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rayed.bqn
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rayed.bqn
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## Conventions:
# One big goal of this lib is to eliminate as many bugs of raylib as possible,
# for example, opening the window twice is impossible because it is not intended in raylib, and causes many bugs.
# x and y as variables (also x1 y1, x2 y2 etc) are always positions
# -------
# Exports
⟨
draw, texture, monitor, window, mouse
font, key, clipboard, StartClock
sound, bqnoise, raymath, camera, image, model, low, log
⟩⇐
⟨
materialMapIndex
shaderLocationIndex, shaderUniformDataType, shaderAttributeDataType
pixelFormat
textureFilter, textureWrap
cubemapLayout
fontType
blendMode
gesture
cameramode, cameraProjection
nPatchLayout
color
rlglValues⇐rlgl
⟩ ⇐ ⟨
gamepadButton, gamepadAxis
bqnFontChars
windowConfigFlags
traceLogLevel
⟩ ← •Import "src/constants.bqn"
# Check if CBQN was compiled with FFI
(⊑⟨"ffi"⟩∊•listsys)!˜"CBQN compiled without ffi (FFI=0)"
{!"git-submodules "∾(•Repr𝕩)∾" not found.
Use the following command to install the neccessary git submodules:
git submodule update --init --recursive
"}⍟(0≠≠){¬•file.Exists"imports"•file.At𝕩}¨⊸/ "bqn-libs"‿"BQN386"‿"BQNoise"‿"raylib-bqn"
# -------
# internal functions
NeedsWindow ← {window.isOpen?𝕩;!"Expected window to be open"}
# -------
# -------
# Imports
raylib ⇐ ⟨•file⟩ •Import "src/loadRaylib.bqn"
raymath ← •Import "src/raymath.bqn"
image ← NeedsWindow‿raylib •Import "src/image.bqn"
low ← •Import "src/low.bqn"
bqnoise ← •Import "imports/BQNoise/wav.bqn"
bqnoiseOptions ← •Import "imports/BQNoise/options.bqn"
camera ← @ # has rayed.bqn as a dependency. camera is defined later in rayed.bqn.
# -------
# -------
# defaults
raylib.SetTraceLogLevel traceLogLevel.warning # makes logs not output "INFO:" logs to stdOut
# -------
# -------
# constants
i32_max ← ¯1+2⋆31
i32_min ← -2⋆31
# -------
log ← {
# log.setLevel
setLevel ⇐ {
S‿t ← raylib.SetTraceLogLevel‿traceloglevel
All ⇐ S∘t.all # Display all logs
Trace ⇐ S∘t.trace # Trace logging, intended for internal use only
Debug ⇐ S∘t.debug # Debug logging, used for internal debugging, it should be disabled on release builds
Info ⇐ S∘t.info # Info logging, used for program execution info
Warning ⇐ S∘t.warning # Warning logging, used on recoverable failures
Error ⇐ S∘t.error # Error logging, used on unrecoverable failures
Fatal ⇐ S∘t.fatal # Fatal logging, used to abort program: exit(EXIT_FAILURE)
None ⇐ S∘t.none # Disable logging
}
}
texture ← {
⟨ Load ⋄ Unload ⋄ LoadFromImage ⋄ _WithImage ⋄ _withFile ⋄ _WithRayImage ⟩⇐
# texture.Load
Load ← {𝕊filePath: # Load texture from file into GPU memory (VRAM)
NeedsWindow@
{!"Path given wasn't absolute 𝕩≡"∾•Repr𝕩}⍟("."⊸•file.At⊸≢)𝕩
{𝕊:!"Couldn't find file at "∾filePath}⍟¬•file.Exists 𝕩 #TODO verify if the error message errors when file doesn't exist.
raylib.LoadTexture 𝕩
}
# texture.Unload
Unload ← {𝕊texture:
NeedsWindow@
@⊣raylib.UnloadTexture𝕩
}
# texture._withFile
_withFile ← {𝔽_𝕣 filePath:
(Unload⊢𝔽)Load𝕩
}
# texture._withRayImage
_withRayImage ← {
NeedsWindow@
(Unload⊢𝔽)raylib.LoadTextureFromImage 𝕩
}
# texture._withImage
_withImage ← {
NeedsWindow@
(Unload⊢𝔽)raylib.LoadTextureFromImage image._AsRayImg 𝕩
}
LoadFromImage ← raylib.LoadTextureFromImage image._AsRayImg⊣NeedsWindow
}
monitor ← {
⟨Selected ⋄ Count
RefreshRate ⋄ Size
Sizemm ⋄ Name ⋄ GetPos⟩⇐
# monitor.Selected
Selected ← {𝕤
NeedsWindow@
raylib.GetCurrentMonitor⟨⟩
}
# monitor.Count
Count ← {𝕤
NeedsWindow@
