Compare commits

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63 Commits

Author SHA1 Message Date
0b46b891c2 add simple quote message context menu 2023-09-01 21:13:36 +02:00
d131b5a02f add hacky way to load encrypted tox saves 2023-08-28 15:33:36 +02:00
9d9a486537 limit fps to 60 and disable imgui demo window 2023-08-28 14:06:27 +02:00
610ed10011 scope plugin paths 2023-08-20 12:50:58 +02:00
4edab11616 update deps and dont try to load files >50mib as images 2023-08-19 21:42:47 +02:00
6df0417667 update sdl Merge commit '4d48f9d23713d94b861da7b5d41baf2a41334994' 2023-08-12 20:17:29 +02:00
bd9bbf67d4 small fixes 2023-08-11 12:18:50 +02:00
8cab1307ab update sub 2023-08-09 11:18:41 +02:00
5bfc429450 small ui refactor + forwarding files 2023-08-06 16:07:50 +02:00
7a7b55bebf make tox save file selectable (hacky) 2023-08-03 15:03:12 +02:00
b4eda033c6 update plugin version 2023-08-03 13:11:59 +02:00
c9672bf352 add debug start screen ui + can load plugins 2023-08-03 13:05:19 +02:00
5547ff6d2b also scen media on message creation 2023-08-02 20:58:16 +02:00
ea8cc85c61 update subs for tox reconnection bug fixes 2023-08-02 20:21:06 +02:00
5ecec26731 image inlining working 2023-08-02 19:24:51 +02:00
01fddd19cd message texture cache + message image loader (no inline images yet) 2023-08-02 16:36:34 +02:00
e362af8271 cleanup texures on cache destruction 2023-08-02 15:37:37 +02:00
2dba4f8fbb add webp support 2023-08-02 15:06:19 +02:00
bdfe44399a Merge commit '67653bbe50841153bfeaebcc5792bd8464da9880' as 'external/libwebp/libwebp' 2023-08-02 14:57:22 +02:00
67653bbe50 Squashed 'external/libwebp/libwebp/' content from commit dd7364c3c
git-subtree-dir: external/libwebp/libwebp
git-subtree-split: dd7364c3cefe0f5c0b3c18c3b1887d353f90fc1f
2023-08-02 14:57:22 +02:00
a144459e8d add stb image loader (avatar png support) 2023-08-01 20:17:38 +02:00
d725ed8cd0 add stb 2023-08-01 20:13:38 +02:00
87d7eb69af Merge commit '3cd551098b8dc5a2b55d45a2a63bb9a219d31f2e' as 'external/stb/stb' 2023-08-01 20:11:22 +02:00
3cd551098b Squashed 'external/stb/stb/' content from commit c39c7023e
git-subtree-dir: external/stb/stb
git-subtree-split: c39c7023ebb833ce099750fe35509aca5662695e
2023-08-01 20:11:22 +02:00
95b77cb696 add avatar texture handling 2023-08-01 18:25:56 +02:00
2e28ad7bb9 fix missing include 2023-08-01 14:28:28 +02:00
75f78f8c7f load tox identicons 2023-08-01 13:21:16 +02:00
ef59386e5c start texture cache for contacts (avatars) 2023-07-31 20:47:22 +02:00
c0b57c30bd add sdl bmp image loader 2023-07-30 16:00:55 +02:00
42b3866753 start thinking about pasting files 2023-07-30 15:10:26 +02:00
aff239377d add README.md 2023-07-29 22:50:15 +02:00
3aaa1b0350 try satisfy macintosh 2023-07-29 22:30:36 +02:00
823a4ae189 missing include 2023-07-29 21:51:24 +02:00
40cd04f9dd fix cross platform file paths to string 2023-07-29 21:25:25 +02:00
6a979d31a0 fix missing includes 2023-07-29 20:58:29 +02:00
56f7db9ae6 msg sorting 2023-07-29 20:51:32 +02:00
d5e2dd2e1f add auto dirty (save toxfile) + minor stuff 2023-07-29 20:39:31 +02:00
93e5bb867b invites 2023-07-29 20:07:59 +02:00
4cd295065b add chat gui, probably works 2023-07-28 18:03:45 +02:00
5a9aacc603 add file selector with sorting 2023-07-27 19:34:47 +02:00
082c4febdf more setup 2023-07-26 20:09:57 +02:00
a848a01527 add tox client and more setup 2023-07-26 12:55:50 +02:00
3a1c15f313 screen concept 2023-07-26 12:24:18 +02:00
e92c7cbfa0 add exe icon 2023-07-26 02:02:06 +02:00
4d09e1fd4a gh windows cd 2023-07-26 01:13:54 +02:00
07765b4ad7 wire up imgui 2023-07-26 01:11:17 +02:00
f66b8d3ea2 Merge commit '88f609166511499341dde3b5a6191e34641d2eeb' as 'external/imgui/imgui' 2023-07-26 00:23:40 +02:00
88f6091665 Squashed 'external/imgui/imgui/' content from commit d4ddc46e7
git-subtree-dir: external/imgui/imgui
git-subtree-split: d4ddc46e7773e9a9b68f965d007968f35ca4e09a
2023-07-26 00:23:40 +02:00
a0122d38f2 minimal sdl app 2023-07-25 23:59:35 +02:00
e4d2987c54 add sdl 2023-07-25 22:47:22 +02:00
b8e444eaa8 Merge commit 'dec0d4ec4153bf9fc2b78ae6c2df45b6ea8dde7a' as 'external/sdl/SDL' 2023-07-25 22:27:55 +02:00
b38ea75e56 updat sol toxcore 2023-07-25 22:08:02 +02:00
8613511928 more fixing 2023-07-25 16:22:35 +02:00
7650d0ff23 update plugin sub 2023-07-25 15:38:14 +02:00
4ec6a26d91 start with gh ci 2023-07-25 15:10:52 +02:00
efa781e9ba empty main 2023-07-25 14:56:22 +02:00
41d0fc02c3 should compile 2023-07-25 14:35:57 +02:00
5568b70d31 Merge commit '227425b90e9a671118026689dd30967e127a1090' as 'external/toxcore/c-toxcore' 2023-07-25 11:53:09 +02:00
227425b90e Squashed 'external/toxcore/c-toxcore/' content from commit 67badf69
git-subtree-dir: external/toxcore/c-toxcore
git-subtree-split: 67badf69416a74e74f6d7eb51dd96f37282b8455
2023-07-25 11:53:09 +02:00
310a099f14 Merge commit '5c7231b7a33124aeadedbd8c7579376494a05a56' as 'external/entt/entt' 2023-07-25 11:29:51 +02:00
5c7231b7a3 Squashed 'external/entt/entt/' content from commit fef92113
git-subtree-dir: external/entt/entt
git-subtree-split: fef921132cae7588213d0f9bcd2fb9c8ffd8b7fc
2023-07-25 11:29:51 +02:00
df9fc529e2 add gitignore 2023-07-25 11:29:43 +02:00
f077a29cf0 partial setup 2023-07-25 01:11:30 +02:00
3512 changed files with 613713 additions and 64366 deletions

43
.github/workflows/cd.yml vendored Normal file
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name: ContinuousDelivery
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
env:
BUILD_TYPE: Release
jobs:
windows:
timeout-minutes: 15
runs-on: windows-latest
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- name: Install Dependencies
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: amd64
- name: Configure CMake
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
- uses: actions/upload-artifact@v3
with:
name: windows_msvc_x86-64
# TODO: do propper packing
path: |
${{github.workspace}}/build/bin/

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name: ContinuousIntegration
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
env:
BUILD_TYPE: Debug
jobs:
linux:
timeout-minutes: 10
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- name: Install Dependencies
run: sudo apt update && sudo apt -y install libsodium-dev
- name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
macos:
timeout-minutes: 10
runs-on: macos-latest
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- name: Install Dependencies
run: brew install libsodium
- name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
windows:
timeout-minutes: 10
runs-on: windows-latest
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- name: Install Dependencies
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: amd64
- name: Configure CMake
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4

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name: Build (C/P Actions)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
freebsd:
runs-on: ubuntu-latest
name: '${{ matrix.platform.name }} ${{ matrix.platform.os-version }}'
timeout-minutes: 30
strategy:
fail-fast: false
matrix:
platform:
- { name: FreeBSD, os: freebsd, os-version: 13.2, os-arch: x86-64, artifact: SDL-freebsd-x64,
sdl-cmake-configure-arguments: '-DSDL_CHECK_REQUIRED_INCLUDES="/usr/local/include" -DSDL_CHECK_REQUIRED_LINK_OPTIONS="-L/usr/local/lib"',
setup-cmd: 'sudo pkg update',
install-cmd: 'sudo pkg install -y cmake ninja pkgconf libXcursor libXext libXinerama libXi libXfixes libXrandr libXScrnSaver libXxf86vm wayland wayland-protocols libxkbcommon mesa-libs libglvnd evdev-proto libinotify alsa-lib jackit pipewire pulseaudio sndio dbus zh-fcitx ibus libudev-devd',
}
- { name: NetBSD, os: netbsd, os-version: 9.3, os-arch: x86-64, artifact: SDL-netbsd-x64,
sdl-cmake-configure-arguments: '',
setup-cmd: 'export PATH="/usr/pkg/sbin:/usr/pkg/bin:/sbin:$PATH";export PKG_CONFIG_PATH="/usr/pkg/lib/pkgconfig";export PKG_PATH="https://cdn.netBSD.org/pub/pkgsrc/packages/NetBSD/$(uname -p)/$(uname -r|cut -f "1 2" -d.)/All/";echo "PKG_PATH=$PKG_PATH";echo "uname -a -> \"$(uname -a)\"";sudo -E sysctl -w security.pax.aslr.enabled=0;sudo -E sysctl -w security.pax.aslr.global=0;sudo -E pkgin clean;sudo -E pkgin update',
install-cmd: 'sudo -E pkgin -y install cmake dbus pkgconf ninja-build pulseaudio libxkbcommon wayland wayland-protocols libinotify libusb1',
}
steps:
- uses: actions/checkout@v3
- name: Build
uses: cross-platform-actions/action@v0.21.1
with:
operating_system: ${{ matrix.platform.os }}
architecture: ${{ matrix.platform.os-arch }}
version: ${{ matrix.platform.os-version }}
run: |
${{ matrix.platform.setup-cmd }}
${{ matrix.platform.install-cmd }}
cmake -S . -B build -GNinja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_BUILD_TYPE=Release \
-DSDL_WERROR=ON \
${{ matrix.platform.sdl-cmake-configure-arguments }}
cmake --build build/ --config Release --verbose
cmake --build build/ --config Release --target package
cmake --build build/ --config Release --target clean
rm -rf build/dist/_CPack_Packages
rm -rf build/CMakeFiles
rm -rf build/docs
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*

172
.gitignore vendored
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@ -1,160 +1,22 @@
build/ .vs/
build-*/
!build-scripts/
buildbot/
/VERSION.txt
__pycache__
*.so
*.so.*
*.dll
*.exe
*.o *.o
*.obj
*.res
*.lib
*.a
*.la
*.dSYM
*,e1f
*,ff8
*.lnk
*.err
*.exp
*.map
*.orig
*~
*.swp *.swp
*.tmp ~*
*.rej *~
.idea/
cmake-build-debug/
cmake-build-debugandtest/
cmake-build-release/
*.stackdump
*.coredump
compile_commands.json
/build*
.clangd
.cache
# for CMake
CMakeFiles/
CMakeCache.txt
cmake_install.cmake
cmake_uninstall.cmake
SDL3ConfigVersion.cmake
.ninja_*
*.ninja
# for CLion
.idea
cmake-build-*
# for Xcode
*.mode1*
*.perspective*
*.pbxuser
(^|/)build($|/)
.DS_Store .DS_Store
xcuserdata .AppleDouble
*.xcworkspace .LSOverride
# for Visual Studio Code CMakeLists.txt.user*
.vscode/ CMakeCache.txt
# for Visual C++
.vs
Debug
Release
*.user
*.ncb
*.suo
*.sdf
VisualC/tests/gamepadmap/axis.bmp
VisualC/tests/gamepadmap/button.bmp
VisualC/tests/gamepadmap/gamepadmap.bmp
VisualC/tests/gamepadmap/gamepadmap_back.bmp
VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/*.bmp
VisualC/tests/testgamepad/axis.bmp
VisualC/tests/testgamepad/button.bmp
VisualC/tests/testgamepad/gamepadmap.bmp
VisualC/tests/testgamepad/gamepadmap_back.bmp
VisualC/tests/testoverlay/moose.dat
VisualC/tests/testrendertarget/icon.bmp
VisualC/tests/testrendertarget/sample.bmp
VisualC/tests/testscale/icon.bmp
VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite/icon.bmp
VisualC/tests/testyuv/testyuv.bmp
VisualC-GDK/**/Layout
VisualC-GDK/shaders/*.h
# for Android
android-project/local.properties
android-project/.gradle/
test/checkkeys
test/checkkeysthreads
test/gamepadmap
test/loopwave
test/loopwavequeue
test/testatomic
test/testaudiocapture
test/testaudiohotplug
test/testaudioinfo
test/testautomation
test/testbounds
test/testcustomcursor
test/testdisplayinfo
test/testdraw
test/testdrawchessboard
test/testdropfile
test/testerror
test/testevdev
test/testfile
test/testfilesystem
test/testgamepad
test/testgeometry
test/testgesture
test/testgl
test/testgles
test/testgles2
test/testhaptic
test/testhittesting
test/testhotplug
test/testiconv
test/testime
test/testintersections
test/testjoystick
test/testkeys
test/testloadso
test/testlocale
test/testlock
test/testmessage
test/testmouse
test/testmultiaudio
test/testnative
test/testoverlay
test/testplatform
test/testpower
test/testqsort
test/testrelative
test/testrendercopyex
test/testrendertarget
test/testresample
test/testrumble
test/testscale
test/testsem
test/testsensor
test/testshader
test/testshape
test/testsprite
test/testspriteminimal
test/teststreaming
test/testsurround
test/testthread
test/testtimer
test/testurl
test/testver
test/testviewport
test/testvulkan
test/testwm
test/testyuv
test/torturethread
# for Doxygen
docs/output
SDL.tag
doxygen_warn.txt

