Created basic ecs that has an optional lua module

This commit is contained in:
Dreaded_X 2019-01-30 00:23:32 +01:00
commit 49c1cacaa0
15 changed files with 934 additions and 0 deletions

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.flintlock Normal file
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[flint.py]
version = nightly
base_url = https://downloads.mtgames.nl/release/flint
[flint.py-plugins]

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.gitignore vendored Normal file
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### Git ###
*.orig
### Linux ###
*~
# temporary files which can be created if a process still has a handle open of a deleted file
.fuse_hidden*
# KDE directory preferences
.directory
# Linux trash folder which might appear on any partition or disk
.Trash-*
# .nfs files are created when an open file is removed but is still being accessed
.nfs*
### Vim ###
# swap
[._]*.s[a-v][a-z]
[._]*.sw[a-p]
[._]s[a-v][a-z]
[._]sw[a-p]
# session
Session.vim
# temporary
.netrwhist
# auto-generated tag files
tags
# flint
.flint

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.gitmodules vendored Normal file
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[submodule "vendor/sol2"]
path = vendor/sol2
url = https://github.com/ThePhD/sol2
[submodule "vendor/lua"]
path = vendor/lua
url = https://github.com/lua/lua

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ecs-lua/include/ecs-lua.h Normal file
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#pragma once
#include "sol.hpp"
#include "ecs.h"
#include <iostream>
namespace ecs::lua {
struct LuaWrapper : Component {
LuaWrapper(sol::object object) : _object(object) {}
sol::object _object;
};
template <typename T, typename... Constructor, typename... Args>
void register_component(sol::state& lua, Args... args) {
lua.new_usertype<T>(get_typename<T>(),
"new", sol::factories([](Constructor... constructor) {
return new T(constructor...);
}), args...
);
lua.set_function("_internal_to_" + get_typename<T>(), [] (Component* component) {
return (T*)component;
});
}
void init(sol::state& lua);
}

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ecs-lua/src/ecs-lua.cpp Normal file
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#include "ecs-lua.h"
namespace ecs::lua {
void init(sol::state& lua) {
sol::table ecs = lua.create_table("ecs");
ecs.new_usertype<Entity>("Entity",
"add_component", [] (Entity* thiz, std::string name, Component* component) {
return thiz->add_component(name, component);
},
"has_components", [] (Entity* thiz, sol::variadic_args args) {
std::vector<std::string> names;
for (std::string name : args) {
names.push_back(name);
}
return thiz->has_components(names);
},
"get_component", [&lua] (Entity* thiz, std::string name) -> sol::object {
// Convert to the correct component type
auto f1 = lua["_internal_to_" + name];
if (f1.valid()) {
return f1(thiz->get_component(name));
}
// If the type of the component unknown we assume it a lua object and convert it to the wrapper
auto f2 = lua["_internal_to_LuaWrapper"];
return f2(thiz->get_component(name));
}
);
ecs.new_usertype<View<>>("View",
"for_each", &View<>::for_each
);
ecs.new_usertype<Manager>("Manager",
"create_entity", &Manager::create_entity,
"view", [] (Manager* thiz, sol::variadic_args args) {
std::vector<std::string> names;
for (std::string name : args) {
names.push_back(name);
}
return thiz->view(names);
}
);
register_component<LuaWrapper, sol::object>(lua,
"object", &LuaWrapper::_object
);
}
}