raylib.GetMonitorCount⟨⟩
}
notAMonitorErr ← "Invalid monitor 𝕩, can only be @ for currently selected monitor or a monitor number; ( 𝕩∊↕monitor.Count@ ) v ( 𝕩≡@ )"
M ← @⊸≢◶Selected‿{𝕩⊣notAMonitorErr!⊑𝕩∊↕Count@} # No need for NeedsWindow because Selected and Count need it so error still works
# monitor.RefreshRate
RefreshRate ← {𝕊monitor:
raylib.GetMonitorRefreshRate M 𝕩
}
# monitor.Size
Size ← {𝕊monitor:
(raylib.GetMonitorWidth ∾ raylib.GetMonitorHeight)M 𝕩
}
# Get size in milimeters
# monitor.Sizemm
Sizemm ← {𝕊monitor:
(raylib.GetMonitorPhysicalWidth ∾ raylib.GetMonitorPhysicalHeight)M 𝕩
}
# monitor.Name
Name ← {𝕊monitor:
raylib.GetMonitorName M 𝕩
}
# monitor.GetPos
GetPos ← {𝕤
raylib.GetMonitorPosition M 𝕩
}
}
# window functionality
window ← {
⟨
_openAs ⋄ Open ⋄ Close ⋄ isOpen ⋄ SetIcon ⋄ GetFPS ⋄ SetFPS ⋄ GetSize
ShouldClose ⋄ Needed ⋄ SetPos ⋄ GetPos ⋄ SetSize ⋄ configFlags
SetTitle
IsFullscreen ⋄ SetFullscreen
IsResizable ⋄ SetResizable
IsDecorated ⋄ SetDecorated
IsTransparent ⋄ SetTransparent
IsMsaa4xhint ⋄ Setmsaa4xhint
IsVsyncHint ⋄ Setvsynchint
IsHidden ⋄ SetHidden
IsRunWhileMinimized ⋄ SetRunWhileMinimized
IsMinimized ⋄ SetMinimized
IsMaximized ⋄ SetMaximized
IsFocused ⋄ SetFocused
IsTopmost ⋄ SetTopmost
IsHighDPI ⋄ SetHighDPI
IsMousePassThrough ⋄ SetMousePassThrough
IsInterlacedhint ⋄ SetInterlacedhint
GetState ⋄ stateNames # get binary list of above settings (including empty ones in the raylib binary format)
⟩⇐
# window.Needed
Needed ← NeedsWindow
isOpen ← 0
# Get the x‿y position of the window (relative to current monitor?)
# window.GetPos
GetPos ← {𝕊:isopen?
raylib.GetWindowPosition⟨⟩
;
tempPos
}
# Set the x‿y position of the window (relative to current monitor?)
# window.SetPos
tempPos ← 0‿0
SetPos ← {isopen?
raylib.SetWindowPosition⊸⊢𝕩
;
tempPos ↩ 2⥊𝕩
}
# tempSize is used to store size until window is open
tempSize ← 0‿0
# Set the width and hight of the window, width and hight being relative to window position
# window.SetSize
SetSize ← {𝕊size:
((⌈⊸≡∨⊢≡0⌈1⌊⊢)𝕩)!˜"Size can only be between 0 and 1, or a positive whole number"
((⟨⟩⊸≡∨⟨2⟩⊸≡)≢𝕩)!˜"Size can be a scalar (⟨⟩≢≢𝕨) or length two list (⟨2⟩≡≢𝕨)"
isOpen?
#TODO: instead of error, save the size for when you make the window normal again.
"Cannot set window size while it's maximized"!¬raylib.IsWindowMaximized⟨⟩
"Cannot set window size while it's minimized"!¬raylib.IsWindowMinimized⟨⟩
s ← (raylib.GetMonitorWidth ∾ raylib.GetMonitorHeight) raylib.GetCurrentMonitor⟨⟩
f ← (1⊸>∧0⊸≤)𝕩
# if given size is 0-1, scale the window relative to monitor size
raylib.SetWindowSize ⌈2⥊s×⟜¬⌾(f⊸/)2⥊𝕩
;
tempSize↩2⥊𝕩
}
# Get the width and hight of the window, width and hight being relative to window position
# window.GetSize
GetSize ← {𝕤
isOpen?
⟨raylib.GetScreenWidth⟨⟩
raylib.GetScreenHeight⟨⟩⟩
;
tempSize
}
# Open the window with default settings
# window.Open
Open ⇐ {𝕊 title:
# Errors
(¬isOpen)!˜"The window cannot be opened twice"
"Cannot set fullscreen and set window size to non-0" !¬ IsFullscreen⊸∧0‿0≢tempSize
# startup
raylib.SetConfigFlags flags←2⊸×⊸+˜´GetState@
raylib.InitWindow 400‿400‿𝕩
isOpen↩1
raylib.SetExitKey 0 # 0 means no key, essentially removing esc key closing programs implicitly
# constants
S ← {𝕊:s⊣s↩(raylib.GetMonitorWidth ∾ raylib.GetMonitorHeight) raylib.GetCurrentMonitor⟨⟩}
isScaling ← (1⊸>∧0⊸≤)tempSize # if given size is 0-1, scale the window relative to monitor size
windowSize ← ⌈{∨´isScaling?isScaling/S@;⟨⟩}⊸×⟜¬⌾(isScaling⊸/)tempSize
raylib.SetWindowPosition {
•platform.os≡"windows"?
IsDecorated⊸∧ ¬IsFullscreen@?