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[submodule "external/toxcore/c-toxcore/third_party/cmp"]
path = external/toxcore/c-toxcore/third_party/cmp
url = https://github.com/camgunz/cmp.git
shallow = true
[submodule "external/solanaceae_toxcore"]
path = external/solanaceae_toxcore
url = https://github.com/Green-Sky/solanaceae_toxcore.git
[submodule "external/solanaceae_util"]
path = external/solanaceae_util
url = https://github.com/Green-Sky/solanaceae_util.git
[submodule "external/solanaceae_contact"]
path = external/solanaceae_contact
url = https://github.com/Green-Sky/solanaceae_contact.git
[submodule "external/solanaceae_message3"]
path = external/solanaceae_message3
url = https://github.com/Green-Sky/solanaceae_message3.git
[submodule "external/solanaceae_tox"]
path = external/solanaceae_tox
url = https://github.com/Green-Sky/solanaceae_tox.git
[submodule "external/solanaceae_plugin"]
path = external/solanaceae_plugin
url = https://github.com/Green-Sky/solanaceae_plugin.git

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# Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
- Cliff Matthews, for giving me a reason to start this project. :) -- Executor rocks! *grin*
- Ryan Gordon for helping everybody out and keeping the dream alive. :)
- Gabriel Jacobo for his work on the Android port and generally helping out all around.
- Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
- Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
- Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
- Alfred Reynolds for the game controller API and general (in)sanity
- Jørgen Tjernø¸ for numerous magical macOS fixes.
- Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
- Julian Winter for the SDL 2.0 website.
- Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
- Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
- Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
- Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
- Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
- Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
- Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
- Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
- Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

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# To compile and install SDL:
## Windows with Visual Studio:
Read ./docs/README-visualc.md
## Windows building with mingw-w64 for x86:
Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-i686.cmake && cmake --build build && cmake --install build`
## Windows building with mingw-w64 for x64:
Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build`
## macOS with Xcode:
Read docs/README-macos.md
## macOS from the command line:
Run: `cmake -S . -B build && cmake --build build && cmake --install build`
## Linux and other UNIX systems:
Run: `cmake -S . -B build && cmake --build build && cmake --install build`
## Android:
Read docs/README-android.md
## iOS:
Read docs/README-ios.md
## Using CMake:
Read docs/README-cmake.md
# Example code
Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/SDL3/
# Discussion
## Forums/mailing lists
Join the SDL developer discussions, sign up on
https://discourse.libsdl.org/
and go to the development forum
https://discourse.libsdl.org/c/sdl-development/6
Once you sign up, you can use the forum through the website, or as a mailing
list from your email client.
## Announcement list
Sign up for the announcement list through the web interface:
https://www.libsdl.org/mailing-list.php

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# Tomato
# Simple DirectMedia Layer (SDL) Version 3.0 ![tomato](res/icon/tomato_v1_256.png)
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with [README.md](docs/README.md). If you are migrating to SDL 3.0 from SDL 2.0,
the changes are extensively documented in [README-migration.md](docs/README-migration.md).
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="..\..\src\core\gdk\SDL_gdk.cpp" />
<ClCompile Include="..\..\src\core\windows\pch.c" />
<ClCompile Include="..\..\src\core\windows\pch_cpp.cpp" />
<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12_xbox.cpp" />
<ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12_xboxone.cpp" />
<ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12_xboxseries.cpp" />
<ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
<ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
<ClCompile Include="..\..\src\SDL_guid.c" />
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audioqueue.c" />
<ClCompile Include="..\..\src\audio\SDL_audioresample.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
<ClCompile Include="..\..\src\core\SDL_core_unsupported.c" />
<ClCompile Include="..\..\src\core\SDL_runapp.c" />
<ClCompile Include="..\..\src\core\windows\SDL_hid.c" />
<ClCompile Include="..\..\src\core\windows\SDL_immdevice.c" />
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c" />
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_displayevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_pen.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\filesystem\gdk\SDL_sysfilesystem.cpp" />
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\SDL_vulkan_internal.h" />
<ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\windows\SDL_msctf.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowskeyboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmessagebox.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmodes.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmouse.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengles.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvulkan.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" />
<ClInclude Include="..\..\src\video\windows\wmmsg.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_sse_func.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_std_func.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\core\windows\version.rc" />
</ItemGroup>
</Project>

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@ -1,19 +0,0 @@
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define ColorRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)"
[RootSignature(ColorRS)]
float4 main(PixelShaderInput input) : SV_TARGET0
{
return input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,24 +0,0 @@
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(TextureRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}

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@ -1,46 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,46 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,46 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,95 +0,0 @@
#pragma pack_matrix( row_major )
struct VertexShaderConstants
{
matrix model;
matrix projectionAndView;
};
ConstantBuffer<VertexShaderConstants> Constants : register(b0);
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define ColorRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)"
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(ColorRS)]
VertexShaderOutput mainColor(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, Constants.model);
pos = mul(pos, Constants.projectionAndView);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
return output;
}
[RootSignature(TextureRS)]
VertexShaderOutput mainTexture(VertexShaderInput input)
{
return mainColor(input);
}
[RootSignature(YUVRS)]
VertexShaderOutput mainYUV(VertexShaderInput input)
{
return mainColor(input);
}
[RootSignature(NVRS)]
VertexShaderOutput mainNV(VertexShaderInput input)
{
return mainColor(input);
}

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@ -1,35 +0,0 @@
if %2.==one. goto setxboxone
rem Xbox Series compile
set XBOXDXC="%GameDKLatest%\GXDK\bin\Scarlett\DXC.exe"
set SUFFIX=_Series.h
goto startbuild
:setxboxone
set XBOXDXC="%GameDKLatest%\GXDK\bin\XboxOne\DXC.exe"
set SUFFIX=_One.h
:startbuild
echo Building with %XBOXDXC%
cd "%1\shaders"
rem Root Signatures
%XBOXDXC% -E ColorRS -T rootsig_1_1 -rootsig-define ColorRS -Fh D3D12_RootSig_Color%SUFFIX% -Vn D3D12_RootSig_Color D3D12_VertexShader.hlsl
%XBOXDXC% -E TextureRS -T rootsig_1_1 -rootsig-define TextureRS -Fh D3D12_RootSig_Texture%SUFFIX% -Vn D3D12_RootSig_Texture D3D12_VertexShader.hlsl
%XBOXDXC% -E YUVRS -T rootsig_1_1 -rootsig-define YUVRS -Fh D3D12_RootSig_YUV%SUFFIX% -Vn D3D12_RootSig_YUV D3D12_VertexShader.hlsl
%XBOXDXC% -E NVRS -T rootsig_1_1 -rootsig-define NVRS -Fh D3D12_RootSig_NV%SUFFIX% -Vn D3D12_RootSig_NV D3D12_VertexShader.hlsl
rem Vertex Shaders
%XBOXDXC% -E mainColor -T vs_6_0 -Fh D3D12_VertexShader_Color%SUFFIX% -Vn D3D12_VertexShader_Color D3D12_VertexShader.hlsl
%XBOXDXC% -E mainTexture -T vs_6_0 -Fh D3D12_VertexShader_Texture%SUFFIX% -Vn D3D12_VertexShader_Texture D3D12_VertexShader.hlsl
%XBOXDXC% -E mainNV -T vs_6_0 -Fh D3D12_VertexShader_NV%SUFFIX% -Vn D3D12_VertexShader_NV D3D12_VertexShader.hlsl
%XBOXDXC% -E mainYUV -T vs_6_0 -Fh D3D12_VertexShader_YUV%SUFFIX% -Vn D3D12_VertexShader_YUV D3D12_VertexShader.hlsl
rem Pixel Shaders
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Colors%SUFFIX% -Vn D3D12_PixelShader_Colors D3D12_PixelShader_Colors.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT601%SUFFIX% -Vn D3D12_PixelShader_NV12_BT601 D3D12_PixelShader_NV12_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT709%SUFFIX% -Vn D3D12_PixelShader_NV12_BT709 D3D12_PixelShader_NV12_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV12_JPEG D3D12_PixelShader_NV12_JPEG.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT601%SUFFIX% -Vn D3D12_PixelShader_NV21_BT601 D3D12_PixelShader_NV21_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT709%SUFFIX% -Vn D3D12_PixelShader_NV21_BT709 D3D12_PixelShader_NV21_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV21_JPEG D3D12_PixelShader_NV21_JPEG.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Textures%SUFFIX% -Vn D3D12_PixelShader_Textures D3D12_PixelShader_Textures.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT601%SUFFIX% -Vn D3D12_PixelShader_YUV_BT601 D3D12_PixelShader_YUV_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT709%SUFFIX% -Vn D3D12_PixelShader_YUV_BT709 D3D12_PixelShader_YUV_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_JPEG%SUFFIX% -Vn D3D12_PixelShader_YUV_JPEG D3D12_PixelShader_YUV_JPEG.hlsl

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@ -1,204 +0,0 @@
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View File

@ -1,62 +0,0 @@
package org.libsdl.app;
import android.content.*;
import android.text.InputType;
import android.view.*;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputConnection;
/* This is a fake invisible editor view that receives the input and defines the
* pan&scan region
*/
public class SDLDummyEdit extends View implements View.OnKeyListener
{
InputConnection ic;
public SDLDummyEdit(Context context) {
super(context);
setFocusableInTouchMode(true);
setFocusable(true);
setOnKeyListener(this);
}
@Override
public boolean onCheckIsTextEditor() {
return true;
}
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
return SDLActivity.handleKeyEvent(v, keyCode, event, ic);
}
//
@Override
public boolean onKeyPreIme (int keyCode, KeyEvent event) {
// As seen on StackOverflow: http://stackoverflow.com/questions/7634346/keyboard-hide-event
// FIXME: Discussion at http://bugzilla.libsdl.org/show_bug.cgi?id=1639
// FIXME: This is not a 100% effective solution to the problem of detecting if the keyboard is showing or not
// FIXME: A more effective solution would be to assume our Layout to be RelativeLayout or LinearLayout
// FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android
// FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :)
if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) {
SDLActivity.onNativeKeyboardFocusLost();
}
}
return super.onKeyPreIme(keyCode, event);
}
@Override
public InputConnection onCreateInputConnection(EditorInfo outAttrs) {
ic = new SDLInputConnection(this, true);
outAttrs.inputType = InputType.TYPE_CLASS_TEXT |
InputType.TYPE_TEXT_FLAG_MULTI_LINE;
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI |
EditorInfo.IME_FLAG_NO_FULLSCREEN /* API 11 */;
return ic;
}
}

View File

@ -1,136 +0,0 @@
package org.libsdl.app;
import android.content.*;
import android.os.Build;
import android.text.Editable;
import android.view.*;
import android.view.inputmethod.BaseInputConnection;
import android.widget.EditText;
public class SDLInputConnection extends BaseInputConnection
{
protected EditText mEditText;
protected String mCommittedText = "";
public SDLInputConnection(View targetView, boolean fullEditor) {
super(targetView, fullEditor);
mEditText = new EditText(SDL.getContext());
}
@Override
public Editable getEditable() {
return mEditText.getEditableText();
}
@Override
public boolean sendKeyEvent(KeyEvent event) {
/*
* This used to handle the keycodes from soft keyboard (and IME-translated input from hardkeyboard)
* However, as of Ice Cream Sandwich and later, almost all soft keyboard doesn't generate key presses
* and so we need to generate them ourselves in commitText. To avoid duplicates on the handful of keys
* that still do, we empty this out.
*/
/*
* Return DOES still generate a key event, however. So rather than using it as the 'click a button' key
* as we do with physical keyboards, let's just use it to hide the keyboard.
*/
if (event.getKeyCode() == KeyEvent.KEYCODE_ENTER) {
if (SDLActivity.onNativeSoftReturnKey()) {
return true;
}
}
return super.sendKeyEvent(event);
}
@Override
public boolean commitText(CharSequence text, int newCursorPosition) {
if (!super.commitText(text, newCursorPosition)) {
return false;
}
updateText();
return true;
}
@Override
public boolean setComposingText(CharSequence text, int newCursorPosition) {
if (!super.setComposingText(text, newCursorPosition)) {
return false;
}
updateText();
return true;
}
@Override
public boolean deleteSurroundingText(int beforeLength, int afterLength) {
if (Build.VERSION.SDK_INT <= 29 /* Android 10.0 (Q) */) {
// Workaround to capture backspace key. Ref: http://stackoverflow.com/questions>/14560344/android-backspace-in-webview-baseinputconnection
// and https://bugzilla.libsdl.org/show_bug.cgi?id=2265
if (beforeLength > 0 && afterLength == 0) {
// backspace(s)
while (beforeLength-- > 0) {
nativeGenerateScancodeForUnichar('\b');
}
return true;
}
}
if (!super.deleteSurroundingText(beforeLength, afterLength)) {
return false;
}
updateText();
return true;
}
protected void updateText() {
final Editable content = getEditable();
if (content == null) {
return;
}
String text = content.toString();
int compareLength = Math.min(text.length(), mCommittedText.length());
int matchLength, offset;
/* Backspace over characters that are no longer in the string */
for (matchLength = 0; matchLength < compareLength; ) {
int codePoint = mCommittedText.codePointAt(matchLength);
if (codePoint != text.codePointAt(matchLength)) {
break;
}
matchLength += Character.charCount(codePoint);
}
/* FIXME: This doesn't handle graphemes, like '🌬️' */
for (offset = matchLength; offset < mCommittedText.length(); ) {
int codePoint = mCommittedText.codePointAt(offset);
nativeGenerateScancodeForUnichar('\b');
offset += Character.charCount(codePoint);
}
if (matchLength < text.length()) {
String pendingText = text.subSequence(matchLength, text.length()).toString();
for (offset = 0; offset < pendingText.length(); ) {
int codePoint = pendingText.codePointAt(offset);
if (codePoint == '\n') {
if (SDLActivity.onNativeSoftReturnKey()) {
return;
}
}
/* Higher code points don't generate simulated scancodes */
if (codePoint < 128) {
nativeGenerateScancodeForUnichar((char)codePoint);
}
offset += Character.charCount(codePoint);
}
SDLInputConnection.nativeCommitText(pendingText, 0);
}
mCommittedText = text;
}
public static native void nativeCommitText(String text, int newCursorPosition);
public static native void nativeGenerateScancodeForUnichar(char c);
}