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#pragma once
#include <unordered_map>
#include <string>
#include <functional>
#include <algorithm>
#include <list>
#include <typeinfo>
#if __has_include(<cxxabi.h>)
#include <cxxabi.h>
#endif
namespace ecs {
template <typename T>
std::string get_typename() {
#if __has_include(<cxxabi.h>)
std::string name = abi::__cxa_demangle(typeid(T).name(), 0, 0, 0);
#else
std::string name = typeid(T).name();
// This is really janky
name = name.substr(name.find(' ')+1);
#endif
auto index = name.find_last_of(':');
if (index != std::string::npos) {
name = name.substr(index+1);
}
return name;
}
class ComponentID {
private:
static size_t _id;
// This needs to be a function because otherwise it might not be initialized on time
static std::unordered_map<std::string, size_t>& _ids();
public:
static std::vector<size_t> get_id(std::vector<std::string> names);
// This looks kind of ugly
template <typename T>
inline static const size_t id = get_id({get_typename<T>()})[0];
};
struct Component {
virtual ~Component() {}
};
class Entity {
public:
~Entity();
template <typename T, typename... Args>
void add_component(Args... args) {
size_t id = ComponentID::id<T>;
if (_components.find(id) != _components.end()) {
throw std::runtime_error("Component already exists");
}
_components[id] = new T(args...);
}
template <typename... Ts>
bool has_components() {
auto ids = {ComponentID::id<Ts>...};
for (const auto& id : ids) {
if (_components.find(id) == _components.end()) {
return false;
}
}
return true;
}
template <typename T>
T* get_component() {
size_t id = ComponentID::id<T>;
auto it = _components.find(id);
if (it == _components.end()) {
throw std::runtime_error("Component does not exist");
}
return (T*)it->second;
}
void add_component(std::string name, Component* component);
bool has_components(std::vector<std::string> names);
Component* get_component(std::string name);
private:
std::unordered_map<size_t, Component*> _components;
};
template <typename... Ts>
class View {
public:
View(std::vector<Entity*> entities) : _entities(entities) {}
void for_each(std::function<void(Entity*, std::add_pointer_t<Ts>...)> function) {
for (auto entity : _entities) {
function(entity, entity->template get_component<Ts>()...);
}
}
private:
std::vector<Entity*> _entities;
};
class Manager {
public:
~Manager();
template <typename... Ts>
View<Ts...> view() {
std::vector<Entity*> entities;
for (auto entity : _entities) {
if (entity->has_components<Ts...>()) {
entities.push_back(entity);
}
}
return View<Ts...>(entities);
}
View<> view(std::vector<std::string> names) {
std::vector<Entity*> entities;
for (auto entity : _entities) {
if (entity->has_components(names)) {
entities.push_back(entity);
}
}
return View<>(entities);
}
Entity* create_entity();
private:
std::vector<Entity*> _entities;
};
}

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#include "ecs.h"
#include <iostream>
namespace ecs {
size_t ComponentID::_id;
// This needs to be a function because otherwise it might not be initialized on time
std::unordered_map<std::string, size_t>& ComponentID::_ids() {
static std::unordered_map<std::string, size_t> ids;
return ids;
};
std::vector<size_t> ComponentID::get_id(std::vector<std::string> names) {
std::vector<size_t> ids;
for (const auto& name : names) {
auto it = _ids().find(name);
if (it != _ids().end()) {
ids.push_back(it->second);
} else {
size_t id = _id++;
_ids()[name] = id;
ids.push_back(id);
}
}
return ids;
}
Entity::~Entity() {
// @todo This does not work...
for (auto component : _components) {
delete component.second;
component.second = nullptr;
}
_components.clear();
}
void Entity::add_component(std::string name, Component* component) {
size_t id = ComponentID::get_id({name})[0];
if (_components.find(id) != _components.end()) {
throw std::runtime_error("Component already exists");
}
_components[id] = component;
}
bool Entity::has_components(std::vector<std::string> names) {
for (const auto& id : ComponentID::get_id(names)) {
if (_components.find(id) == _components.end()) {
return false;
}
}
return true;
}
Component* Entity::get_component(std::string name) {
auto it = _components.find(ComponentID::get_id({name})[0]);
if (it == _components.end()) {
throw std::runtime_error("Component does not exist");
}
return it->second;
}
Manager::~Manager() {
for (auto entity : _entities) {
delete entity;
entity = nullptr;
}
_entities.clear();
}
Entity* Manager::create_entity() {
Entity* entity = new Entity;
_entities.push_back(entity);
return entity;
}
}