0‿42+𝕩 # 42 here is the window header on windows only
; 𝕩
} tempPos
raylib.SetWindowSize windowSize
# Setting fps to the refresh rate of the currently selected monitor
SetFPS raylib.GetMonitorRefreshRate raylib.GetCurrentMonitor⟨⟩
window
}
# window.ShouldClose
ShouldClose ← {𝕤
NeedsWindow@
raylib.WindowShouldClose⟨⟩
}
# window.Close
Close ← {
NeedsWindow@
raylib.CloseWindow⟨⟩
𝕩⊣isOpen↩0
}
# window.OpenAs
_openAs ← {App _𝕣 title:
Open 𝕩
Close⊸⊢𝔽@
}
# TODO: Needs to test input for image
# window.SetIcon
SetIcon ← {𝕊image: NeedsWindow@ ⋄ raylib.SetWindowIcon𝕩} image._AsRayImg
#window.SetTitle
SetTitle ← {
NeedsWindow@
"𝕩 has to be a list of characters"!(=𝕩)∧∧´2=•Type¨𝕩
raylib.SetWindowTitle 𝕩
}
# window.GetFPS
GetFPS ⇐ {𝕤
NeedsWindow@
raylib.GetFPS⟨⟩
}
# window.SetFPS
SetFPS ⇐ {𝕊fps:
NeedsWindow@
(𝕩=0⌈⌈𝕩)!˜"FPS has to be a positive int"
𝕩⊣raylib.SetTargetFPS𝕩
}
# window.Screenshot
Screenshot ← {𝕊:
NeedsWindow@
raylib.LoadImageFromScreen⟨⟩
}
# window.configFlags
configFlags ← windowConfigFlags
fullscreen ← 0 # Set to run program in fullscreen # window.fullscreen
resizable ← 1 # Set to allow resizable window # window.resizable
decorated ← 1 # Set to 0 to disable window decoration (frame and buttons) # window.decorated
transparent ← 0 # Set to allow transparent framebuffer # window.transparent
msaa4xhint ← 0 # Set to try enabling MSAA 4X # window.msaa4xhint
vsyncHint ← 0 # Set to try enabling V-Sync on GPU # window.vsyncHint
hidden ← 0 # Set to hide window # window.hidden
runWhileMinimized ← 0 # Set to allow windows running while minimized # window.runWhileMinimized
minimized ← 0 # Set to minimize window (iconify) # window.minimized
maximized ← 0 # Set to maximize window (expanded to monitor) # window.maximized
focused ← 1 # Set to 0 to non focus window # window.focused
topmost ← 0 # Set to window always on top # window.topmost
highDPI ← 0 # Set to support HighDPI # window.highDPI
mousePassThrough ← 0 # Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED # window.mousePassThrough
interlacedhint ← 0 # Set to try enabling interlaced video format (for V3D) # window.interlacedhint
# array of Clear‿Set that clears(Clear sets var to 0) and sets(Set var to 1) used as ◶cs
# window state not available on some platforms so will replace clear‿set with other functions like ToggleFullscreen
IWS ← raylib.IsWindowState
cs ← raylib.ClearWindowState‿raylib.SetWindowState
cf ← configFlags
SetFullscreen ⇐ {!⊑𝕩∊↕2 ⋄ fullscreen ↩ 𝕩 ⊣ raylib.ToggleFullscreen∘⟨⟩⍟(𝕩≠IWS)⍟isopen cf.fullscreen_mode} # window.SetFullscreen
SetResizable ⇐ {!⊑𝕩∊↕2 ⋄ resizable ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_resizable } # window.SetResizable
SetDecorated ⇐ {!⊑𝕩∊↕2 ⋄ decorated ↩ 𝕩 ⊣ ¬∘𝕩◶cs⍟isOpen cf.window_undecorated } # window.SetDecorated
SetTransparent ⇐ {!⊑𝕩∊↕2 ⋄ transparent ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_transparent } # window.SetTransparent
Setmsaa4xhint ⇐ {!⊑𝕩∊↕2 ⋄ msaa4xhint ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.msaa4xhint } # window.Setmsaa4xhint
Setvsynchint ⇐ {!⊑𝕩∊↕2 ⋄ vsyncHint ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.vsync_hint } # window.Setvsynchint
SetHidden ⇐ {!⊑𝕩∊↕2 ⋄ hidden ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_hidden } # window.SetHidden