View File

@ -1,600 +0,0 @@
#!/usr/bin/perl -w
# Add source files and headers to Xcode and Visual Studio projects.
# THIS IS NOT ROBUST, THIS IS JUST RYAN AVOIDING RUNNING BETWEEN
# THREE COMPUTERS AND A BUNCH OF DEVELOPMENT ENVIRONMENTS TO ADD
# A STUPID FILE TO THE BUILD.
use warnings;
use strict;
use File::Basename;
my %xcode_references = ();
sub generate_xcode_id {
my @chars = ('0'..'9', 'A'..'F');
my $str;
do {
my $len = 16;
$str = '0000'; # start and end with '0000' so we know we added it.
while ($len--) {
$str .= $chars[rand @chars]
};
$str .= '0000'; # start and end with '0000' so we know we added it.
} while (defined($xcode_references{$str}));
$xcode_references{$str} = 1; # so future calls can't generate this one.
return $str;
}
sub process_xcode {
my $addpath = shift;
my $pbxprojfname = shift;
my $lineno;
%xcode_references = ();
my $addfname = basename($addpath);
my $addext = '';
if ($addfname =~ /\.(.*?)\Z/) {
$addext = $1;
}
my $is_public_header = ($addpath =~ /\Ainclude\/SDL3\//) ? 1 : 0;
my $filerefpath = $is_public_header ? "SDL3/$addfname" : $addfname;
my $srcs_or_headers = '';
my $addfiletype = '';
if ($addext eq 'c') {
$srcs_or_headers = 'Sources';
$addfiletype = 'sourcecode.c.c';
} elsif ($addext eq 'm') {
$srcs_or_headers = 'Sources';
$addfiletype = 'sourcecode.c.objc';
} elsif ($addext eq 'h') {
$srcs_or_headers = 'Headers';
$addfiletype = 'sourcecode.c.h';
} else {
die("Unexpected file extension '$addext'\n");
}
my $fh;
open $fh, '<', $pbxprojfname or die("Failed to open '$pbxprojfname': $!\n");
chomp(my @pbxproj = <$fh>);
close($fh);
# build a table of all ids, in case we duplicate one by some miracle.
$lineno = 0;
foreach (@pbxproj) {
$lineno++;
# like "F3676F582A7885080091160D /* SDL3.dmg */ = {"
if (/\A\t\t([A-F0-9]{24}) \/\* (.*?) \*\/ \= \{\Z/) {
$xcode_references{$1} = $2;
}
}
# build out of a tree of PBXGroup items.
my %pbxgroups = ();
my $thispbxgroup;
my $pbxgroup_children;
my $pbxgroup_state = 0;
my $pubheaders_group_hash = '';
my $libsrc_group_hash = '';
$lineno = 0;
foreach (@pbxproj) {
$lineno++;
if ($pbxgroup_state == 0) {
$pbxgroup_state++ if /\A\/\* Begin PBXGroup section \*\/\Z/;
} elsif ($pbxgroup_state == 1) {
# like "F3676F582A7885080091160D /* SDL3.dmg */ = {"
if (/\A\t\t([A-F0-9]{24}) \/\* (.*?) \*\/ \= \{\Z/) {
my %newhash = ();
$pbxgroups{$1} = \%newhash;
$thispbxgroup = \%newhash;
$pubheaders_group_hash = $1 if $2 eq 'Public Headers';
$libsrc_group_hash = $1 if $2 eq 'Library Source';
$pbxgroup_state++;
} elsif (/\A\/\* End PBXGroup section \*\/\Z/) {
last;
} else {
die("Expected pbxgroup obj on '$pbxprojfname' line $lineno\n");
}
} elsif ($pbxgroup_state == 2) {
if (/\A\t\t\tisa \= PBXGroup;\Z/) {
$pbxgroup_state++;
} else {
die("Expected pbxgroup obj's isa field on '$pbxprojfname' line $lineno\n");
}
} elsif ($pbxgroup_state == 3) {
if (/\A\t\t\tchildren \= \(\Z/) {
my %newhash = ();
$$thispbxgroup{'children'} = \%newhash;
$pbxgroup_children = \%newhash;
$pbxgroup_state++;
} else {
die("Expected pbxgroup obj's children field on '$pbxprojfname' line $lineno\n");
}
} elsif ($pbxgroup_state == 4) {
if (/\A\t\t\t\t([A-F0-9]{24}) \/\* (.*?) \*\/,\Z/) {
$$pbxgroup_children{$1} = $2;
} elsif (/\A\t\t\t\);\Z/) {
$pbxgroup_state++;
} else {
die("Expected pbxgroup obj's children element on '$pbxprojfname' line $lineno\n");
}
} elsif ($pbxgroup_state == 5) {
if (/\A\t\t\t(.*?) \= (.*?);\Z/) {
$$thispbxgroup{$1} = $2;
} elsif (/\A\t\t\};\Z/) {
$pbxgroup_state = 1;
} else {
die("Expected pbxgroup obj field on '$pbxprojfname' line $lineno\n");
}
} else {
die("bug in this script.");
}
}
die("Didn't see PBXGroup section in '$pbxprojfname'. Bug?\n") if $pbxgroup_state == 0;
die("Didn't see Public Headers PBXGroup in '$pbxprojfname'. Bug?\n") if $pubheaders_group_hash eq '';
die("Didn't see Library Source PBXGroup in '$pbxprojfname'. Bug?\n") if $libsrc_group_hash eq '';
# Some debug log dumping...
if (0) {
foreach (keys %pbxgroups) {
my $k = $_;
my $g = $pbxgroups{$k};
print("$_:\n");
foreach (keys %$g) {
print(" $_:\n");
if ($_ eq 'children') {
my $kids = $$g{$_};
foreach (keys %$kids) {
print(" $_ -> " . $$kids{$_} . "\n");
}
} else {
print(' ' . $$g{$_} . "\n");
}
}
print("\n");
}
}
# Get some unique IDs for our new thing.
my $fileref = generate_xcode_id();
my $buildfileref = generate_xcode_id();
# Figure out what group to insert this into (or what groups to make)
my $add_to_group_fileref = $fileref;
my $add_to_group_addfname = $addfname;
my $newgrptext = '';
my $grphash = '';
if ($is_public_header) {
$grphash = $pubheaders_group_hash; # done!
} else {
$grphash = $libsrc_group_hash;
my @splitpath = split(/\//, dirname($addpath));
if ($splitpath[0] eq 'src') {
shift @splitpath;
}
while (my $elem = shift(@splitpath)) {
my $g = $pbxgroups{$grphash};
my $kids = $$g{'children'};
my $found = 0;
foreach (keys %$kids) {
my $hash = $_;
my $fname = $$kids{$hash};
if (uc($fname) eq uc($elem)) {
$grphash = $hash;
$found = 1;
last;
}
}
unshift(@splitpath, $elem), last if (not $found);
}
if (@splitpath) { # still elements? We need to build groups.
my $newgroupref = generate_xcode_id();
$add_to_group_fileref = $newgroupref;
$add_to_group_addfname = $splitpath[0];
while (my $elem = shift(@splitpath)) {
my $lastelem = @splitpath ? 0 : 1;
my $childhash = $lastelem ? $fileref : generate_xcode_id();
my $childpath = $lastelem ? $addfname : $splitpath[0];
$newgrptext .= "\t\t$newgroupref /* $elem */ = {\n";
$newgrptext .= "\t\t\tisa = PBXGroup;\n";
$newgrptext .= "\t\t\tchildren = (\n";
$newgrptext .= "\t\t\t\t$childhash /* $childpath */,\n";
$newgrptext .= "\t\t\t);\n";
$newgrptext .= "\t\t\tpath = $elem;\n";
$newgrptext .= "\t\t\tsourceTree = \"<group>\";\n";
$newgrptext .= "\t\t};\n";
$newgroupref = $childhash;
}
}
}
my $tmpfname = "$pbxprojfname.tmp";
open $fh, '>', $tmpfname or die("Failed to open '$tmpfname': $!\n");
my $add_to_this_group = 0;
$pbxgroup_state = 0;
$lineno = 0;
foreach (@pbxproj) {
$lineno++;
if ($pbxgroup_state == 0) {
# Drop in new references at the end of their sections...
if (/\A\/\* End PBXBuildFile section \*\/\Z/) {
print $fh "\t\t$buildfileref /* $addfname in $srcs_or_headers */ = {isa = PBXBuildFile; fileRef = $fileref /* $addfname */;";
if ($is_public_header) {
print $fh " settings = {ATTRIBUTES = (Public, ); };";
}
print $fh " };\n";
} elsif (/\A\/\* End PBXFileReference section \*\/\Z/) {
print $fh "\t\t$fileref /* $addfname */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = $addfiletype; name = $addfname; path = $filerefpath; sourceTree = \"<group>\"; };\n";
} elsif (/\A\/\* Begin PBXGroup section \*\/\Z/) {
$pbxgroup_state = 1;
} elsif (/\A\/\* Begin PBXSourcesBuildPhase section \*\/\Z/) {
$pbxgroup_state = 5;
}
} elsif ($pbxgroup_state == 1) {
if (/\A\t\t([A-F0-9]{24}) \/\* (.*?) \*\/ \= \{\Z/) {
$pbxgroup_state++;
$add_to_this_group = $1 eq $grphash;
} elsif (/\A\/\* End PBXGroup section \*\/\Z/) {
print $fh $newgrptext;
$pbxgroup_state = 0;
}
} elsif ($pbxgroup_state == 2) {
if (/\A\t\t\tchildren \= \(\Z/) {
$pbxgroup_state++;
}
} elsif ($pbxgroup_state == 3) {
if (/\A\t\t\t\);\Z/) {
if ($add_to_this_group) {
print $fh "\t\t\t\t$add_to_group_fileref /* $add_to_group_addfname */,\n";
}
$pbxgroup_state++;
}
} elsif ($pbxgroup_state == 4) {
if (/\A\t\t\};\Z/) {
$add_to_this_group = 0;
}
$pbxgroup_state = 1;
} elsif ($pbxgroup_state == 5) {
if (/\A\t\t\t\);\Z/) {
if ($srcs_or_headers eq 'Sources') {
print $fh "\t\t\t\t$buildfileref /* $addfname in $srcs_or_headers */,\n";
}
$pbxgroup_state = 0;
}
}
print $fh "$_\n";
}
close($fh);
rename($tmpfname, $pbxprojfname);
}
my %visualc_references = ();
sub generate_visualc_id { # these are just standard Windows GUIDs.
my @chars = ('0'..'9', 'a'..'f');
my $str;
do {
my $len = 24;
$str = '0000'; # start and end with '0000' so we know we added it.
while ($len--) {
$str .= $chars[rand @chars]
};
$str .= '0000'; # start and end with '0000' so we know we added it.
$str =~ s/\A(........)(....)(....)(............)\Z/$1-$2-$3-$4/; # add dashes in the appropriate places.
} while (defined($visualc_references{$str}));
$visualc_references{$str} = 1; # so future calls can't generate this one.
return $str;
}
sub process_visualstudio {
my $addpath = shift;
my $vcxprojfname = shift;
my $lineno;
%visualc_references = ();
my $is_public_header = ($addpath =~ /\Ainclude\/SDL3\//) ? 1 : 0;
my $addfname = basename($addpath);
my $addext = '';
if ($addfname =~ /\.(.*?)\Z/) {
$addext = $1;
}
my $isheader = 0;
if ($addext eq 'c') {
$isheader = 0;
} elsif ($addext eq 'm') {
return; # don't add Objective-C files to Visual Studio projects!
} elsif ($addext eq 'h') {
$isheader = 1;
} else {
die("Unexpected file extension '$addext'\n");
}
my $fh;
open $fh, '<', $vcxprojfname or die("Failed to open '$vcxprojfname': $!\n");
chomp(my @vcxproj = <$fh>);
close($fh);
my $vcxgroup_state;
my $rawaddvcxpath = "$addpath";
$rawaddvcxpath =~ s/\//\\/g;
# Figure out relative path from vcxproj file...
my $addvcxpath = '';
my @subdirs = split(/\//, $vcxprojfname);
pop @subdirs;
foreach (@subdirs) {
$addvcxpath .= "..\\";
}
$addvcxpath .= $rawaddvcxpath;
my $prevname = undef;
my $tmpfname;
$tmpfname = "$vcxprojfname.tmp";
open $fh, '>', $tmpfname or die("Failed to open '$tmpfname': $!\n");
my $added = 0;
$added = 0;
$vcxgroup_state = 0;
$prevname = undef;
$lineno = 0;
foreach (@vcxproj) {
$lineno++;
if ($vcxgroup_state == 0) {
if (/\A \<ItemGroup\>\Z/) {
$vcxgroup_state = 1;
$prevname = undef;
}
} elsif ($vcxgroup_state == 1) {
if (/\A \<ClInclude .*\Z/) {
$vcxgroup_state = 2 if $isheader;
} elsif (/\A \<ClCompile .*\Z/) {
$vcxgroup_state = 3 if not $isheader;
} elsif (/\A \<\/ItemGroup\>\Z/) {
$vcxgroup_state = 0;
$prevname = undef;
}
}
# Don't do elsif, we need to check this line again.
if ($vcxgroup_state == 2) {
if (/\A <ClInclude Include="(.*?)" \/\>\Z/) {
my $nextname = $1;
if ((not $added) && (((not defined $prevname) || (uc($prevname) lt uc($addvcxpath))) && (uc($nextname) gt uc($addvcxpath)))) {
print $fh " <ClInclude Include=\"$addvcxpath\" />\n";
$vcxgroup_state = 0;
$added = 1;
}
$prevname = $nextname;
} elsif (/\A \<\/ItemGroup\>\Z/) {
if ((not $added) && ((not defined $prevname) || (uc($prevname) lt uc($addvcxpath)))) {
print $fh " <ClInclude Include=\"$addvcxpath\" />\n";
$vcxgroup_state = 0;
$added = 1;
}
}
} elsif ($vcxgroup_state == 3) {
if (/\A <ClCompile Include="(.*?)" \/\>\Z/) {
my $nextname = $1;
if ((not $added) && (((not defined $prevname) || (uc($prevname) lt uc($addvcxpath))) && (uc($nextname) gt uc($addvcxpath)))) {
print $fh " <ClCompile Include=\"$addvcxpath\" />\n";
$vcxgroup_state = 0;
$added = 1;
}
$prevname = $nextname;
} elsif (/\A \<\/ItemGroup\>\Z/) {
if ((not $added) && ((not defined $prevname) || (uc($prevname) lt uc($addvcxpath)))) {
print $fh " <ClCompile Include=\"$addvcxpath\" />\n";
$vcxgroup_state = 0;
$added = 1;
}
}
}
print $fh "$_\n";
}
close($fh);
rename($tmpfname, $vcxprojfname);
my $vcxfiltersfname = "$vcxprojfname.filters";
open $fh, '<', $vcxfiltersfname or die("Failed to open '$vcxfiltersfname': $!\n");
chomp(my @vcxfilters = <$fh>);
close($fh);
my $newgrptext = '';
my $filter = '';
if ($is_public_header) {
$filter = 'API Headers';
} else {
$filter = lc(dirname($addpath));
$filter =~ s/\Asrc\///; # there's no filter for the base "src/" dir, where SDL.c and friends live.
$filter =~ s/\//\\/g;
$filter = '' if $filter eq 'src';
if ($filter ne '') {
# see if the filter already exists, otherwise add it.
my %existing_filters = ();
my $current_filter = '';
my $found = 0;
foreach (@vcxfilters) {
# These lines happen to be unique, so we don't have to parse down to find this section.
if (/\A \<Filter Include\="(.*?)"\>\Z/) {
$current_filter = lc($1);
if ($current_filter eq $filter) {
$found = 1;
}
} elsif (/\A \<UniqueIdentifier\>\{(.*?)\}\<\/UniqueIdentifier\>\Z/) {
$visualc_references{$1} = $current_filter; # gather up existing GUIDs to avoid duplicates.
$existing_filters{$current_filter} = $1;
}
}
if (not $found) { # didn't find it? We need to build filters.
my $subpath = '';
my @splitpath = split(/\\/, $filter);
while (my $elem = shift(@splitpath)) {
$subpath .= "\\" if ($subpath ne '');
$subpath .= $elem;
if (not $existing_filters{$subpath}) {
my $newgroupref = generate_visualc_id();
$newgrptext .= " <Filter Include=\"$subpath\">\n";
$newgrptext .= " <UniqueIdentifier>{$newgroupref}</UniqueIdentifier>\n";
$newgrptext .= " </Filter>\n"
}
}
}
}
}
$tmpfname = "$vcxfiltersfname.tmp";
open $fh, '>', $tmpfname or die("Failed to open '$tmpfname': $!\n");
$added = 0;
$vcxgroup_state = 0;
$prevname = undef;
$lineno = 0;
foreach (@vcxfilters) {
$lineno++;
# We cheat here, because these lines are unique, we don't have to fully parse this file.
if ($vcxgroup_state == 0) {
if (/\A \<Filter Include\="(.*?)"\>\Z/) {
if ($newgrptext ne '') {
$vcxgroup_state = 1;
$prevname = undef;
}
} elsif (/\A \<ClInclude .*\Z/) {
if ($isheader) {
$vcxgroup_state = 2;
$prevname = undef;
}
} elsif (/\A \<ClCompile .*\Z/) {
if (not $isheader) {
$vcxgroup_state = 3;
$prevname = undef;
}
}
}
# Don't do elsif, we need to check this line again.
if ($vcxgroup_state == 1) {
if (/\A \<\/ItemGroup\>\Z/) {
print $fh $newgrptext;
$newgrptext = '';
$vcxgroup_state = 0;
}
} elsif ($vcxgroup_state == 2) {
if (/\A <ClInclude Include="(.*?)"/) {
my $nextname = $1;
if ((not $added) && (((not defined $prevname) || (uc($prevname) lt uc($addvcxpath))) && (uc($nextname) gt uc($addvcxpath)))) {
print $fh " <ClInclude Include=\"$addvcxpath\"";
if ($filter ne '') {
print $fh ">\n";
print $fh " <Filter>$filter</Filter>\n";
print $fh " </ClInclude>\n";
} else {
print $fh " />\n";
}
$added = 1;
}
$prevname = $nextname;
} elsif (/\A \<\/ItemGroup\>\Z/) {
if ((not $added) && ((not defined $prevname) || (uc($prevname) lt uc($addvcxpath)))) {
print $fh " <ClInclude Include=\"$addvcxpath\"";
if ($filter ne '') {
print $fh ">\n";
print $fh " <Filter>$filter</Filter>\n";
print $fh " </ClInclude>\n";
} else {
print $fh " />\n";
}
$added = 1;
}
$vcxgroup_state = 0;
}
} elsif ($vcxgroup_state == 3) {
if (/\A <ClCompile Include="(.*?)"/) {
my $nextname = $1;
if ((not $added) && (((not defined $prevname) || (uc($prevname) lt uc($addvcxpath))) && (uc($nextname) gt uc($addvcxpath)))) {
print $fh " <ClCompile Include=\"$addvcxpath\"";
if ($filter ne '') {
print $fh ">\n";
print $fh " <Filter>$filter</Filter>\n";
print $fh " </ClCompile>\n";
} else {
print $fh " />\n";
}
$added = 1;
}
$prevname = $nextname;
} elsif (/\A \<\/ItemGroup\>\Z/) {
if ((not $added) && ((not defined $prevname) || (uc($prevname) lt uc($addvcxpath)))) {
print $fh " <ClCompile Include=\"$addvcxpath\"";
if ($filter ne '') {
print $fh ">\n";
print $fh " <Filter>$filter</Filter>\n";
print $fh " </ClCompile>\n";
} else {
print $fh " />\n";
}
$added = 1;
}
$vcxgroup_state = 0;
}
}
print $fh "$_\n";
}
close($fh);
rename($tmpfname, $vcxfiltersfname);
}
# Mainline!
chdir(dirname($0)); # assumed to be in build-scripts
chdir('..'); # head to root of source tree.
foreach (@ARGV) {
s/\A\.\///; # Turn "./path/to/file.txt" into "path/to/file.txt"
my $arg = $_;
process_xcode($arg, 'Xcode/SDL/SDL.xcodeproj/project.pbxproj');
process_visualstudio($arg, 'VisualC/SDL/SDL.vcxproj');
process_visualstudio($arg, 'VisualC-GDK/SDL/SDL.vcxproj');
process_visualstudio($arg, 'VisualC-WinRT/SDL-UWP.vcxproj');
}
print("Done. Please run `git diff` and make sure this looks okay!\n");
exit(0);