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flint.lua Normal file
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lib "lua"
src("*vendor/lua", "-vendor/lua/lua.c")
include "vendor/lua"
include "vendor/headers"
warnings(false)
lib "sol2"
include "vendor/sol2"
dependency "lua"
lib "ecs"
path "ecs"
dependency "sol2"
lib "ecs-lua"
path "ecs-lua"
dependency "ecs"
executable "test"
path "test"
dependency "ecs-lua"
run_target "test"

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#!/usr/bin/env python3
import os
import platform
import errno
import configparser
import urllib.request
import shutil
import subprocess
from subprocess import PIPE
import stat
import sys
import argparse
flintlock = ".flintlock"
def install_plugin(url, plugins_folder, config, local = False):
metainfo = configparser.ConfigParser()
if not local:
req = urllib.request.Request(url + "/metainfo")
with urllib.request.urlopen(req) as response:
metainfo.read_string(response.read().decode("ascii"))
else:
with open(os.path.join(url, "metainfo.local"), "r") as f:
metainfo.read_file(f)
plugin_name = metainfo["meta"]["name"] + "@" + metainfo["meta"]["author"]
# Make sure we can't have local and remote version of the same plugin at the same time
# @todo This could be cleaner
if config.has_option("flint.py-plugins", plugin_name if local else plugin_name + ".local"):
config.remove_option("flint.py-plugins", plugin_name if local else plugin_name + ".local")
print("Installing '" + plugin_name + "'")
plugin_folder = os.path.join(plugins_folder, plugin_name)
if os.path.exists(plugin_folder):
shutil.rmtree(plugin_folder)
os.makedirs(plugin_folder)
# Register the plugin so that we can later update
config["flint.py-plugins"][plugin_name if not local else plugin_name + ".local"] = url
with open(flintlock, "w") as f:
config.write(f)
# @todo Use this same system for flint self
# @todo Add multiplatform support
if platform.system() == "Linux" and metainfo.has_section("linux"):
for filename in metainfo["linux"]:
if not local:
req = urllib.request.Request(url + "/" + filename)
with urllib.request.urlopen(req) as response, open(os.path.join(plugin_folder, filename), "wb") as f:
shutil.copyfileobj(response, f)
else:
os.symlink(os.path.abspath(os.path.join(url, metainfo["linux"][filename])), os.path.join(plugin_folder, filename))
elif platform.system() == "Windows" and metainfo.has_section("windows"):
for filename in metainfo["windows"]:
if not local:
req = urllib.request.Request(url + "/" + filename)
with urllib.request.urlopen(req) as response, open(os.path.join(plugin_folder, filename), "wb") as f:
shutil.copyfileobj(response, f)
else:
# @todo This requires admin mode on windows
os.symlink(os.path.abspath(os.path.join(url, metainfo["windows"][filename])), os.path.join(plugin_folder, filename))
else:
print("Plugin not available for current platform")
def remove_plugin(plugin_name, plugins_folder, config):
plugin_folder = os.path.join(plugins_folder, plugin_name)
if config.has_option("flint.py-plugins", plugin_name):
config.remove_option("flint.py-plugins", plugin_name)
elif config.has_option("flint.py-plugins", plugin_name + ".local"):
config.remove_option("flint.py-plugins", plugin_name + ".local")
else:
print("Plugin '" + plugin_name + "' does not exist")
return
if os.path.exists(plugin_folder):
shutil.rmtree(plugin_folder)
def main():
# @todo Add update, gets latest version and stores the specific version
parser = argparse.ArgumentParser(add_help=False)
parser.add_argument("--config", action='store_const', const=True, default=False)
parser.add_argument("--local", action='store_const', const=True, default=False)
parser.add_argument("--generate")
parser.add_argument("--version")
parser.add_argument("--install", nargs='?', const="__update__")
parser.add_argument("--remove")
parser.add_argument("--debug-flint", action='store_const', const=True, default=False)
args, unknownargs = parser.parse_known_args()
flintdir_base = ".flint"
flintdir = os.path.join(flintdir_base, "versions")
flintplug = os.path.join(flintdir_base, "plugins")
flintbin = "flint"
if os.name == "nt":
flintbin += ".exe"
# Make sure the flintlock file exists
if not os.path.isfile(flintlock):
# Create a new flintlock file with default values
config = configparser.ConfigParser()
with open(flintlock, "w") as f:
config.write(f)
# Open the flintlock file
config = configparser.ConfigParser()
with open(flintlock, "r") as f:
config.read_file(f)
# Make sure that all required keys exist
if not config.has_section("flint.py"):
config["flint.py"] = {}
if not config.has_option("flint.py", "version"):
config["flint.py"]["version"] = "nightly"