SetRunWhileMinimized ⇐ {!⊑𝕩∊↕2 ⋄ runWhileMinimized ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_always_run } # window.SetRunWhileMinimized
SetMinimized ⇐ {!⊑𝕩∊↕2 ⋄ minimized ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_minimized } # window.SetMinimized
SetMaximized ⇐ {!⊑𝕩∊↕2 ⋄ maximized ↩ 𝕩 ⊣ raylib.MaximizeWindow∘⟨⟩⍟(𝕩=IWS)⍟isOpen cf.window_maximized} # window.SetMaximized
SetFocused ⇐ {!⊑𝕩∊↕2 ⋄ focused ↩ 𝕩 ⊣ ¬∘𝕩◶cs⍟isOpen cf.window_unfocused } # window.SetFocused
SetTopmost ⇐ {!⊑𝕩∊↕2 ⋄ topmost ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_topmost } # window.SetTopmost
SetHighDPI ⇐ {!⊑𝕩∊↕2 ⋄ highDPI ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.highDPI } # window.SetHighDPI
SetMousePassThrough ⇐ {!⊑𝕩∊↕2 ⋄ topmost ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_mouse_passthrough } # window.SetMousePassThrough
SetInterlacedhint ⇐ {!⊑𝕩∊↕2 ⋄ interlacedhint ↩ 𝕩 ⊣ 𝕩◶cs⍟isOpen cf.window_interlacedhint } # window.SetInterlacedhint
IsFullscreen ⇐ {𝕊: isOpen? IWS cf.fullscreen_mode ; fullscreen }
IsResizable ⇐ {𝕊: isOpen? IWS cf.window_resizable ; resizable }
IsDecorated ⇐ {𝕊: isOpen? ¬IWS cf.window_undecorated ; decorated }
IsTransparent ⇐ {𝕊: isOpen? IWS cf.window_transparent ; transparent }
IsMsaa4xhint ⇐ {𝕊: isOpen? IWS cf.msaa4xhint ; msaa4xhint }
IsVsyncHint ⇐ {𝕊: isOpen? IWS cf.vsync_hint ; vsyncHint }
IsHidden ⇐ {𝕊: isOpen? IWS cf.window_hidden ; hidden }
IsRunWhileMinimized ⇐ {𝕊: isOpen? IWS cf.window_always_run ; runWhileMinimized }
IsMinimized ⇐ {𝕊: isOpen? IWS cf.window_minimized ; minimized }
IsMaximized ⇐ {𝕊: isOpen? IWS cf.window_maximized ; maximized }
IsFocused ⇐ {𝕊: isOpen? ¬IWS cf.window_unfocused ; focused }
IsTopmost ⇐ {𝕊: isOpen? IWS cf.window_topmost ; topmost }
IsHighDPI ⇐ {𝕊: isOpen? IWS cf.highDPI ; highDPI }
IsMousePassThrough ⇐ {𝕊: isOpen? IWS cf.window_mouse_passthrough ; mousePassThrough }
IsInterlacedhint ⇐ {𝕊: isOpen? IWS cf.window_interlacedhint ; interlacedhint }
# window.stateNames
stateNames ← ⟨
"fullscreen"
"resizable"
"undecorated"
"transparent"
"msaa4xhint"
"vsyncHint"
"hidden"
"runWhileMinimized"
"minimized"
"maximized"
"unfocused"
"topmost"
"highDPI"
"mousePassThrough"
"interlacedhint"
⟩
# window.GetState
GetState ← {𝕤 # returns binary list that corrisponds to raylib's config_flags format
0‿fullscreen‿resizable‿(¬decorated)‿transparent‿msaa_4x_hint‿vsync_hint‿hidden‿runWhileMinimized‿minimized‿maximized‿(¬focused)‿topmost‿highdpi‿mouse_passthrough‿0‿interlaced_hint
}
}
# Drawing
draw ← {
⟨
_WithCanvas ⋄ _in3D ⋄ _inRectangle
Rectangle ⋄ Triangle ⋄ Line
Ellipse ⋄ EllipseOutline
Text ⋄ Texture ⋄ advanced
⟩⇐
# Start 3d mode, drawing relative to camera using 𝔽, then ends 3d mode
# draw._in3D
_in3D ← {𝕨 Drawing3D _𝕣 camera:
NeedsWindow@ # pos target up FOV Camera projection type
"_in3D: wrong types as input"!𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡"iii"‿"iii"‿"iii"‿'i'‿'i'
raylib.BeginMode3D 𝕩
raylib.EndMode3D∘⟨⟩⊸⊢𝔽𝕩
}
# Start drawing, draw background as color 𝕩, use function 𝔽𝕨, end drawing
# draw._WithCanvas
_withCanvas ← {𝕨DrawingFunc _𝕣 color: arg←𝕨⊣@
NeedsWindow@
"_WithCanvas only accepts 𝕩 as a color; 4 ints in the range 0-255 inclusive"!∧´⟨
𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡"iiii"
∧´(255⊸≥∧0⊸≤)𝕩
⟩
raylib.BeginDrawing⟨⟩
raylib.ClearBackground 𝕩
raylib.EndDrawing∘⟨⟩⊸⊢𝔽arg
}
# draw._inTexture
_inTexture ← {𝔽 _𝕣 texture:
raylib.BeginTextureMode𝕩