View File

@ -1,138 +0,0 @@
# - Try to find the required ffmpeg components(default: AVFORMAT, AVUTIL, AVCODEC)
#
# Once done this will define
# FFMPEG_FOUND - System has the all required components.
# FFMPEG_LIBRARIES - Link these to use the required ffmpeg components.
#
# For each of the components it will additionally set.
# - AVCODEC
# - AVDEVICE
# - AVFORMAT
# - AVFILTER
# - AVUTIL
# - POSTPROC
# - SWSCALE
# the following target will be defined
# FFmpeg::SDL::<component> - link to this target to
# the following variables will be defined
# FFmpeg_<component>_FOUND - System has <component>
# FFmpeg_<component>_INCLUDE_DIRS - Include directory necessary for using the <component> headers
# FFmpeg_<component>_LIBRARIES - Link these to use <component>
# FFmpeg_<component>_DEFINITIONS - Compiler switches required for using <component>
# FFmpeg_<component>_VERSION - The components version
#
# Copyright (c) 2006, Matthias Kretz, <kretz@kde.org>
# Copyright (c) 2008, Alexander Neundorf, <neundorf@kde.org>
# Copyright (c) 2011, Michael Jansen, <kde@michael-jansen.biz>
# Copyright (c) 2023, Sam lantinga, <slouken@libsdl.org>
#
# Redistribution and use is allowed according to the terms of the BSD license.
# For details see the accompanying COPYING-CMAKE-SCRIPTS file.
include(FindPackageHandleStandardArgs)
include("${CMAKE_CURRENT_LIST_DIR}/PkgConfigHelper.cmake")
# The default components were taken from a survey over other FindFFMPEG.cmake files
if(NOT FFmpeg_FIND_COMPONENTS)
set(FFmpeg_FIND_COMPONENTS AVCODEC AVFORMAT AVUTIL)
foreach(_component IN LISTS FFmpeg_FIND_COMPONENTS)
set(FFmpeg_FIND_REQUIRED_${_component} TRUE)
endforeach()
endif()
find_package(PkgConfig QUIET)
#
### Macro: find_component
#
# Checks for the given component by invoking pkgconfig and then looking up the libraries and
# include directories.
#
macro(find_component _component _pkgconfig _library _header)
# use pkg-config to get the directories and then use these values
# in the FIND_PATH() and FIND_LIBRARY() calls
if(PKG_CONFIG_FOUND)
pkg_check_modules(PC_${_component} QUIET ${_pkgconfig})
endif()
find_path(FFmpeg_${_component}_INCLUDE_DIRS
NAMES ${_header}
HINTS
${PC_${_component}_INCLUDE_DIRS}
PATH_SUFFIXES
ffmpeg
)
find_library(FFmpeg_${_component}_LIBRARY
NAMES ${_library}
HINTS
${PC_${_component}_LIBRARY_DIRS}
)
if(FFmpeg_${_component}_INCLUDE_DIRS AND FFmpeg_${_component}_LIBRARY)
set(FFmpeg_${_component}_FOUND TRUE)
endif()
if(PC_${_component}_FOUND)
get_flags_from_pkg_config("${FFmpeg_${_component}_LIBRARY}" "PC_${_component}" "${_component}")
endif()
set(FFmpeg_${_component}_VERSION "${PC_${_component}_VERSION}")
set(FFmpeg_${_component}_COMPILE_OPTIONS "${${_component}_options}" CACHE STRING "Extra compile options of FFmpeg ${_component}")
set(FFmpeg_${_component}_LIBRARIES "${${_component}_link_libraries}" CACHE STRING "Extra link libraries of FFmpeg ${_component}")
set(FFmpeg_${_component}_LINK_OPTIONS "${${_component}_link_options}" CACHE STRING "Extra link flags of FFmpeg ${_component}")
set(FFmpeg_${_component}_LINK_DIRECTORIES "${${_component}_link_directories}" CACHE PATH "Extra link directories of FFmpeg ${_component}")
mark_as_advanced(
FFmpeg_${_component}_INCLUDE_DIRS
FFmpeg_${_component}_LIBRARY
FFmpeg_${_component}_COMPILE_OPTIONS
FFmpeg_${_component}_LIBRARIES
FFmpeg_${_component}_LINK_OPTIONS
FFmpeg_${_component}_LINK_DIRECTORIES
)
endmacro()
# Check for all possible component.
find_component(AVCODEC libavcodec avcodec libavcodec/avcodec.h)
find_component(AVFORMAT libavformat avformat libavformat/avformat.h)
find_component(AVDEVICE libavdevice avdevice libavdevice/avdevice.h)
find_component(AVUTIL libavutil avutil libavutil/avutil.h)
find_component(AVFILTER libavfilter avfilter libavfilter/avfilter.h)
find_component(SWSCALE libswscale swscale libswscale/swscale.h)
find_component(POSTPROC libpostproc postproc libpostproc/postprocess.h)
find_component(SWRESAMPLE libswresample swresample libswresample/swresample.h)
# Compile the list of required vars
set(_FFmpeg_REQUIRED_VARS)
foreach(_component ${FFmpeg_FIND_COMPONENTS})
list(APPEND _FFmpeg_REQUIRED_VARS FFmpeg_${_component}_INCLUDE_DIRS FFmpeg_${_component}_LIBRARY)
endforeach ()
# Give a nice error message if some of the required vars are missing.
find_package_handle_standard_args(FFmpeg DEFAULT_MSG ${_FFmpeg_REQUIRED_VARS})
set(FFMPEG_LIBRARIES)
if(FFmpeg_FOUND)
foreach(_component IN LISTS FFmpeg_FIND_COMPONENTS)
if(FFmpeg_${_component}_FOUND)
list(APPEND FFMPEG_LIBRARIES FFmpeg::SDL::${_component})
if(NOT TARGET FFmpeg::SDL::${_component})
add_library(FFmpeg::SDL::${_component} UNKNOWN IMPORTED)
set_target_properties(FFmpeg::SDL::${_component} PROPERTIES
IMPORTED_LOCATION "${FFmpeg_${_component}_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${FFmpeg_${_component}_INCLUDE_DIRS}"
INTERFACE_COMPILE_OPTIONS "${FFmpeg_${_component}_COMPILE_OPTIONS}"
INTERFACE_LINK_LIBRARIES "${FFmpeg_${_component}_LIBRARIES}"
INTERFACE_LINK_OPTIONS "${FFmpeg_${_component}_LINK_OPTIONS}"
INTERFACE_LINK_DIRECTORIES "${FFmpeg_${_component}_LINK_DIRECTORIES}"
)
endif()
endif()
endforeach()
endif()

View File

@ -1,10 +0,0 @@
@PACKAGE_INIT@
set_and_check(SDL3_JAR "@PACKAGE_SDL_INSTALL_JAVADIR@/SDL3/SDL3-@SDL3_VERSION@.jar")
if(NOT TARGET SDL3::Jar)
add_library(SDL3::Jar INTERFACE IMPORTED)
set_property(TARGET SDL3::Jar PROPERTY JAR_FILE "${SDL3_JAR}")
endif()
unset(SDL3_JAR)

