == false || undefined) {
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- Keyboard.releasedKeyMap.set(key, true);
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- return true;
62
- }
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- }
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-
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- return false;
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- }
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- }
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-
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- type keys = 'a' |'b' |'c' |'d' |'e' |'f' |'g' |'h' |'i' |'j' |'k' |'l' |'m' |'n' |'o' |'p' |'q' |'r' |'s' |'t' |'u' |'v' |'w' |'x' |'y' |'z' |
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- '1' |'2' |'3' |'4' |'5' |'6' |'7' |'8' |'9' |'0' |
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- 'space' |
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- 'caps lock' |
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- 'tab' |
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- 'left shift' |
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- 'right shift' |
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- 'left ctrl' |
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- 'escape';
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-
79
- /** @internal */
1
+ /** @internal */
2
+ class Keyboard {
3
+
4
+ static downKeyMap = new Map<string, boolean>();
5
+ static pressedKeyMap = new Map<string, boolean>();
6
+ static releasedKeyMap = new Map<string, boolean>();
7
+
8
+ static setKeyDown(key: string) {
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+ this.downKeyMap.set(key, true);
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+ this.releasedKeyMap.set(key, false);
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+ }
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+
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+ static setKeyUp(key: string) {
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+ this.downKeyMap.set(key, false);
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+ this.pressedKeyMap.set(key, false);
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+ }
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+
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+ /**
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+ *
20
+ * @param key string of key
21
+ * @returns if the key is being held down
22
+ */
23
+ isDown(key: keys) {
24
+ const _state = Keyboard.downKeyMap.get(key);
25
+ if (_state == undefined) return false
26
+
27
+ return _state;
28
+ }
29
+
30
+ /**
31
+ *
32
+ * @param key string of key
33
+ * @returns if key is pressed. Returns only once
34
+ */
35
+ isPressed(key: keys) {
36
+ const _pressedState = Keyboard.pressedKeyMap.get(key);
37
+ const _downState = Keyboard.downKeyMap.get(key);
38
+
39
+ if (_downState == true) {
40
+ if (_pressedState == false || _pressedState == undefined) {
41
+ Keyboard.pressedKeyMap.set(key, true);
42
+ return true;
43
+ }
44
+ }
45
+
46
+ return false;
47
+ }
48
+
49
+ /**
50
+ *
51
+ * @param key string of key
52
+ * @returns if key is released. Returns only once
53
+ */
54
+ isReleased(key: keys) {
55
+ const _releasedState = Keyboard.releasedKeyMap.get(key);
56
+ const _downState = Keyboard.downKeyMap.get(key);
57
+
58
+ if (_downState == false) {
59
+ if (_releasedState == false || undefined) {
60
+ Keyboard.releasedKeyMap.set(key, true);
61
+ return true;
62
+ }
63
+ }
64
+
65
+ return false;
66
+ }
67
+ }
68
+
69
+ type keys = 'a' |'b' |'c' |'d' |'e' |'f' |'g' |'h' |'i' |'j' |'k' |'l' |'m' |'n' |'o' |'p' |'q' |'r' |'s' |'t' |'u' |'v' |'w' |'x' |'y' |'z' |
70
+ '1' |'2' |'3' |'4' |'5' |'6' |'7' |'8' |'9' |'0' |
71
+ 'space' |
72
+ 'caps lock' |
73
+ 'tab' |
74
+ 'left shift' |
75
+ 'right shift' |
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+ 'left ctrl' |
77
+ 'escape';
78
+
79
+ /** @internal */
80
80
  export default Keyboard;
@@ -1,102 +1,102 @@
1
- import { libsdl } from "../ffi";
2
- import { ptr } from 'bun:ffi';
3
-
4
- /** @internal */
5
- class Mouse {
6
-
7
- static downKeyMap = new Map<string, boolean>();
8
- static pressedKeyMap = new Map<string, boolean>();
9
- static releasedKeyMap = new Map<string, boolean>();
10
-
11
- static setButtonDown(button: number) {
12
-
13
- let key : string = '';
14
- if (button == 1) {
15
- key = "left";