raylib.EndTextureMode∘⟨⟩⊸⊢ 𝔽𝕩
}
# draw._withShader
_withShader ← {
raylib.BeginShaderMode𝕩
raylib.EndShaderMode∘⟨⟩⊸⊢𝔽𝕩
}
# draw._inRectangle
_inRectangle ← {
raylib.BeginScissorMode (⊣∾-˜)˝∧˘⌾⍉i32_max⌊0⌈⌊𝕩
raylib.EndScissorMode∘⟨⟩⊸⊢𝔽𝕩
}
_withBlend ← {
raylib.BeginBlendMode𝕩
raylib.EndBlendMode∘⟨⟩⊸⊢𝔽𝕩
}
# Draw text at x‿y in given font, color, and size
# draw.Text
Text ← {𝕨𝕊⟨x‿y⋄text⟩:
NeedsWindow@
t ← ⟨r‿g‿b‿a⋄font⋄fontSize⋄spacing⟩ ⇐ ∾⟜1⍟(3≡≠)𝕨
"Text: wrong types as input"!t‿𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡⟨"iiii"‿("iii"∾(5⥊'i')‿'n'‿'n')‿'i'‿'i'⋄"ii"⋈'c'¨text⟩
raylib.DrawTextCodepoints ⟨font⋄text-@⋄≠text⋄x‿y⋄fontSize⋄spacing⋄r‿g‿b‿a⟩
}
# Draw line from x1‿y1 to x2‿y2
# draw.Line
Line ← {r‿g‿b‿a𝕊[x1‿y1⋄x2‿y2]:
NeedsWindow@
"Line: wrong types as input"!𝕨‿𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡⟨"iiii"⋄2‿2⥊'i'⟩
raylib.DrawLineEx(<˘𝕩)∾1⋈𝕨
}⎉1‿2
ThickLine ← {𝕊:
NeedsWindow@
leftArg ← {
𝕊r‿g‿b‿a:1⋈˜𝕩;
𝕊⟨r‿g‿b‿a⋄thickness⟩:𝕩
}𝕨
"Line: wrong types as input"!leftArg‿𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡⟨"iiii"‿'i'⋄2‿2⥊'i'⟩
raylib.DrawLineEx(<˘𝕩)∾⌽leftArg
}
# draw.Texture
Texture ← {tint‿texture‿scale‿rotation𝕊x‿y:
NeedsWindow@
"Texture: wrong types as input"!⟨tint⋄texture⋄scale⋄rotation⟩‿𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡⟨"iiii"‿"iiiii"‿'i'‿'i'⋄"ii"⟩
raylib.DrawTextureEx ⟨texture⋄x‿y⋄rotation⋄scale⋄tint⟩ # texture‿v2‿f‿f‿color # texture position rotation scale tint
}
# draw.Rectangle
Rectangle ← {r‿g‿b‿a𝕊[x1‿y1⋄x2‿y2]:
NeedsWindow@
"Rectangle: wrong types as input"!𝕨‿𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡"iiii"⋈2‿2⥊'i'
raylib.DrawRectangleV 𝕨∾⟜<˜(⊣⋈-˜)˝∧˘⌾⍉i32_max⌊i32_min⌈⌊𝕩 # capping with max and min to avoid errors at ∞
}⎉1‿2
# draw.Ellipse
Ellipse ← {r‿g‿b‿a𝕊[x1‿y1⋄x2‿y2]:
NeedsWindow@
𝕩(i32_max⌊i32_min⌈⌊)↩
((∧´⌈⊸=∧0⊸≤∧≤⟜255)𝕨)!˜"𝕨 (color) only accepts ints in the range 0-255 inclusive"
raylib.DrawEllipse 𝕨∾⟜<˜(⌈∾⊢-⊏∘𝕩)(+˝÷≠)𝕩
}⎉1‿2
# Draw a color-filled circle
# draw.Circle
Circle ← {r‿g‿b‿a𝕊⟨x‿y⋄radius⟩: # color 𝕊 pos‿radius
NeedsWindow@
(𝕨‿𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡"iiii"‿⟨"ii"⋄'i'⟩)!˜"Wrong input types given to draw.Circle"
((∧´⌈⊸=∨∞=|)x‿y)!˜"Position for draw.Circle has to be two ints"
((∧´0⊸≤∧≤⟜255)𝕨)!˜"𝕨 (color) only accepts ints in the range 0-255 inclusive"
raylib.DrawCircle x‿y‿radius‿𝕨
}
# draw.EllipseOutline
EllipseOutline ← {r‿g‿b‿a𝕊[x1‿y1⋄x2‿y2]:
NeedsWindow@
raylib.DrawEllipseLines 𝕨∾⟜<˜(⌈∾⊢-⊏∘𝕩)(+˝÷≠)𝕩 # i‿i‿f‿f‿color # centerX centerY radiusH radiusV
}⎉1‿2
# draw.Triangle
Triangle ← {color𝕊[x1‿y1⋄x2‿y2⋄x3‿y3]:
[p1,p2,p3] ← 𝕩
raylib.DrawTriangle p1‿𝕨∾˜p2‿p3⌽˜p3<○(•math.Atan2´p2⊸-)p1
}⎉1‿2
# These aren't recommended because they are useless if you use _WithCanvas.
# They also don't behave well if ran in the wrong order,
# you only want to run them in the "start, background, end" sequence
advanced ⇐ {
Start‿Background‿End⇐
# draw.advanced.Start
Start ← {𝕤
NeedsWindow@
raylib.BeginDrawing⟨⟩
}
# draw.advanced.Background
Background ← {𝕊r‿g‿b‿a:
NeedsWindow@
"Background: wrong types as input"!𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡"iiii"
(∧´(255⊸≥∧>0⊸≤)𝕩)!˜"ClearBackground only accepts ints in the range 0-255 inclusive"
raylib.ClearBackground 𝕩
}
# draw.advanced.End
End ← {𝕤
NeedsWindow@
raylib.EndDrawing⟨⟩
}
}
}