View File

@ -1,365 +0,0 @@
# Emscripten
## The state of things
(As of September 2023, but things move quickly and we don't update this
document often.)
In modern times, all the browsers you probably care about (Chrome, Firefox,
Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
reasonable base configurations:
- WebAssembly (don't bother with asm.js any more)
- WebGL (which will look like OpenGL ES 2 or 3 to your app).
- Threads (see caveats, though!)
- Game controllers
- Autoupdating (so you can assume they have a recent version of the browser)
All this to say we're at the point where you don't have to make a lot of
concessions to get even a fairly complex SDL-based game up and running.
## RTFM
This document is a quick rundown of some high-level details. The
documentation at [emscripten.org](https://emscripten.org/) is vast
and extremely detailed for a wide variety of topics, and you should at
least skim through it at some point.
## Porting your app to Emscripten
Many many things just need some simple adjustments and they'll compile
like any other C/C++ code, as long as SDL was handling the platform-specific
work for your program.
First, you probably need this in at least one of your source files:
```c
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
```
Second: assembly language code has to go. Replace it with C. You can even use
[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
Third: Middleware has to go. If you have a third-party library you link
against, you either need an Emscripten port of it, or the source code to it
to compile yourself, or you need to remove it.
Fourth: You still start in a function called main(), but you need to get out of
it and into a function that gets called repeatedly, and returns quickly,
called a mainloop.
Somewhere in your program, you probably have something that looks like a more
complicated version of this:
```c
void main(void)
{
initialize_the_game();
while (game_is_still_running) {
check_for_new_input();
think_about_stuff();
draw_the_next_frame();
}
deinitialize_the_game();
}
```
This will not work on Emscripten, because the main thread needs to be free
to do stuff and can't sit in this loop forever. So Emscripten lets you set up
a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
```c
static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
{
if (!game_is_still_running) {
deinitialize_the_game();
#ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop(); /* this should "kill" the app. */
#else
exit(0);
#endif
}
check_for_new_input();
think_about_stuff();
draw_the_next_frame();
}
void main(void)
{
initialize_the_game();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainloop, 0, 1);
#else
while (1) { mainloop(); }
#endif
}
```
Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
`mainloop` over and over until I end the program." The function will
run, and return, freeing the main thread for other tasks, and then
run again when it's time. The `1` parameter does some magic to make
your main() function end immediately; this is useful because you
don't want any shutdown code that might be sitting below this code
to actually run if main() were to continue on, since we're just
getting started.
There's a lot of little details that are beyond the scope of this
document, but that's the biggest intial set of hurdles to porting
your app to the web.
## Do you need threads?
If you plan to use threads, they work on all major browsers now. HOWEVER,
they bring with them a lot of careful considerations. Rendering _must_
be done on the main thread. This is a general guideline for many
platforms, but a hard requirement on the web.
Many other things also must happen on the main thread; often times SDL
and Emscripten make efforts to "proxy" work to the main thread that
must be there, but you have to be careful (and read more detailed
documentation than this for the finer points).
Even when using threads, your main thread needs to set an Emscripten
mainloop that runs quickly and returns, or things will fail to work
correctly.
You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
for all the finer points. Mostly SDL's thread API will work as expected,
but is built on pthreads, so it shares the same little incompatibilities
that are documented there, such as where you can use a mutex, and when
a thread will start running, etc.
IMPORTANT: You have to decide to either build something that uses
threads or something that doesn't; you can't have one build
that works everywhere. This is an Emscripten (or maybe WebAssembly?
Or just web browsers in general?) limitation. If you aren't using
threads, it's easier to not enable them at all, at build time.
If you use threads, you _have to_ run from a web server that has
[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
or your program will fail to start at all.
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
for checking with the C preprocessor, so you can build something
different depending on what sort of build you're compiling.
## Audio
Audio works as expected at the API level, but not exactly like other
platforms.
You'll only see a single default audio device. Audio capture also works;
if the browser pops up a prompt to ask for permission to access the
microphone, the SDL_OpenAudioDevice call will succeed and start producing
silence at a regular interval. Once the user approves the request, real
audio data will flow. If the user denies it, the app is not informed and
will just continue to receive silence.
Modern web browsers will not permit web pages to produce sound before the
user has interacted with them (clicked or tapped on them, usually); this is
for several reasons, not the least of which being that no one likes when a
random browser tab suddenly starts making noise and the user has to scramble
to figure out which and silence it.
SDL will allow you to open the audio device for playback in this
circumstance, and your audio callback will fire, but SDL will throw the audio
data away until the user interacts with the page. This helps apps that depend
on the audio callback to make progress, and also keeps audio playback in sync
once the app is finally allowed to make noise.
There are two reasonable ways to deal with the silence at the app level:
if you are writing some sort of media player thing, where the user expects
there to be a volume control when you mouseover the canvas, just default
that control to a muted state; if the user clicks on the control to unmute
it, on this first click, open the audio device. This allows the media to
play at start, and the user can reasonably opt-in to listening.
Many games do not have this sort of UI, and are more rigid about starting
audio along with everything else at the start of the process. For these, your
best bet is to write a little Javascript that puts up a "Click here to play!"
UI, and upon the user clicking, remove that UI and then call the Emscripten
app's main() function. As far as the application knows, the audio device was
available to be opened as soon as the program started, and since this magic
happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach.
## Rendering
If you use SDL's 2D render API, it will use GLES2 internally, which
Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
directly by creating a GL context and drawing into it.
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
present anything on the screen until your return from your mainloop
function.
## Building SDL/emscripten
First: do you _really_ need to build SDL from source?
If you aren't developing SDL itself, have a desire to mess with its source
code, or need something on the bleeding edge, don't build SDL. Just use
Emscripten's packaged version!
Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
SDL packaged with Emscripten. This comes from the same source code and
fixes the Emscripten project makes to SDL are generally merged into SDL's
revision control, so often this is much easier for app developers.
`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
1.2 instead; if you need SDL 1.2, this might be fine, but we generally
recommend you don't use SDL 1.2 in modern times.
If you want to build SDL, though...
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
are likely to work, as well.
Build:
This works on Linux/Unix and macOS. Please send comments about Windows.
Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
first, and run `source emsdk_env.sh` at the command line so it finds the
tools.
(These cmake options might be overkill, but this has worked for me.)
```bash
mkdir build
cd build
emcmake cmake ..
# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
emmake make -j4
```
If you want to build with thread support, something like this works:
```bash
mkdir build
cd build
emcmake cmake -DSDL_THREADS=On ..
# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
emmake make -j4
```
To build the tests, add `-DSDL_TESTS=On` to the `emcmake cmake` command line.
## Building your app
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
mostly it uses the same command line arguments as Clang.
Link against the SDL/build/libSDL3.a file you generated by building SDL,
link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
Usually you would produce a binary like this:
```bash
gcc -o mygame mygame.c # or whatever
```
But for Emscripten, you want to output something else:
```bash
emcc -o index.html mygame.c
```
This will produce several files...support Javascript and WebAssembly (.wasm)
files. The `-o index.html` will produce a simple HTML page that loads and
runs your app. You will (probably) eventually want to replace or customize
that file and do `-o index.js` instead to just build the code pieces.
If you're working on a program of any serious size, you'll likely need to
link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
or the app will fail to start on iOS browsers, but this might be a bug that
goes away in the future.
## Data files
Your game probably has data files. Here's how to access them.
Filesystem access works like a Unix filesystem; you have a single directory
tree, possibly interpolated from several mounted locations, no drive letters,
'/' for a path separator. You can access them with standard file APIs like
open() or fopen() or SDL_RWops. You can read or write from the filesystem.
By default, you probably have a "MEMFS" filesystem (all files are stored in
memory, but access to them is immediate and doesn't need to block). There are
other options, like "IDBFS" (files are stored in a local database, so they
don't need to be in RAM all the time and they can persist between runs of the
program, but access is not synchronous). You can mix and match these file
systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
but that's beyond the scope of this document. Please refer to Emscripten's
[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
for more info.
The _easiest_ (but not the best) way to get at your data files is to embed
them in the app itself. Emscripten's linker has support for automating this.
```bash
emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
```
This will pack ../test/sample.wav in your app, and make it available at
"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
before your main() function runs, and since it's in MEMFS, you can just
read it like you do on other platforms. `--embed-file` can also accept a
directory to pack an entire tree, and you can specify the argument multiple
times to pack unrelated things into the final installation.
Note that this is absolutely the best approach if you have a few small
files to include and shouldn't worry about the issue further. However, if you
have hundreds of megabytes and/or thousands of files, this is not so great,
since the user will download it all every time they load your page, and it
all has to live in memory at runtime.
[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
gives other options and details, and is worth a read.
## Debugging
Debugging web apps is a mixed bag. You should compile and link with
`-gsource-map`, which embeds a ton of source-level debugging information into
the build, and make sure _the app source code is available on the web server_,
which is often a scary proposition for various reasons.
When you debug from the browser's tools and hit a breakpoint, you can step
through the actual C/C++ source code, though, which can be nice.
If you try debugging in Firefox and it doesn't work well for no apparent
reason, try Chrome, and vice-versa. These tools are still relatively new,
and improving all the time.
SDL_Log() (or even plain old printf) will write to the Javascript console,
and honestly I find printf-style debugging to be easier than setting up a build
for proper debugging, so use whatever tools work best for you.
## Questions?
Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
If something is wrong or unclear, we want to know!

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@ -1,194 +0,0 @@
# Where an SDL program starts running.
## History
SDL has a long, complicated history with starting a program.
In most of the civilized world, an application starts in a C-callable
function named "main". You probably learned it a long time ago:
```c
int main(int argc, char **argv)
{
printf("Hello world!\n");
return 0;
}
```
But not all platforms work like this. Windows apps might want a different
function named "WinMain", for example, so SDL set out to paper over this
difference.
Generally how this would work is: your app would always use the "standard"
`main(argc, argv)` function as its entry point, and `#include` the proper
SDL header before that, which did some macro magic. On platforms that used
a standard `main`, it would do nothing and what you saw was what you got.
But those other platforms! If they needed something that _wasn't_ `main`,
SDL's macro magic would quietly rename your function to `SDL_main`, and
provide its own entry point that called it. Your app was none the wiser and
your code worked everywhere without changes.
## The main entry point in SDL3
Previous versions of SDL had a static library, SDLmain, that you would link
your app against. SDL3 still has the same macro tricks, but the static library
is gone. Now it's supplied by a "single-header library," which means you
`#include <SDL3/SDL_main.h>` and that header will insert a small amount of
code into the source file that included it, so you no longer have to worry
about linking against an extra library that you might need on some platforms.
You just build your app and it works.
You should _only_ include SDL_main.h from one file (the umbrella header,
SDL.h, does _not_ include it), and know that it will `#define main` to
something else, so if you use this symbol elsewhere as a variable name, etc,
it can cause you unexpected problems.
SDL_main.h will also include platform-specific code (WinMain or whatnot) that
calls your _actual_ main function. This is compiled directly into your
program.
If for some reason you need to include SDL_main.h in a file but also _don't_
want it to generate this platform-specific code, you should define a special
macro before including the header:
```c
#define SDL_MAIN_NOIMPL
```
If you are moving from SDL2, remove any references to the SDLmain static
library from your build system, and you should be done. Things should work as
they always have.
If you have never controlled your process's entry point (you are using SDL
as a module from a general-purpose scripting language interpreter, or you're
using SDL in a plugin for some otherwise-unrelated app), then there is nothing
required of you here; there is no startup code in SDL's entry point code that
is required, so using SDL_main.h is completely optional. Just start using
the SDL API when you are ready.
## Main callbacks in SDL3
There is a second option in SDL3 for how to structure your program. This is
completely optional and you can ignore it if you're happy using a standard
"main" function.
Some platforms would rather your program operate in chunks. Most of the time,
games tend to look like this at the highest level:
```c
int main(int argc, char **argv)
{
initialize();
while (keep_running()) {
handle_new_events();
do_one_frame_of_stuff();
}
deinitialize();
}
```
There are platforms that would rather be in charge of that `while` loop:
iOS would rather you return from main() immediately and then it will let you
know that it's time to update and draw the next frame of video. Emscripten
(programs that run on a web page) absolutely requires this to function at all.
Video targets like Wayland can notify the app when to draw a new frame, to
save battery life and cooperate with the compositor more closely.
In most cases, you can add special-case code to your program to deal with this
on different platforms, but SDL3 offers a system to handle this transparently on
the app's behalf.
To use this, you have to redesign the highest level of your app a little. Once
you do, it'll work on all supported SDL platforms without problems and
`#ifdef`s in your code.
Instead of providing a "main" function, under this system, you would provide
several functions that SDL will call as appropriate.
Using the callback entry points works on every platform, because on platforms
that don't require them, we can fake them with a simple loop in an internal
implementation of the usual SDL_main.
The primary way we expect people to write SDL apps is still with SDL_main, and
this is not intended to replace it. If the app chooses to use this, it just
removes some platform-specific details they might have to otherwise manage,
and maybe removes a barrier to entry on some future platform. And you might
find you enjoy structuring your program like this more!
## How to use main callbacks in SDL3
To enable the callback entry points, you include SDL_main.h with an extra define,
from a single source file in your project:
```c
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
```
Once you do this, you do not write a "main" function at all (and if you do,
the app will likely fail to link). Instead, you provide the following
functions:
First:
```c
int SDL_AppInit(int argc, char **argv);
```
This will be called _once_ before anything else. argc/argv work like they
always do. If this returns 0, the app runs. If it returns < 0, the app calls
SDL_AppQuit and terminates with an exit code that reports an error to the
platform. If it returns > 0, the app calls SDL_AppQuit and terminates with
an exit code that reports success to the platform. This function should not
go into an infinite mainloop; it should do any one-time startup it requires
and then return.
Then:
```c
int SDL_AppIterate(void);
```
This is called over and over, possibly at the refresh rate of the display or
some other metric that the platform dictates. This is where the heart of your
app runs. It should return as quickly as reasonably possible, but it's not a
"run one memcpy and that's all the time you have" sort of thing. The app
should do any game updates, and render a frame of video. If it returns < 0,
SDL will call SDL_AppQuit and terminate the process with an exit code that
reports an error to the platform. If it returns > 0, the app calls
SDL_AppQuit and terminates with an exit code that reports success to the
platform. If it returns 0, then SDL_AppIterate will be called again at some
regular frequency. The platform may choose to run this more or less (perhaps
less in the background, etc), or it might just call this function in a loop
as fast as possible. You do not check the event queue in this function
(SDL_AppEvent exists for that).
Next:
```c
int SDL_AppEvent(const SDL_Event *event);
```
This will be called whenever an SDL event arrives, on the thread that runs
SDL_AppIterate. Your app should also not call SDL_PollEvent, SDL_PumpEvent,
etc, as SDL will manage all this for you. Return values are the same as from
SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc.
Finally:
```c
void SDL_AppQuit(void);
```
This is called once before terminating the app--assuming the app isn't being
forcibly killed or crashed--as a last chance to clean up. After this returns,
SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app
to call it, too). Process termination proceeds as if the app returned normally
from main(), so atexit handles will run, if your platform supports that.