if not config.has_option("flint.py", "base_url"):
config["flint.py"]["base_url"] = "https://downloads.mtgames.nl/release/flint"
if not config.has_section("flint.py-plugins"):
config["flint.py-plugins"] = {}
with open(flintlock, "w") as f:
config.write(f)
# Check if the user has enable config mode
if args.config:
# @todo Improve config mode
if args.version:
config["flint.py"]["version"] = args.version
print("Flint will now use version: " + args.version)
else:
print("Did nothing...")
with open(flintlock, "w") as f:
config.write(f)
elif args.generate:
if not os.path.exists(args.generate + "/src"):
os.makedirs(args.generate + "/src")
if not os.path.exists(args.generate + "/include"):
os.makedirs(args.generate + "/include")
# @todo Also generate a simlpe example cpp file
with open("./flint.lua", "w") as f:
f.write("executable \"" + args.generate + "\"\n")
f.write("\tpath \"" + args.generate + "\"\n")
f.write("\n")
f.write("run_target \"" + args.generate + "\"\n")
elif args.install:
# @todo We need to auto update all plugins
# @todo We need to be able to remove plugins
metainfo = configparser.ConfigParser()
if args.install == "__update__":
for plugin in config["flint.py-plugins"]:
# @todo Make the download functions actual functions so we can call them here
install_plugin(config["flint.py-plugins"][plugin], flintplug, config, plugin.endswith(".local"))
else:
install_plugin(args.install, flintplug, config, args.local)
elif args.remove:
remove_plugin(args.remove, flintplug, config)
with open(flintlock, "w") as f:
config.write(f)
else:
# Check desired version
version = config["flint.py"]["version"]
base_url = config["flint.py"]["base_url"]
if args.version:
version = args.version
print("Flint: " + version)
flintdir = os.path.join(flintdir, version)
if os.path.isfile(os.path.join(version, flintbin)):
# The version contains a path to a flint executable
flintdir = version
else:
# Make sure the flint directory exists
if not os.path.exists(flintdir):
try:
os.makedirs(flintdir)
except OSError as exc:
if exc != errno.EEXIST:
raise
# Check if we need to update
needs_update = False
# Download actual checksum
checksums = configparser.ConfigParser()
try:
req = urllib.request.Request(base_url + "/" + version + "/checksums")
with urllib.request.urlopen(req) as response:
checksums.read_string(response.read().decode("ascii"))
checksums_current = configparser.ConfigParser()
if (not os.path.isfile(os.path.join(flintdir, flintbin))) or (not os.path.isfile(os.path.join(flintdir, "checksums"))):
# We need to download instead of update
needs_update = True
checksums_current["flint"] = {}
print("Downloading flint...")
else:
# Load the current checksum
with open(os.path.join(flintdir, "checksums"), "r") as f:
checksums_current.read_file(f)
# Compare the checksum to determine if updates are needed
# @note This does not detect if the executable is corrupted
if not checksums_current["flint"][flintbin] == checksums["flint"][flintbin]:
needs_update = True
print("Updating flint...")
# Store the new checksum
checksums_current["flint"][flintbin] = checksums["flint"][flintbin]
with open(os.path.join(flintdir, "checksums"), "w") as f:
checksums_current.write(f)
except urllib.error.URLError as error:
print("Unable to update flint!")
needs_update = False
# @todo Show progress bar
if needs_update:
try:
req = urllib.request.Request(base_url + "/" + version + "/" + flintbin)
with urllib.request.urlopen(req) as response, open(flintdir + "/" + flintbin, "wb") as f:
shutil.copyfileobj(response, f)
# Make sure we can execute flint
mode = os.stat(os.path.join(flintdir, flintbin)).st_mode
os.chmod(os.path.join(flintdir, flintbin), mode | stat.S_IEXEC)
with open(flintlock, "w") as f:
config.write(f)
except urllib.error.URLError as error:
print("Flint update failed!")
needs_update = False
command = []
env = os.environ
if os.name == "nt":
env["PATH"] = flintdir + ";.flint/plugins;" + env["PATH"]
else:
env["LD_LIBRARY_PATH"] = flintdir + ":.flint/plugins"
if os.name == "nt":
command.extend([r"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat", "x64", "&&"])
env["VSCMD_START_DIR"] = os.getcwd()
if args.debug_flint:
if platform.system() == "Linux":
command.extend(["gdb", "--args"])
elif platform.system() == "Windows":
command.extend(["devenv", "/debugexe"])
else:
print("Debugging not available for current platform")
command.append(os.path.join(flintdir, flintbin))
command.extend(unknownargs)
# Python pre 3.5 does not support run
return_code = 0
if sys.version_info[1] < 5:
subprocess.call(command, env=env)
else:
return_code = subprocess.run(command, env=env).returncode
exit(return_code)
if __name__ == "__main__":
main()