font ← {
⟨ Load ⋄ LoadBQN ⋄ LoadRaylib ⋄ Unload ⟩⇐
IsFont ← {
(𝕩•Type⊸⊑⟜"_icfmdn"⚇0⊸≡"iii"∾"iiiii"<⊸∾⋈˜'n')!˜"Expected a valid font"
𝕩⊣(¬∨´low.IsNull¨¯2↑𝕩)!˜"Invalid font. font has null pointers, making it invalid"
}
glyphInfo ← {value‿offsetX‿offsetY‿advanceX‿image⇐↕5} # The namespace is for eliminating magic-numbers
# font.Unload
Unload ⇐ {
NeedsWindow@
IsFont 𝕩
raylib.UnloadFont 𝕩
}
# font.Load
Load ⇐ {
NeedsWindow@
F ← {
𝕊size‿filePath:
⟨filePath⋄size⋄≍@⋄0⟩
; # fontSize fontChars glyphCount # use NULL for fontChars and 0 for glyphCount to load the default character set
charactersAllowed 𝕊 size‿filePath:
⟨filePath⋄size⋄𝕨-@⋄≠𝕨⟩
}
·‿filePath ← 𝕩
{!"Path given wasn't absolute 𝕩≡"∾•Repr𝕩}⍟("."⊸•file.At⊸≢)filePath
{𝕊:!"Couldn't find file at "∾filePath}⍟¬•file.Exists filePath
IsFont raylib.LoadFontEx 𝕨F𝕩
}
# font.LoadBQN
LoadBQN ← {𝕊fontSize: fontSize 100⍟(@⊸≡)↩
NeedsWindow@
file ← •file.RealPath ("Expected file at: "⊸∾!•file.Exists)⊸⊢ •file.At "imports/BQN386/BQN386.ttf"
raylib.LoadFontEx⟨file⋄fontSize⋄bqnFontChars-@⋄≠bqnFontChars⟩
}
# font.LoadRaylib
LoadRaylib ← {𝕊@:
raylib.GetFontDefault⟨⟩
}
}
clipboard ← {
⟨Get ⋄ Set⟩⇐
⟨ToBytes⟩ ← •Import "imports/bqn-libs/strings.bqn"
# clipboard.Get
Get ⇐ {𝕤
NeedsWindow@
low.IsNull◶⟨
low.StrLen⊸low.MakeUTF8
""
⟩ raylib.GetClipboardText⟨⟩
}
# clipboard.Set
Set ⇐ {𝕊text:
NeedsWindow@
raylib.SetClipboardText ToBytes 𝕩
}
}
# start clock then tick at the start of every frame to get accurate clock.delta and clock.time
StartClock ← {𝕊@:
⟨
Time ⋄ Tick
startTime ⋄ delta ⋄ frame
⟩⇐
# time is relative to when you started the clock
lastTime ← 0
startTime ⇐ •MonoTime@ # clock.startTime
delta ⇐ 0 # clock.delta
frame ⇐ 0 # clock.frame
# clock.Time
Time ⇐ {𝕊:startTime-˜•Monotime@}
# clock.Tick
Tick ⇐ {𝕊:
frame+↩1
delta ↩ lastTime-˜startTime-˜•MonoTime@
lastTime ↩ startTime-˜•MonoTime@
delta
}
}
mouse ← {
buttons ← 7
# mouse.button.
button ⇐ {
left‿right‿middle‿side‿extra‿forward‿back ⇐ ↕buttons
}
# mouse.GetPos
GetPos ⇐ {𝕊:
NeedsWindow@
raylib.GetMousePosition⟨⟩
}
# mouse.SetPos
SetPos ⇐ {𝕊x‿y:
NeedsWindow@
raylib.SetMousePosition x‿y
}
# mouse.GetDelta
GetDelta ⇐ {𝕊:
NeedsWindow@
raylib.GetMouseDelta⟨⟩
}
# mouse.SetOffset
SetOffset ⇐ {𝕊offsetX‿offsetY:
NeedsWindow@
raylib.SetMouseOffset ⌊𝕩
}
# mouse.SetScale
SetScale ⇐ {𝕊scaleX‿scaleY:
NeedsWindow@
raylib.SetMouseScale 𝕩
}
# mouse.WheelMoved
WheelMoved ⇐ {𝕊:
NeedsWindow@
raylib.GetMouseWheelMove⟨⟩
}
IsMouseButton ← "Mouse button doesn't exist. (𝕩∊↕7)"⊸!∘⊑∘∊⟜(↕buttons)⚇0
# mouse.IsButtonDown
IsButtonDown ⇐ {𝕊mouseButton:
NeedsWindow@
IsMouseButton 𝕩
raylib.IsMouseButtonDown⚇0 𝕩
}
# mouse.IsButtonPressed
IsButtonPressed ⇐ {𝕊mouseButton:
NeedsWindow@
IsMouseButton 𝕩
raylib.IsMouseButtonPressed⚇0 𝕩
}
# mouse.IsButtonReleased
IsButtonReleased ⇐ {𝕊mouseButton:
NeedsWindow@
IsMouseButton 𝕩
raylib.IsMouseButtonReleased⚇0 𝕩
}
# mouse.IsButtonUp
IsButtonUp ⇐ {𝕊mouseButton:
NeedsWindow@
IsMouseButton 𝕩
raylib.IsMouseButtonUp⚇0 𝕩
}
cursor ⇐ {
# mouse.cursor.Show
Show ⇐ {𝕊:
NeedsWindow@
𝕩⊣raylib.ShowCursor⟨⟩
}
# mouse.cursor.Hide
Hide ⇐ {𝕊:
NeedsWindow@
𝕩⊣raylib.HideCursor⟨⟩
}
# mouse.cursor.IsHidden
IsHidden ⇐ {𝕊:
NeedsWindow@
𝕩⊣raylib.IsCursorHidden⟨⟩
}
# mouse.cursor.Enable
Enable ⇐ {𝕊:
NeedsWindow@
𝕩⊣raylib.EnableCursor⟨⟩
}
# mouse.cursor.Disable
Disable ⇐ {𝕊:
NeedsWindow@
𝕩⊣raylib.DisableCursor⟨⟩
}