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@ -1,223 +0,0 @@
Wayland
=======
Wayland is a replacement for the X11 window system protocol and architecture and is favored over X11 by default in SDL3
for communicating with desktop compositors. It works well for the majority of applications, however, applications may
encounter limitations or behavior that is different from other windowing systems.
## Common issues:
### Window decorations are missing, or the decorations look strange
- On some desktops (i.e. GNOME), Wayland applications use a library
called [libdecor](https://gitlab.freedesktop.org/libdecor/libdecor) to provide window decorations. If this library is
not installed, the decorations will be missing. This library uses plugins to generate different decoration styles, and
if a plugin to generate native-looking decorations is not installed (i.e. the GTK plugin), the decorations will not
appear to be 'native'.
### Windows do not appear immediately after creation
- Wayland requires that the application initially present a buffer before the window becomes visible. Additionally,
applications _must_ have an event loop and processes messages on a regular basis, or the application can appear
unresponsive to both the user and desktop compositor.
### ```SDL_SetWindowPosition()``` doesn't work on non-popup windows
- Wayland does not allow toplevel windows to position themselves programmatically.
### Retrieving the global mouse cursor position when the cursor is outside a window doesn't work
- Wayland only provides applications with the cursor position within the borders of the application windows. Querying
the global position when an application window does not have mouse focus returns 0,0 as the actual cursor position is
unknown. In most cases, applications don't actually need the global cursor position and should use the window-relative
coordinates as provided by the mouse movement event or from ```SDL_GetMouseState()``` instead.
### Warping the global mouse cursor position via ```SDL_WarpMouseGlobal()``` doesn't work
- For security reasons, Wayland does not allow warping the global mouse cursor position.
### The application icon can't be set via ```SDL_SetWindowIcon()```
- Wayland doesn't support programmatically setting the application icon. To provide a custom icon for your application,
you must create an associated desktop entry file, aka a `.desktop` file, that points to the icon image. Please see the
[Desktop Entry Specification](https://specifications.freedesktop.org/desktop-entry-spec/latest/) for more information
on the format of this file. Note that if your application manually sets the application ID via the `SDL_APP_ID` hint
string, the desktop entry file name should match the application ID. For example, if your application ID is set
to `org.my_org.sdl_app`, the desktop entry file should be named `org.my_org.sdl_app.desktop`.
## Using custom Wayland windowing protocols with SDL windows
Under normal operation, an `SDL_Window` corresponds to an XDG toplevel window, which provides a standard desktop window.
If an application wishes to use a different windowing protocol with an SDL window (e.g. wlr_layer_shell) while still
having SDL handle input and rendering, it needs to create a custom, roleless surface and attach that surface to its own
toplevel window.
This is done by using `SDL_CreateWindowWithProperties()` and setting the
`SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` property to `SDL_TRUE`. Once the window has been
successfully created, the `wl_display` and `wl_surface` objects can then be retrieved from the
`SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER` and `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER` properties respectively.
Surfaces don't receive any size change notifications, so if an application changes the window size, it must inform SDL
that the surface size has changed by calling SDL_SetWindowSize() with the new dimensions.
Custom surfaces will automatically handle scaling internally if the window was created with the
`SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property set to `SDL_TRUE`. In this case, applications should
not manually attach viewports or change the surface scale value, as SDL will handle this internally. Calls
to `SDL_SetWindowSize()` should use the logical size of the window, and `SDL_GetWindowSizeInPixels()` should be used to
query the size of the backbuffer surface in pixels. If this property is not set or is `SDL_FALSE`, applications can
attach their own viewports or change the surface scale manually, and the SDL backend will not interfere or change any
values internally. In this case, calls to `SDL_SetWindowSize()` should pass the requested surface size in pixels, not
the logical window size, as no scaling calculations will be done internally.
All window functions that control window state aside from `SDL_SetWindowSize()` are no-ops with custom surfaces.
Please see the minimal example in `tests/testwaylandcustom.c` for an example of how to use a custom, roleless surface
and attach it to an application-managed toplevel window.
## Importing external surfaces into SDL windows
Wayland windows and surfaces are more intrinsically tied to the client library than other windowing systems, therefore,
when importing surfaces, it is necessary for both SDL and the application or toolkit to use the same `wl_display`
object. This can be set/queried via the global `SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER` property. To
import an external `wl_display`, set this property before initializing the SDL video subsystem, and read the value to
export the internal `wl_display` after the video subsystem has been initialized. Setting this property after the video
subsystem has been initialized has no effect, and reading it when the video subsystem is uninitialized will either
return the user provided value, if one was set while in the uninitialized state, or NULL.
Once this is done, and the application has created or obtained the `wl_surface` to be wrapped in an `SDL_Window`, the
window is created with `SDL_CreateWindowWithProperties()` with the
`SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` property to set to the `wl_surface` object that is to be
imported by SDL.
SDL receives no notification regarding size changes on external surfaces or toplevel windows, so if the external surface
needs to be resized, SDL must be informed by calling SDL_SetWindowSize() with the new dimensions.
If desired, SDL can automatically handle the scaling for the surface by setting the
`SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property to `SDL_TRUE`, however, if the surface being imported
already has, or will have, a viewport/fractional scale manager attached to it by the application or an external toolkit,
a protocol violation will result. Avoid setting this property if importing surfaces from toolkits such as Qt or GTK.
If the window is flagged as high pixel density, calls to `SDL_SetWindowSize()` should pass the logical size of the
window and `SDL_GetWindowSizeInPixels()` should be used to retrieve the backbuffer size in pixels. Otherwise, calls to
`SDL_SetWindowSize()` should pass the requested surface size in pixels, not the logical window size, as no scaling
calculations will be done internally.
All window functions that control window state aside from `SDL_SetWindowSize()` are no-ops with external surfaces.
An example of how to use external surfaces with a `wl_display` owned by SDL can be seen in `tests/testnativewayland.c`,
and the following is a minimal example of interoperation with Qt 6, with Qt owning the `wl_display`:
```c++
#include <QApplication>
#include <QWindow>
#include <qpa/qplatformnativeinterface.h>
#include <SDL3/SDL.h>
int main(int argc, char *argv[])
{
int ret = -1;
int done = 0;
SDL_PropertiesID props;
SDL_Event e;
SDL_Window *sdlWindow = NULL;
SDL_Renderer *sdlRenderer = NULL;
struct wl_display *display = NULL;
struct wl_surface *surface = NULL;
/* Initialize Qt */
QApplication qtApp(argc, argv);
QWindow qtWindow;
/* The windowing system must be Wayland. */
if (QApplication::platformName() != "wayland") {
goto exit;
}
{
/* Get the wl_display object from Qt */
QNativeInterface::QWaylandApplication *qtWlApp = qtApp.nativeInterface<QNativeInterface::QWaylandApplication>();
display = qtWlApp->display();
if (!display) {
goto exit;
}
}
/* Set SDL to use the existing wl_display object from Qt and initialize. */
SDL_SetProperty(SDL_GetGlobalProperties(), SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, display);
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
/* Create a basic, frameless QWindow */
qtWindow.setFlags(Qt::FramelessWindowHint);
qtWindow.setGeometry(0, 0, 640, 480);
qtWindow.show();
{
/* Get the native wl_surface backing resource for the window */
QPlatformNativeInterface *qtNative = qtApp.platformNativeInterface();
surface = (struct wl_surface *)qtNative->nativeResourceForWindow("surface", &qtWindow);
if (!surface) {
goto exit;
}
}
/* Create a window that wraps the wl_surface from the QWindow.
* Qt objects should not be flagged as DPI-aware or protocol violations will result.
*/
props = SDL_CreateProperties();
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER, surface);
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, 640);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, 480);
sdlWindow = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
if (!sdlWindow) {
goto exit;
}
/* Create a renderer */
sdlRenderer = SDL_CreateRenderer(sdlWindow, NULL, 0);
if (!sdlRenderer) {
goto exit;
}
/* Draw a blue screen for the window until ESC is pressed or the window is no longer visible. */
while (!done) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_KEY_DOWN && e.key.keysym.sym == SDLK_ESCAPE) {
done = 1;
}
}
qtApp.processEvents();
/* Update the backbuffer size if the window scale changed. */
qreal scale = qtWindow.devicePixelRatio();
SDL_SetWindowSize(sdlWindow, SDL_lround(640. * scale), SDL_lround(480. * scale));
if (qtWindow.isVisible()) {
SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 255, 255);
SDL_RenderClear(sdlRenderer);
SDL_RenderPresent(sdlRenderer);
} else {
done = 1;
}
}
ret = 0;
exit:
/* Cleanup */
if (sdlRenderer) {
SDL_DestroyRenderer(sdlRenderer);
}
if (sdlWindow) {
SDL_DestroyWindow(sdlWindow);
}
SDL_Quit();
return ret;
}
```

20
external/CMakeLists.txt vendored Normal file
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cmake_minimum_required(VERSION 3.9 FATAL_ERROR)
add_subdirectory(./entt)
add_subdirectory(./solanaceae_util)
add_subdirectory(./solanaceae_contact)
add_subdirectory(./solanaceae_message3)
add_subdirectory(./solanaceae_plugin)
add_subdirectory(./toxcore)
add_subdirectory(./solanaceae_toxcore)
add_subdirectory(./solanaceae_tox)
add_subdirectory(./sdl)
add_subdirectory(./imgui)
add_subdirectory(./stb)
add_subdirectory(./libwebp)

4
external/entt/CMakeLists.txt vendored Normal file
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cmake_minimum_required(VERSION 3.9 FATAL_ERROR)
add_subdirectory(./entt EXCLUDE_FROM_ALL)

41
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BasedOnStyle: llvm
---
AccessModifierOffset: -4
AlignEscapedNewlines: DontAlign
AllowShortBlocksOnASingleLine: Empty
AllowShortEnumsOnASingleLine: true
AllowShortFunctionsOnASingleLine: Empty
AllowShortIfStatementsOnASingleLine: WithoutElse
AllowShortLoopsOnASingleLine: true
AlwaysBreakTemplateDeclarations: Yes
BreakBeforeBinaryOperators: NonAssignment
BreakBeforeTernaryOperators: true
ColumnLimit: 0
DerivePointerAlignment: false
IncludeCategories:
- Regex: '<[[:alnum:]_]+>'
Priority: 1
- Regex: '<(gtest|gmock)/'
Priority: 2
- Regex: '<[[:alnum:]_./]+>'
Priority: 3
- Regex: '<entt/'
Priority: 4
- Regex: '.*'
Priority: 5
IndentPPDirectives: AfterHash
IndentWidth: 4
KeepEmptyLinesAtTheStartOfBlocks: false
Language: Cpp
PointerAlignment: Right
SpaceAfterCStyleCast: false
SpaceAfterTemplateKeyword: false
SpaceAroundPointerQualifiers: After
SpaceBeforeCaseColon: false
SpaceBeforeCtorInitializerColon: false
SpaceBeforeInheritanceColon: false
SpaceBeforeParens: Never
SpaceBeforeRangeBasedForLoopColon: false
Standard: Latest
TabWidth: 4
UseTab: Never

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@ -0,0 +1,4 @@
# These are supported funding model platforms
github: skypjack
custom: https://www.paypal.me/skypjack

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@ -0,0 +1,55 @@
name: analyzer
on:
push:
branches:
- master
- wip
jobs:
iwyu:
timeout-minutes: 30
env:
IWYU: 0.18
LLVM: 14
runs-on: ubuntu-latest
continue-on-error: true
steps:
- uses: actions/checkout@v2
- name: Install llvm/clang
# see: https://apt.llvm.org/
run: |
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo add-apt-repository "deb http://apt.llvm.org/focal/ llvm-toolchain-focal-$LLVM main"
sudo apt update
sudo apt remove -y "llvm*"
sudo apt remove -y "libclang-dev*"
sudo apt remove -y "clang*"
sudo apt install -y llvm-$LLVM-dev
sudo apt install -y libclang-$LLVM-dev
sudo apt install -y clang-$LLVM
- name: Compile iwyu
# see: https://github.com/include-what-you-use/include-what-you-use
working-directory: build
run: |
git clone https://github.com/include-what-you-use/include-what-you-use.git --branch $IWYU --depth 1
mkdir include-what-you-use/build
cd include-what-you-use/build
cmake -DCMAKE_C_COMPILER=clang-$LLVM -DCMAKE_CXX_COMPILER=clang++-$LLVM -DCMAKE_INSTALL_PREFIX=./ ..
make -j4
bin/include-what-you-use --version
- name: Compile tests
working-directory: build
run: |
export PATH=$PATH:${GITHUB_WORKSPACE}/build/include-what-you-use/build/bin
cmake -DENTT_BUILD_TESTING=ON \
-DENTT_BUILD_BENCHMARK=ON \
-DENTT_BUILD_EXAMPLE=ON \
-DENTT_BUILD_LIB=ON \
-DENTT_BUILD_SNAPSHOT=ON \
-DCMAKE_CXX_INCLUDE_WHAT_YOU_USE="include-what-you-use;-Xiwyu;--mapping_file=${GITHUB_WORKSPACE}/entt.imp;-Xiwyu;--no_fwd_decls;-Xiwyu;--verbose=1" ..
make -j4

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@ -0,0 +1,169 @@
name: build
on: [push, pull_request]
jobs:
linux:
timeout-minutes: 15
strategy:
matrix:
compiler:
- pkg: g++-7
exe: g++-7
- pkg: g++-8
exe: g++-8
- pkg: g++-9
exe: g++-9
- pkg: g++-10
exe: g++-10
- pkg: clang-8
exe: clang++-8
- pkg: clang-9
exe: clang++-9
- pkg: clang-10
exe: clang++-10
- pkg: clang-11
exe: clang++-11
- pkg: clang-12
exe: clang++-12
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Install compiler
run: |
sudo apt update
sudo apt install -y ${{ matrix.compiler.pkg }}
- name: Compile tests
working-directory: build
env:
CXX: ${{ matrix.compiler.exe }}
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_BUILD_LIB=ON -DENTT_BUILD_EXAMPLE=ON ..
make -j4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4
linux-extra:
timeout-minutes: 15
strategy:
matrix:
compiler: [g++, clang++]
id_type: ["std::uint32_t", "std::uint64_t"]
cxx_std: [cxx_std_17, cxx_std_20]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
env:
CXX: ${{ matrix.compiler }}
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_CXX_STD=${{ matrix.cxx_std }} -DENTT_ID_TYPE=${{ matrix.id_type }} ..
make -j4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4
windows:
timeout-minutes: 15
strategy:
matrix:
toolset: [default, v141, v142, clang-cl]
include:
- toolset: v141
toolset_option: -T"v141"
- toolset: v142
toolset_option: -T"v142"
- toolset: clang-cl
toolset_option: -T"ClangCl"
runs-on: windows-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_BUILD_LIB=ON -DENTT_BUILD_EXAMPLE=ON ${{ matrix.toolset_option }} ..
cmake --build . -j 4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4
windows-extra:
timeout-minutes: 15
strategy:
matrix:
id_type: ["std::uint32_t", "std::uint64_t"]
cxx_std: [cxx_std_17, cxx_std_20]
runs-on: windows-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_CXX_STD=${{ matrix.cxx_std }} -DENTT_ID_TYPE=${{ matrix.id_type }} ..
cmake --build . -j 4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4
macos:
timeout-minutes: 15
runs-on: macOS-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_BUILD_LIB=ON -DENTT_BUILD_EXAMPLE=ON ..
make -j4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4
macos-extra:
timeout-minutes: 15
strategy:
matrix:
id_type: ["std::uint32_t", "std::uint64_t"]
cxx_std: [cxx_std_17, cxx_std_20]
runs-on: macOS-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_CXX_STD=${{ matrix.cxx_std }} -DENTT_ID_TYPE=${{ matrix.id_type }} ..
make -j4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4