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#include "ecs-lua.h"
#include <iostream>
struct Position : ecs::Component {
Position(float x, float y) : _x(x), _y(y) {}
float _x;
float _y;
};
struct Velocity : ecs::Component{
Velocity(float vx, float vy) : _vx(vx), _vy(vy) {}
float _vx;
float _vy;
};
int main() {
sol::state lua;
lua.open_libraries(sol::lib::base);
ecs::lua::init(lua);
ecs::lua::register_component<Position, float, float>(lua,
"x", &Position::_x,
"y", &Position::_y
);
ecs::lua::register_component<Velocity, float, float>(lua,
"vx", &Velocity::_vx,
"vy", &Velocity::_vy
);
// This manages all our entities
ecs::Manager manager;
lua.set_function("get_manager", [&manager] () -> ecs::Manager& {
return manager;
});
lua.script(R"lua(
manager = get_manager()
ent = manager:create_entity()
-- In the future we will be able to also write components in lua
-- @todo Figure out how get_component will work in this case
ent:add_component("Position", Position.new(1.9, 9.7))
ent:add_component("Velocity", Velocity.new(0.2, 0.3))
random = {
a = 10,
b = 11,
c = function(s)
print("Hello " .. s .. "!")
end
}
ent:add_component("Random", LuaWrapper.new(random))
print(ent:has_components("Position", "Velocity"))
pos = ent:get_component("Position")
print("x: " .. pos.x)
print("y: " .. pos.y)
vel = ent:get_component("Velocity")
print("v_x: " .. vel.vx)
print("v_y: " .. vel.vy)
print("View test")
view = manager:view("Position", "Velocity")
view:for_each(function(ent)
pos = ent:get_component("Position")
vel = ent:get_component("Velocity")
pos.x = pos.x + vel.vx
pos.y = pos.y + vel.vy
print("x: " .. pos.x)
print("y: " .. pos.y)
print("v_x: " .. vel.vx)
print("v_y: " .. vel.vy)
end)
manager:view("Random"):for_each(function(ent)
wrapped = ent:get_component("Random").object
print(wrapped.a)
wrapped.a = 11
print(wrapped.a)
print(random.a)
random.a = 20
print(wrapped.a)
print(random.a)
random.c("you")
end)
)lua");
// for (int i = 0; i < 10; ++i) {
// // We can create entities
// Entity* entity = manager.create_entity();
// // Then we can add components to them
// entity->add_component<Position>(0.0f, 0.0f);
// if (i % 2 == 0) {
// entity->add_component<Velocity>(0.1f, 0.2f);
// }
//
// // We can check for components by name
// if (entity->has_components<Velocity>()) {
// std::cout << "YES\n";
// } else {
// std::cout << "NO\n";
// }
// }
std::cout << "Update position\n";
manager.view<Position, Velocity>().for_each([](ecs::Entity*, Position* pos, Velocity* vel) {
pos->_x += vel->_vx;
pos->_y += vel->_vy;
});
std::cout << "Show position!\n";
manager.view<Position>().for_each([](ecs::Entity*, Position* pos) {
std::cout << "X: " << pos->_x << '\n';
std::cout << "Y: " << pos->_y << '\n';
});
manager.view({"Random"}).for_each([](ecs::Entity* entity) {
sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component("Random"))->_object;
random["a"] = 21;
std::cout << random["a"].get<std::string>() << '\n';
});
manager.view({"Random"}).for_each([](ecs::Entity* entity) {
sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component("Random"))->_object;
std::cout << random["a"].get<std::string>() << '\n';
});
}