# mouse.cursor.IsOnScreen
IsOnScreen ⇐ {𝕊:
NeedsWindow@
𝕩⊣raylib.IsCursorOnScreen⟨⟩
}
# mouse.cursor.Set
Set ⇐ {
NeedsWindow@
𝕩⊣raylib.SetMouseCursor 𝕩
}
# mouse.cursor.shape
shape ⇐ {
default ⇐ 0 # Default pointer shape
arrow ⇐ 1 # Arrow shape
ibeam ⇐ 2 # Text writing cursor shape
crosshair ⇐ 3 # Cross shape
pointing_hand ⇐ 4 # Pointing hand cursor
resize_ew ⇐ 5 # Horizontal resize/move arrow shape
resize_ns ⇐ 6 # Vertical resize/move arrow shape
resize_nwse ⇐ 7 # Top-left to bottom-right diagonal resize/move arrow shape
resize_nesw ⇐ 8 # The top-right to bottom-left diagonal resize/move arrow shape
resize_all ⇐ 9 # The omnidirectional resize/move cursor shape
not_allowed ⇐ 10 # The operation-not-allowed shape
}
}
}
# Wave, audio wave data
sound ⇐ {
⟨
Play ⋄ Stop ⋄ Pause ⋄ Resume ⋄ IsPlaying
SetVolume ⋄ SetPitch ⋄ SetPan
LoadFromFile ⋄ Unload
_withDevice ⋄ wave
⟩⇐
audioReady ← 0
NeedsAudio ← { # Everything that needs audio also needs the window to be open
NeedsWindow@
𝕩⊣"Audio not started, run audio with sound._withDevice"!audioReady
}
wave ⇐ {
⟨LoadFromFile ⋄ Unload ⋄ _withFile⟩⇐
# sound.wave.LoadFromFile
LoadFromFile ⇐ {𝕊filePath:
{!"Path given wasn't absolute 𝕩≡"∾•Repr𝕩}⍟("."⊸•file.At⊸≢)𝕩
{𝕊:!"Couldn't find file at "∾filePath}⍟¬•file.Exists 𝕩
bqnSound ← {
freq‿format‿bqnSound ← bqnoise.ReadFull filePath
⌊∘÷⟜(2⋆¯16+1⊑format) freq‿bqnoiseOptions.freq bqnoiseOptions.Resample⍟(≢´⊣) bqnSound
}
⟨
1⊑≢bqnSound # frameCount
bqnoiseOptions.freq # sampleRate
1⊑bqnoiseOptions.fmt # sampleSize
≠bqnSound # channels
{ # *data
data ← ⥊⍉bqnSound
{↕∘≠⊸(𝕩.Write¨) data}⊸⊢(raylib.MemAlloc 2×≠data).Cast "i16"
}
⟩
}
# sound.wave.Unload
Unload ⇐ {𝕊frameCount‿sampleRate‿sampleSize‿channels‿data:
raylib.MemFree data
}
# sound.wave._withFile
_withFile ⇐ {(Unload⊢𝔽)LoadFromFile}
}
# sound._withDevice
_withDevice ⇐ {𝕨𝔽_𝕣𝕩:
NeedsWindow@
raylib.InitAudioDevice⟨⟩
audioReady ↩ 1
r←𝕨𝔽𝕩
raylib.CloseAudioDevice⟨⟩
audioReady ↩ 0
r
}
# sound.LoadFromFile
LoadFromFile ⇐ {𝕊:
NeedsAudio@
raylib.LoadSoundFromWave 𝕩
} wave._withFile
# sound.Play
Play ⇐ {𝕊sound:
NeedsAudio@
raylib.PlaySound 𝕩
}
# sound.Stop
Stop ⇐ {𝕊sound:
NeedsAudio@
raylib.StopSound 𝕩
}
# sound.Pause
Pause ⇐ {𝕊sound:
NeedsAudio@
raylib.PauseSound𝕩
}
# sound.Resume
Resume ⇐ {𝕊sound:
NeedsAudio@
raylib.ResumeSound 𝕩
}
# sound.IsPlaying
IsPlaying ⇐ {𝕊sound:
NeedsAudio@
raylib.IsSoundPlaying 𝕩
}
# sound.SetVolume
SetVolume ⇐ {volume𝕊sound:
"Volume must be a number"!0≡•Type𝕨
NeedsAudio@
raylib.SetSoundVolume 𝕩‿𝕨
}
# sound.SetPitch
SetPitch ⇐ {pitch𝕊sound:
"Pitch must be a number"!0≡•Type𝕨
NeedsAudio@
raylib.SetSoundPitch 𝕩‿𝕨
}
# sound.SetPan
SetPan ⇐ {pan𝕊sound:
"Pan must be a number"!0≡•Type𝕨
NeedsAudio@
raylib.SetSoundPan 𝕩‿𝕨
}
# sound.Unload
Unload ⇐ raylib.UnloadSound
}
#gamepad ← {
# button‿axis⇐gamepadButton‿gamepadAxis
#
# unknown ⇐ 0 # Unknown button, just for error checking
# left_face_up ⇐ 1 # Gamepad left DPAD up button
# left_face_right ⇐ 2 # Gamepad left DPAD right button
# left_face_down ⇐ 3 # Gamepad left DPAD down button
# left_face_left ⇐ 4 # Gamepad left DPAD left button
# right_face_up ⇐ 5 # Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
# right_face_right ⇐ 6 # Gamepad right button right (i.e. PS3: Square, Xbox: X)
# right_face_down ⇐ 7 # Gamepad right button down (i.e. PS3: Cross, Xbox: A)
# right_face_left ⇐ 8 # Gamepad