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@ -0,0 +1,38 @@
name: coverage
on: [push, pull_request]
jobs:
codecov:
timeout-minutes: 15
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
env:
CXXFLAGS: "--coverage -fno-inline"
CXX: g++
run: |
cmake -DENTT_BUILD_TESTING=ON -DENTT_BUILD_LIB=ON -DENTT_BUILD_EXAMPLE=ON ..
make -j4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4
- name: Collect data
working-directory: build
run: |
sudo apt install lcov
lcov -c -d . -o coverage.info
lcov -l coverage.info
- name: Upload coverage to Codecov
uses: codecov/codecov-action@v2
with:
token: ${{ secrets.CODECOV_TOKEN }}
files: build/coverage.info
name: EnTT
fail_ci_if_error: true

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@ -0,0 +1,39 @@
name: deploy
on:
release:
types: published
jobs:
homebrew-entt:
timeout-minutes: 5
runs-on: ubuntu-latest
env:
GH_REPO: homebrew-entt
FORMULA: entt.rb
steps:
- uses: actions/checkout@v2
- name: Clone repository
working-directory: build
env:
PERSONAL_ACCESS_TOKEN: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
run: git clone https://$GITHUB_ACTOR:$PERSONAL_ACCESS_TOKEN@github.com/$GITHUB_ACTOR/$GH_REPO.git
- name: Prepare formula
working-directory: build
run: |
cd $GH_REPO
curl "https://github.com/${{ github.repository }}/archive/${{ github.ref }}.tar.gz" --location --fail --silent --show-error --output archive.tar.gz
sed -i -e '/url/s/".*"/"'$(echo "https://github.com/${{ github.repository }}/archive/${{ github.ref }}.tar.gz" | sed -e 's/[\/&]/\\&/g')'"/' $FORMULA
sed -i -e '/sha256/s/".*"/"'$(openssl sha256 archive.tar.gz | cut -d " " -f 2)'"/' $FORMULA
- name: Update remote
working-directory: build
run: |
cd $GH_REPO
git config --local user.email "action@github.com"
git config --local user.name "$GITHUB_ACTOR"
git add $FORMULA
git commit -m "Update to ${{ github.ref }}"
git push origin master

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@ -0,0 +1,31 @@
name: sanitizer
on: [push, pull_request]
jobs:
clang:
timeout-minutes: 15
strategy:
matrix:
compiler: [clang++]
id_type: ["std::uint32_t", "std::uint64_t"]
cxx_std: [cxx_std_17, cxx_std_20]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Compile tests
working-directory: build
env:
CXX: ${{ matrix.compiler }}
run: |
cmake -DENTT_USE_SANITIZER=ON -DENTT_BUILD_TESTING=ON -DENTT_BUILD_LIB=ON -DENTT_BUILD_EXAMPLE=ON -DENTT_CXX_STD=${{ matrix.cxx_std }} -DENTT_ID_TYPE=${{ matrix.id_type }} ..
make -j4
- name: Run tests
working-directory: build
env:
CTEST_OUTPUT_ON_FAILURE: 1
run: ctest --timeout 30 -C Debug -j4

13
external/entt/entt/.gitignore vendored Normal file
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@ -0,0 +1,13 @@
# Conan
conan/test_package/build
# IDEs
*.user
.idea
.vscode
.vs
CMakeSettings.json
cpp.hint
# Bazel
/bazel-*

56
external/entt/entt/AUTHORS vendored Normal file
View File

@ -0,0 +1,56 @@
# Author
skypjack
# Contributors
alexames
BenediktConze
bjadamson
ceeac
ColinH
corystegel
Croydon
cschreib
cugone
dbacchet
dBagrat
djarek
DNKpp
DonKult
drglove
eliasdaler
erez-o
eugeneko
gale83
ghost
grdowns
Green-Sky
Innokentiy-Alaytsev
Kerndog73
Koward
Lawrencemm
markand
mhammerc
Milerius
Minimonium
morbo84
m-waka
netpoetica
NixAJ
Oortonaut
Paolo-Oliverio
pgruenbacher
prowolf
Qix-
stefanofiorentino
suVrik
szunhammer
The5-1
vblanco20-1
willtunnels
WizardIke
WoLfulus
w1th0utnam3
xissburg
zaucy

14
external/entt/entt/BUILD.bazel vendored Normal file
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@ -0,0 +1,14 @@
_msvc_copts = ["/std:c++17"]
_gcc_copts = ["-std=c++17"]
cc_library(
name = "entt",
visibility = ["//visibility:public"],
strip_include_prefix = "src",
hdrs = glob(["src/**/*.h", "src/**/*.hpp"]),
copts = select({
"@bazel_tools//src/conditions:windows": _msvc_copts,
"@bazel_tools//src/conditions:windows_msvc": _msvc_copts,
"//conditions:default": _gcc_copts,
}),
)

325
external/entt/entt/CMakeLists.txt vendored Normal file
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#
# EnTT
#
cmake_minimum_required(VERSION 3.12.4)
#
# Read project version
#
set(ENTT_VERSION_REGEX "#define ENTT_VERSION_.*[ \t]+(.+)")
file(STRINGS "${CMAKE_CURRENT_SOURCE_DIR}/src/entt/config/version.h" ENTT_VERSION REGEX ${ENTT_VERSION_REGEX})
list(TRANSFORM ENTT_VERSION REPLACE ${ENTT_VERSION_REGEX} "\\1")
string(JOIN "." ENTT_VERSION ${ENTT_VERSION})
#
# Project configuration
#
project(
EnTT
VERSION ${ENTT_VERSION}
DESCRIPTION "Gaming meets modern C++ - a fast and reliable entity-component system (ECS) and much more"
HOMEPAGE_URL "https://github.com/skypjack/entt"
LANGUAGES C CXX
)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
endif()
message(VERBOSE "*")
message(VERBOSE "* ${PROJECT_NAME} v${PROJECT_VERSION} (${CMAKE_BUILD_TYPE})")
message(VERBOSE "* Copyright (c) 2017-2022 Michele Caini <michele.caini@gmail.com>")
message(VERBOSE "*")
#
# CMake stuff
#
list(INSERT CMAKE_MODULE_PATH 0 ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
#
# Compiler stuff
#
option(ENTT_USE_LIBCPP "Use libc++ by adding -stdlib=libc++ flag if available." OFF)
option(ENTT_USE_SANITIZER "Enable sanitizers by adding -fsanitize=address -fno-omit-frame-pointer -fsanitize=undefined flags if available." OFF)
if(ENTT_USE_LIBCPP)
if(NOT WIN32)
include(CheckCXXSourceCompiles)
include(CMakePushCheckState)
cmake_push_check_state()
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -stdlib=libc++")
check_cxx_source_compiles("
#include<type_traits>
int main() { return std::is_same_v<int, char>; }
" ENTT_HAS_LIBCPP)
cmake_pop_check_state()
endif()
if(NOT ENTT_HAS_LIBCPP)
message(VERBOSE "The option ENTT_USE_LIBCPP is set but libc++ is not available. The flag will not be added to the target.")
endif()
endif()
if(ENTT_USE_SANITIZER)
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang|GNU")
set(ENTT_HAS_SANITIZER TRUE CACHE BOOL "" FORCE)
mark_as_advanced(ENTT_HAS_SANITIZER)
endif()
if(NOT ENTT_HAS_SANITIZER)
message(VERBOSE "The option ENTT_USE_SANITIZER is set but sanitizer support is not available. The flags will not be added to the target.")
endif()
endif()
#
# Add EnTT target
#
option(ENTT_INCLUDE_HEADERS "Add all EnTT headers to the EnTT target." OFF)
option(ENTT_INCLUDE_NATVIS "Add EnTT natvis files to the EnTT target." OFF)
if(ENTT_INCLUDE_NATVIS)
if(MSVC)
set(ENTT_HAS_NATVIS TRUE CACHE BOOL "" FORCE)
mark_as_advanced(ENTT_HAS_NATVIS)
endif()
if(NOT ENTT_HAS_NATVIS)
message(VERBOSE "The option ENTT_INCLUDE_NATVIS is set but natvis files are not supported. They will not be added to the target.")
endif()
endif()
include(GNUInstallDirs)
add_library(EnTT INTERFACE)
add_library(EnTT::EnTT ALIAS EnTT)
target_include_directories(
EnTT
INTERFACE
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src>
$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>
)
target_compile_features(EnTT INTERFACE cxx_std_17)
if(ENTT_INCLUDE_HEADERS)
target_sources(
EnTT
INTERFACE
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/config/config.h>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/config/macro.h>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/config/version.h>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/container/dense_map.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/container/dense_set.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/container/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/algorithm.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/any.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/attribute.h>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/compressed_pair.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/enum.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/family.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/hashed_string.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/ident.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/iterator.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/memory.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/monostate.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/tuple.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/type_info.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/type_traits.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/core/utility.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/component.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/entity.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/group.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/handle.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/helper.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/observer.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/organizer.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/registry.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/runtime_view.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/snapshot.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/sparse_set.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/storage.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/storage_mixin.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entity/view.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/graph/adjacency_matrix.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/graph/dot.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/graph/flow.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/graph/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/locator/locator.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/adl_pointer.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/container.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/context.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/factory.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/meta.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/node.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/pointer.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/policy.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/range.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/resolve.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/template.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/type_traits.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/meta/utility.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/platform/android-ndk-r17.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/poly/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/poly/poly.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/process/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/process/process.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/process/scheduler.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/resource/cache.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/resource/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/resource/loader.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/resource/resource.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/signal/delegate.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/signal/dispatcher.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/signal/emitter.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/signal/fwd.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/signal/sigh.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/entt.hpp>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/src/entt/fwd.hpp>
)
endif()
if(ENTT_HAS_NATVIS)
target_sources(
EnTT
INTERFACE
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/config.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/container.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/core.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/entity.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/graph.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/locator.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/meta.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/platform.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/poly.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/process.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/resource.natvis>
$<BUILD_INTERFACE:${EnTT_SOURCE_DIR}/natvis/entt/signal.natvis>
)
endif()
if(ENTT_HAS_SANITIZER)
target_compile_options(EnTT INTERFACE $<$<CONFIG:Debug>:-fsanitize=address -fno-omit-frame-pointer -fsanitize=undefined>)
target_link_libraries(EnTT INTERFACE $<$<CONFIG:Debug>:-fsanitize=address -fno-omit-frame-pointer -fsanitize=undefined>)
endif()
if(ENTT_HAS_LIBCPP)
target_compile_options(EnTT BEFORE INTERFACE -stdlib=libc++)
endif()
#
# Install pkg-config file
#
include(JoinPaths)
set(EnTT_PKGCONFIG ${CMAKE_CURRENT_BINARY_DIR}/entt.pc)
join_paths(EnTT_PKGCONFIG_INCLUDEDIR "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}")
configure_file(
${EnTT_SOURCE_DIR}/cmake/in/entt.pc.in
${EnTT_PKGCONFIG}
@ONLY
)
install(
FILES ${EnTT_PKGCONFIG}
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig
)
#
# Install EnTT
#
include(CMakePackageConfigHelpers)
install(
TARGETS EnTT
EXPORT EnTTTargets
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
)
write_basic_package_version_file(
EnTTConfigVersion.cmake
VERSION ${PROJECT_VERSION}
COMPATIBILITY AnyNewerVersion
)
configure_package_config_file(
${EnTT_SOURCE_DIR}/cmake/in/EnTTConfig.cmake.in
EnTTConfig.cmake
INSTALL_DESTINATION ${CMAKE_INSTALL_LIBDIR}/EnTT/cmake
)
export(
EXPORT EnTTTargets
FILE ${CMAKE_CURRENT_BINARY_DIR}/EnTTTargets.cmake
NAMESPACE EnTT::
)
install(
EXPORT EnTTTargets
FILE EnTTTargets.cmake
DESTINATION ${CMAKE_INSTALL_LIBDIR}/EnTT/cmake
NAMESPACE EnTT::
)
install(
FILES
${PROJECT_BINARY_DIR}/EnTTConfig.cmake
${PROJECT_BINARY_DIR}/EnTTConfigVersion.cmake
DESTINATION ${CMAKE_INSTALL_LIBDIR}/EnTT/cmake
)
install(DIRECTORY src/ DESTINATION ${CMAKE_INSTALL_INCLUDEDIR})
export(PACKAGE EnTT)
#
# Tests
#
option(ENTT_BUILD_TESTING "Enable building tests." OFF)
if(ENTT_BUILD_TESTING)
option(ENTT_FIND_GTEST_PACKAGE "Enable finding gtest package." OFF)
option(ENTT_BUILD_BENCHMARK "Build benchmark." OFF)
option(ENTT_BUILD_EXAMPLE "Build examples." OFF)
option(ENTT_BUILD_LIB "Build lib tests." OFF)
option(ENTT_BUILD_SNAPSHOT "Build snapshot test with Cereal." OFF)
set(ENTT_ID_TYPE std::uint32_t CACHE STRING "Type of identifiers to use for the tests")
set(ENTT_CXX_STD cxx_std_17 CACHE STRING "C++ standard revision to use for the tests")
include(CTest)
enable_testing()
add_subdirectory(test)
endif()
#
# Documentation
#
option(ENTT_BUILD_DOCS "Enable building with documentation." OFF)
if(ENTT_BUILD_DOCS)
find_package(Doxygen 1.8)
if(DOXYGEN_FOUND)
add_subdirectory(docs)
endif()
endif()

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# Contributing
First of all, thank you very much for taking the time to contribute to the
`EnTT` library.<br/>
How to do it mostly depends on the type of contribution:
* If you have a question, **please** ensure there isn't already an answer for
you by searching on GitHub under
[issues](https://github.com/skypjack/entt/issues). Do not forget to search
also through the closed ones. If you are unable to find a proper answer, feel
free to [open a new issue](https://github.com/skypjack/entt/issues/new).
Usually, questions are marked as such and closed in a few days.
* If you want to fix a typo in the inline documentation or in the README file,
if you want to add some new sections or if you want to help me with the
language by reviewing what I wrote so far (I'm not a native speaker after
all), **please** open a new
[pull request](https://github.com/skypjack/entt/pulls) with your changes.
* If you found a bug, **please** ensure there isn't already an answer for you by
searching on GitHub under [issues](https://github.com/skypjack/entt/issues).
If you are unable to find an open issue addressing the problem, feel free to
[open a new one](https://github.com/skypjack/entt/issues/new). **Please**, do
not forget to carefully describe how to reproduce the problem, then add all
the information about the system on which you are experiencing it and point
out the version of `EnTT` you are using (tag or commit).
* If you found a bug and you wrote a patch to fix it, open a new
[pull request](https://github.com/skypjack/entt/pulls) with your code.
**Please**, add some tests to avoid regressions in future if possible, it
would be really appreciated. Note that the `EnTT` library has a
[coverage at 100%](https://coveralls.io/github/skypjack/entt?branch=master)
(at least it was at 100% at the time I wrote this file) and this is the reason
for which you can be confident with using it in a production environment.
* If you want to propose a new feature and you know how to code it, **please**
do not issue directly a pull request. Before to do it,
[create a new issue](https://github.com/skypjack/entt/issues/new) to discuss
your proposal. Other users could be interested in your idea and the discussion
that will follow can refine it and therefore give us a better solution.
* If you want to request a new feature, I'm available for hiring. Take a look at
[my profile](https://github.com/skypjack) and feel free to write me.