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//========================================================================
// GLFW 3.3 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2010-2016 Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
// As glfw_config.h.in, this file is used by CMake to produce the
// glfw_config.h configuration header file. If you are adding a feature
// requiring conditional compilation, this is where to add the macro.
//========================================================================
// As glfw_config.h, this file defines compile-time option macros for a
// specific platform and development environment. If you are using the
// GLFW CMake files, modify glfw_config.h.in instead of this file. If you
// are using your own build system, make this file define the appropriate
// macros in whatever way is suitable.
//========================================================================
// Define this to 1 if building GLFW for X11
// #cmakedefine _GLFW_X11
// Define this to 1 if building GLFW for Win32
// #cmakedefine _GLFW_WIN32
// Define this to 1 if building GLFW for Cocoa
// #cmakedefine _GLFW_COCOA
// Define this to 1 if building GLFW for Wayland
// #cmakedefine _GLFW_WAYLAND
// Define this to 1 if building GLFW for OSMesa
// #cmakedefine _GLFW_OSMESA
// Define this to 1 if building as a shared library / dynamic library / DLL
// #cmakedefine _GLFW_BUILD_DLL
// Define this to 1 to use Vulkan loader linked statically into application
// #cmakedefine _GLFW_VULKAN_STATIC
// Define this to 1 to force use of high-performance GPU on hybrid systems
// #cmakedefine _GLFW_USE_HYBRID_HPG
// Define this to 1 if xkbcommon supports the compose key
// #cmakedefine HAVE_XKBCOMMON_COMPOSE_H
// Define this to 1 if the libc supports memfd_create()
// #cmakedefine HAVE_MEMFD_CREATE

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//========================================================================
// GLFW 3.3 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2006-2016 Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
// As mappings.h.in, this file is used by CMake to produce the mappings.h
// header file. If you are adding a GLFW specific gamepad mapping, this is
// where to put it.
//========================================================================
// As mappings.h, this provides all pre-defined gamepad mappings, including
// all available in SDL_GameControllerDB. Do not edit this file. Any gamepad
// mappings not specific to GLFW should be submitted to SDL_GameControllerDB.
// This file can be re-generated from mappings.h.in and the upstream
// gamecontrollerdb.txt with the GenerateMappings.cmake script.
//========================================================================
// All gamepad mappings not labeled GLFW are copied from the
// SDL_GameControllerDB project under the following license:
//
// Simple DirectMedia Layer
// Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the
// use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
const char* _glfwDefaultMappings[] =
{
@GLFW_GAMEPAD_MAPPINGS@
"78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
"78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
"78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
"78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
"78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
"78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
"78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,",
NULL
};

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#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"

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Subproject commit e354c6355e7f48e087678ec49e340ca0696725b1

1
vendor/sol2 vendored Submodule

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Subproject commit 6a6025393f8c0756fb4225e71a2092ea1d51b3d4