right button left (i.e. PS3: Circle, Xbox: B)
# left_trigger_1 ⇐ 9 # Gamepad top/back trigger left (first), it could be a trailing button
# left_trigger_2 ⇐ 10 # Gamepad top/back trigger left (second), it could be a trailing button
# right_trigger_1 ⇐ 11 # Gamepad top/back trigger right (one), it could be a trailing button
# right_trigger_2 ⇐ 12 # Gamepad top/back trigger right (second), it could be a trailing button
# middle_left ⇐ 13 # Gamepad center buttons, left one (i.e. PS3: Select)
# middle ⇐ 14 # Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
# middle_right ⇐ 15 # Gamepad center buttons, right one (i.e. PS3: Start)
# left_thumb ⇐ 16 # Gamepad joystick pressed button left
# right_thumb ⇐ 17 # Gamepad joystick pressed button right
#
# ps4 ← {
# x ⇐ right_face_down
# o ⇐ right_face_left
# square ⇐ right_face_right
# triangle ⇐ right_face_up
# }
# xboxButton ←
# isGamepadAvailable
# getGamepadName
# isGamepadButtonPressed
# isGamepadButtonDown
# isGamepadButtonReleased
# isGamepadButtonUp
# getGamepadButtonPressed
# getGamepadAxisCount
# getGamepadAxisMovement
# setGamepadMappings
# setGamepadVibration
#}
key ← {
IsKey ⇐ ("Key doesn't exist"!0⊸≤∧<⟜512)⚇0 @-˜⍟≤⚇0⊢
# key.IsPressed
IsPressed ⇐ {𝕊key:
NeedsWindow@
IsKey 𝕩
(raylib.IsKeyPressed @-˜⍟≤⊢)⚇0 𝕩
}
# key.IsPressedRepeat
IsPressedRepeat ⇐ {𝕊key:
NeedsWindow@
IsKey 𝕩
(raylib.IsKeyPressedRepeat @-˜⍟≤⊢)⚇0 𝕩
}
# key.IsReleased
IsReleased ⇐ {𝕊key:
NeedsWindow@
IsKey 𝕩
(raylib.IsKeyReleased @-˜⍟≤⊢)⚇0 𝕩
}
# key.IsKeyUp
IsKeyUp ⇐ {𝕊key:
NeedsWindow@
IsKey 𝕩
(raylib.IsKeyUp @-˜⍟≤⊢)⚇0 𝕩
}
# key.IsDown
IsDown ⇐ {
NeedsWindow@
IsKey 𝕩
(raylib.IsKeyDown @-˜⍟<⊢)⚇0 𝕩
}
# key.PressedKey
PressedKey ⇐ {𝕤
NeedsWindow@
raylib.GetKeyPressed⟨⟩
}
# key.PressedChar
PressedChar ⇐ {𝕤
NeedsWindow@
@+raylib.GetcharPressed⟨⟩
}
# Keyboard keys (US keyboard layout)
# NOTE: Use GetKeyPressed() to allow redefining
# required keys for alternative layouts
# vars Keycodes Keys
null ⇐ 0 # NULL, used for no key pressed
# Alphanumeric keys
apostrophe ⇐ 39 # '
comma ⇐ 44 # ,
minus ⇐ 45 # -
period ⇐ 46 # .
slash ⇐ 47 # /
zero‿one‿two‿three‿four‿five‿six‿seven‿eight‿nine ⇐ 48+↕10 # 0-9
semicolon ⇐ 59 # ;
equal ⇐ 61 # =
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 ⇐ 65+↕26 # A-Z | a-z
left_bracket ⇐ 91 # [
backslash ⇐ 92 # \
right_bracket ⇐ 93 # ]
grave ⇐ 96 # `
# Function keys
space ⇐ 32 # Space
escape ⇐ 256 # Esc
enter ⇐ 257 # Enter
tab ⇐ 258 # Tab
backspace ⇐ 259 # Backspace
insert ⇐ 260 # Ins
delete ⇐ 261 # Del
right ⇐ 262 # Cursor right
left ⇐ 263 # Cursor left
down ⇐ 264 # Cursor down
up ⇐ 265 # Cursor up
page_up ⇐ 266 # Page up
page_down ⇐ 267 # Page down
home ⇐ 268 # Home
end ⇐ 269 # End
caps_lock ⇐ 280 # Caps lock
scroll_lock ⇐ 281 # Scroll down
print_screen ⇐ 283 # Print screen
pause ⇐ 284 # Pause
f1‿f2‿f3‿f4‿f5‿f6‿f7‿f8‿f9‿f10‿f11‿f12 ⇐ 290+↕12 # F1 - F12
left_shift ⇐ 340 # Shift left
left_control ⇐ 341 # Control left
left_alt ⇐ 342 # Alt left
left_super ⇐ 343 # Super left
right_shift ⇐ 344 # Shift right
right_control ⇐ 345 # Control right
right_alt ⇐ 346 # Alt right
right_super ⇐ 347 # Super right
kb_menu ⇐ 348 # KB menu
keypad ⇐ {
num_lock ⇐ 282 # Num lock
zero‿one‿two‿three‿four‿five‿six‿seven‿eight‿nine←320+↕10 # Keypad 0-9
decimal ⇐ 330 # Keypad .
divide ⇐ 331 # Keypad /
multiply ⇐ 332 # Keypad *
subtract ⇐ 333 # Keypad -