16
- } else if (button == 2) {
17
- key = "middle";
18
- } else {
19
- key = "right";
20
- }
21
-
22
- this.downKeyMap.set(key, true);
23
- this.releasedKeyMap.set(key, false);
24
- }
25
-
26
- static setButtonUp(button: number) {
27
-
28
- let key : string = '';
29
- if (button == 1) {
30
- key = "left";
31
- } else if (button == 2) {
32
- key = "middle";
33
- } else {
34
- key = "right";
35
- }
36
-
37
- this.downKeyMap.set(key, false);
38
- this.pressedKeyMap.set(key, false);
39
- }
40
-
41
- /**
42
- *
43
- * @param button string of button
44
- * @returns if the button is being held down
45
- */
46
- isDown(button: buttons) {
47
- const _state = Mouse.downKeyMap.get(button);
48
- if (_state == undefined) return false
49
-
50
- return _state;
51
- }
52
-
53
- /**
54
- *
55
- * @param button string of button
56
- * @returns if button is pressed. Returns only once
57
- */
58
- isPressed(button: buttons) {
59
- const _pressedState = Mouse.pressedKeyMap.get(button);
60
- const _downState = Mouse.downKeyMap.get(button);
61
-
62
- if (_downState == true) {
63
- if (_pressedState == false || _pressedState == undefined) {
64
- Mouse.pressedKeyMap.set(button, true);
65
- return true;
66
- }
67
- }
68
-
69
- return false;
70
- }
71
-
72
- /**
73
- *
74
- * @param button string of button
75
- * @returns if button is released. Returns only once
76
- */
77
- isReleased(button: buttons) {
78
- const _releasedState = Mouse.releasedKeyMap.get(button);
79
- const _downState = Mouse.downKeyMap.get(button);
80
-
81
- if (_downState == false) {
82
- if (_releasedState == false || undefined) {
83
- Mouse.releasedKeyMap.set(button, true);
84
- return true;
85
- }
86
- }
87
-
88
- return false;
89
- }
90
-
91
- getPosition() {
92
- const xArr = new Uint32Array(1);
93
- const yArr = new Uint32Array(1);
94
- libsdl.symbols.SDL_GetMouseState(ptr(xArr), ptr(yArr));
95
- return {x: xArr[0], y: yArr[0]};
96
- }
97
- }
98
-
99
- type buttons = 'left' | 'middle' | 'right';
100
-
101
- /** @internal */
1
+ import { libsdl } from "../ffi";
2
+ import { ptr } from 'bun:ffi';
3
+
4
+ /** @internal */
5
+ class Mouse {
6
+
7
+ static downKeyMap = new Map<string, boolean>();
8
+ static pressedKeyMap = new Map<string, boolean>();
9
+ static releasedKeyMap = new Map<string, boolean>();
10
+
11
+ static setButtonDown(button: number) {
12
+
13
+ let key : string = '';
14
+ if (button == 1) {
15
+ key = "left";
16
+ } else if (button == 2) {
17
+ key = "middle";
18
+ } else {
19
+ key = "right";
20
+ }
21
+
22
+ this.downKeyMap.set(key, true);
23
+ this.releasedKeyMap.set(key, false);
24
+ }
25
+
26
+ static setButtonUp(button: number) {
27
+
28
+ let key : string = '';
29
+ if (button == 1) {
30
+ key = "left";
31
+ } else if (button == 2) {
32
+ key = "middle";
33
+ } else {
34
+ key = "right";
35
+ }
36
+
37
+ this.downKeyMap.set(key, false);
38
+ this.pressedKeyMap.set(key, false);
39
+ }
40
+
41
+ /**
42
+ *
43
+ * @param button string of button
44
+ * @returns if the button is being held down
45
+ */
46
+ isDown(button: buttons) {
47
+ const _state = Mouse.downKeyMap.get(button);
48
+ if (_state == undefined) return false
49
+
50
+ return _state;
51
+ }
52
+
53
+ /**
54
+ *
55
+ * @param button string of button
56
+ * @returns if button is pressed. Returns only once
57
+ */
58
+ isPressed(button: buttons) {
59
+ const _pressedState = Mouse.pressedKeyMap.get(button);
60
+ const _downState = Mouse.downKeyMap.get(button);
61
+
62
+ if (_downState == true) {
63
+ if (_pressedState == false || _pressedState == undefined) {
64
+ Mouse.pressedKeyMap.set(button, true);
65
+ return true;
66
+ }
67
+ }
68
+
69
+ return false;
70
+ }
71
+
72
+ /**
73
+ *
74
+ * @param button string of button
75
+ * @returns if button is released. Returns only once
76
+ */
77
+ isReleased(button: buttons) {
78
+ const _releasedState = Mouse.releasedKeyMap.get(button);
79
+ const _downState = Mouse.downKeyMap.get(button);
80
+
81
+ if (_downState == false) {
82
+ if (_releasedState == false || undefined) {
83
+ Mouse.releasedKeyMap.set(button, true);
84
+ return true;
85
+ }
86
+ }
87
+
88
+ return false;
89
+ }
90
+
91
+ getPosition() {
92
+ const xArr = new Uint32Array(1);
93
+ const yArr = new Uint32Array(1);
94
+ libsdl.symbols.SDL_GetMouseState(ptr(xArr), ptr(yArr));
95
+ return {x: xArr[0], y: yArr[0]};
96
+ }
97
+ }
98
+
99
+ type buttons = 'left' | 'middle' | 'right';
100
+
101
+ /** @internal */
102
102
  export default Mouse;