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The MIT License (MIT)
Copyright (c) 2017-2022 Michele Caini, author of EnTT
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copy of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copy or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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![EnTT: Gaming meets modern C++](https://user-images.githubusercontent.com/1812216/103550016-90752280-4ea8-11eb-8667-12ed2219e137.png)
<!--
@cond TURN_OFF_DOXYGEN
-->
[![Build Status](https://github.com/skypjack/entt/workflows/build/badge.svg)](https://github.com/skypjack/entt/actions)
[![Coverage](https://codecov.io/gh/skypjack/entt/branch/master/graph/badge.svg)](https://codecov.io/gh/skypjack/entt)
[![Try online](https://img.shields.io/badge/try-online-brightgreen)](https://godbolt.org/z/zxW73f)
[![Documentation](https://img.shields.io/badge/docs-docsforge-blue)](http://entt.docsforge.com/)
[![Gitter chat](https://badges.gitter.im/skypjack/entt.png)](https://gitter.im/skypjack/entt)
[![Discord channel](https://img.shields.io/discord/707607951396962417?logo=discord)](https://discord.gg/5BjPWBd)
[![Donate](https://img.shields.io/badge/donate-paypal-blue.svg)](https://www.paypal.me/skypjack)
> `EnTT` has been a dream so far, we haven't found a single bug to date and it's
> super easy to work with
>
> -- Every EnTT User Ever
`EnTT` is a header-only, tiny and easy to use library for game programming and
much more written in **modern C++**.<br/>
[Among others](https://github.com/skypjack/entt/wiki/EnTT-in-Action), it's used
in [**Minecraft**](https://minecraft.net/en-us/attribution/) by Mojang, the
[**ArcGIS Runtime SDKs**](https://developers.arcgis.com/arcgis-runtime/) by Esri
and the amazing [**Ragdoll**](https://ragdolldynamics.com/).<br/>
If you don't see your project in the list, please open an issue, submit a PR or
add the [#entt](https://github.com/topics/entt) tag to your _topics_! :+1:
---
Do you want to **keep up with changes** or do you have a **question** that
doesn't require you to open an issue?<br/>
Join the [gitter channel](https://gitter.im/skypjack/entt) and the
[discord server](https://discord.gg/5BjPWBd), meet other users like you. The
more we are, the better for everyone.<br/>
Don't forget to check the
[FAQs](https://github.com/skypjack/entt/wiki/Frequently-Asked-Questions) and the
[wiki](https://github.com/skypjack/entt/wiki) too. Your answers may already be
there.
Do you want to support `EnTT`? Consider becoming a
[**sponsor**](https://github.com/users/skypjack/sponsorship).
Many thanks to [these people](https://skypjack.github.io/sponsorship/) and
**special** thanks to:
[![mojang](https://user-images.githubusercontent.com/1812216/106253145-67ca1980-6217-11eb-9c0b-d93561b37098.png)](https://mojang.com)
[![imgly](https://user-images.githubusercontent.com/1812216/106253726-271ed000-6218-11eb-98e0-c9c681925770.png)](https://img.ly/)
# Table of Contents
* [Introduction](#introduction)
* [Code Example](#code-example)
* [Motivation](#motivation)
* [Performance](#performance)
* [Integration](#integration)
* [Requirements](#requirements)
* [CMake](#cmake)
* [Natvis support](#natvis-support)
* [Packaging Tools](#packaging-tools)
* [pkg-config](#pkg-config)
* [Documentation](#documentation)
* [Tests](#tests)
* [EnTT in Action](#entt-in-action)
* [Contributors](#contributors)
* [License](#license)
<!--
@endcond TURN_OFF_DOXYGEN
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# Introduction
The entity-component-system (also known as _ECS_) is an architectural pattern
used mostly in game development. For further details:
* [Entity Systems Wiki](http://entity-systems.wikidot.com/)
* [Evolve Your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/)
* [ECS on Wikipedia](https://en.wikipedia.org/wiki/Entity%E2%80%93component%E2%80%93system)
This project started off as a pure entity-component system. Over time the
codebase has grown as more and more classes and functionalities were added.<br/>
Here is a brief, yet incomplete list of what it offers today:
* Built-in **RTTI system** mostly similar to the standard one.
* A `constexpr` utility for human-readable **resource names**.
* Minimal **configuration system** built using the monostate pattern.
* Incredibly fast **entity-component system** with its own _pay for what you
use_ policy, unconstrained component types with optional pointer stability and
hooks for storage customization.
* Views and groups to iterate entities and components and allow different access
patterns, from **perfect SoA** to fully random.
* A lot of **facilities** built on top of the entity-component system to help
the users and avoid reinventing the wheel.
* General purpose **execution graph builder** for optimal scheduling.
* The smallest and most basic implementation of a **service locator** ever seen.
* A built-in, non-intrusive and macro-free runtime **reflection system**.
* **Static polymorphism** made simple and within everyone's reach.
* A few homemade containers, like a sparse set based **hash map**.
* A **cooperative scheduler** for processes of any type.
* All that is needed for **resource management** (cache, loaders, handles).
* Delegates, **signal handlers** and a tiny event dispatcher.
* A general purpose **event emitter** as a CRTP idiom based class template.
* And **much more**! Check out the
[**wiki**](https://github.com/skypjack/entt/wiki).
Consider this list a work in progress as well as the project. The whole API is
fully documented in-code for those who are brave enough to read it.<br/>
Please, do note that all tools are also DLL-friendly now and run smoothly across
boundaries.
One thing known to most is that `EnTT` is also used in **Minecraft**.<br/>
Given that the game is available literally everywhere, I can confidently say
that the library has been sufficiently tested on every platform that can come to
mind.
## Code Example
```cpp
#include <entt/entt.hpp>
struct position {
float x;
float y;
};
struct velocity {
float dx;
float dy;
};
void update(entt::registry &registry) {
auto view = registry.view<const position, velocity>();
// use a callback
view.each([](const auto &pos, auto &vel) { /* ... */ });
// use an extended callback
view.each([](const auto entity, const auto &pos, auto &vel) { /* ... */ });
// use a range-for
for(auto [entity, pos, vel]: view.each()) {
// ...
}
// use forward iterators and get only the components of interest
for(auto entity: view) {
auto &vel = view.get<velocity>(entity);
// ...
}
}
int main() {
entt::registry registry;
for(auto i = 0u; i < 10u; ++i) {
const auto entity = registry.create();
registry.emplace<position>(entity, i * 1.f, i * 1.f);
if(i % 2 == 0) { registry.emplace<velocity>(entity, i * .1f, i * .1f); }
}
update(registry);
}
```
## Motivation
I started developing `EnTT` for the _wrong_ reason: my goal was to design an
entity-component system to beat another well known open source library both in
terms of performance and possibly memory usage.<br/>
In the end, I did it, but it wasn't very satisfying. Actually it wasn't
satisfying at all. The fastest and nothing more, fairly little indeed. When I
realized it, I tried hard to keep intact the great performance of `EnTT` and to
add all the features I wanted to see in *my own library* at the same time.
Nowadays, `EnTT` is finally what I was looking for: still faster than its
_competitors_, lower memory usage in the average case, a really good API and an
amazing set of features. And even more, of course.
## Performance
The proposed entity-component system is incredibly fast to iterate entities and
components, this is a fact. Some compilers make a lot of optimizations because
of how `EnTT` works, some others aren't that good. In general, if we consider
real world cases, `EnTT` is somewhere between a bit and much faster than many of
the other solutions around, although I couldn't check them all for obvious
reasons.
If you are interested, you can compile the `benchmark` test in release mode (to
enable compiler optimizations, otherwise it would make little sense) by setting
the `ENTT_BUILD_BENCHMARK` option of `CMake` to `ON`, then evaluate yourself
whether you're satisfied with the results or not.
Honestly I got tired of updating the README file whenever there is an
improvement.<br/>
There are already a lot of projects out there that use `EnTT` as a basis for
comparison (this should already tell you a lot). Many of these benchmarks are
completely wrong, many others are simply incomplete, good at omitting some
information and using the wrong function to compare a given feature. Certainly
there are also good ones but they age quickly if nobody updates them, especially
when the library they are dealing with is actively developed.
The choice to use `EnTT` should be based on its carefully designed API, its
set of features and the general performance, **not** because some single
benchmark shows it to be the fastest tool available.
In the future I'll likely try to get even better performance while still adding
new features, mainly for fun.<br/>
If you want to contribute and/or have suggestions, feel free to make a PR or
open an issue to discuss your idea.
# Integration
`EnTT` is a header-only library. This means that including the `entt.hpp` header
is enough to include the library as a whole and use it. For those who are
interested only in the entity-component system, consider to include the sole
`entity/registry.hpp` header instead.<br/>
It's a matter of adding the following line to the top of a file:
```cpp
#include <entt/entt.hpp>
```
Use the line below to include only the entity-component system instead:
```cpp
#include <entt/entity/registry.hpp>
```
Then pass the proper `-I` argument to the compiler to add the `src` directory to
the include paths.
## Requirements
To be able to use `EnTT`, users must provide a full-featured compiler that
supports at least C++17.<br/>
The requirements below are mandatory to compile the tests and to extract the
documentation:
* `CMake` version 3.7 or later.
* `Doxygen` version 1.8 or later.
Alternatively, [Bazel](https://bazel.build) is also supported as a build system
(credits to [zaucy](https://github.com/zaucy) who offered to maintain it).<br/>
In the documentation below I'll still refer to `CMake`, this being the official
build system of the library.
## CMake
To use `EnTT` from a `CMake` project, just link an existing target to the
`EnTT::EnTT` alias.<br/>
The library offers everything you need for locating (as in `find_package`),
embedding (as in `add_subdirectory`), fetching (as in `FetchContent`) or using
it in many of the ways that you can think of and that involve `CMake`.<br/>
Covering all possible cases would require a treaty and not a simple README file,
but I'm confident that anyone reading this section also knows what it's about
and can use `EnTT` from a `CMake` project without problems.
## Natvis support
When using `CMake`, just enable the option `ENTT_INCLUDE_NATVIS` and enjoy
it.<br/>
Otherwise, most of the tools are covered via Natvis and all files can be found
in the `natvis` directory, divided by module.<br/>
If you spot errors or have suggestions, any contribution is welcome!
## Packaging Tools
`EnTT` is available for some of the most known packaging tools. In particular:
* [`Conan`](https://github.com/conan-io/conan-center-index), the C/C++ Package
Manager for Developers.
* [`vcpkg`](https://github.com/Microsoft/vcpkg), Microsoft VC++ Packaging
Tool.<br/>
You can download and install `EnTT` in just a few simple steps:
```
$ git clone https://github.com/Microsoft/vcpkg.git
$ cd vcpkg
$ ./bootstrap-vcpkg.sh
$ ./vcpkg integrate install
$ vcpkg install entt
```
Or you can use the `experimental` feature to test the latest changes:
```
vcpkg install entt[experimental] --head
```
The `EnTT` port in `vcpkg` is kept up to date by Microsoft team members and
community contributors.<br/>
If the version is out of date, please
[create an issue or pull request](https://github.com/Microsoft/vcpkg) on the
`vcpkg` repository.
* [`Homebrew`](https://github.com/skypjack/homebrew-entt), the missing package
manager for macOS.<br/>
Available as a homebrew formula. Just type the following to install it:
```
brew install skypjack/entt/entt
```
* [`build2`](https://build2.org), build toolchain for developing and packaging C
and C++ code.<br/>
In order to use the [`entt`](https://cppget.org/entt) package in a `build2`
project, add the following line or a similar one to the `manifest` file:
```
depends: entt ^3.0.0
```
Also check that the configuration refers to a valid repository, so that the
package can be found by `build2`:
* [`cppget.org`](https://cppget.org), the open-source community central
repository, accessible as `https://pkg.cppget.org/1/stable`.
* [Package source repository](https://github.com/build2-packaging/entt):
accessible as either `https://github.com/build2-packaging/entt.git` or
`ssh://git@github.com/build2-packaging/entt.git`.
Feel free to [report issues](https://github.com/build2-packaging/entt) with
this package.
Both can be used with `bpkg add-repo` or added in a project
`repositories.manifest`. See the official
[documentation](https://build2.org/build2-toolchain/doc/build2-toolchain-intro.xhtml#guide-repositories)
for more details.
Consider this list a work in progress and help me to make it longer if you like.
## pkg-config
`EnTT` also supports `pkg-config` (for some definition of _supports_ at least).
A suitable file called `entt.pc` is generated and installed in a proper
directory when running `CMake`.<br/>
This should also make it easier to use with tools such as `Meson` or similar.
# Documentation
The documentation is based on [doxygen](http://www.doxygen.nl/). To build it:
$ cd build
$ cmake .. -DENTT_BUILD_DOCS=ON
$ make
The API reference will be created in HTML format within the directory
`build/docs/html`. To navigate it with your favorite browser:
$ cd build
$ your_favorite_browser docs/html/index.html
<!--
@cond TURN_OFF_DOXYGEN
-->
The same version is also available [online](https://skypjack.github.io/entt/)
for the latest release, that is the last stable tag. If you are looking for
something more pleasing to the eye, consider reading the nice-looking version
available on [docsforge](https://entt.docsforge.com/): same documentation, much
more pleasant to read.<br/>
Moreover, there exists a [wiki](https://github.com/skypjack/entt/wiki) dedicated
to the project where users can find all related documentation pages.
<!--
@endcond TURN_OFF_DOXYGEN
-->
# Tests
To compile and run the tests, `EnTT` requires *googletest*.<br/>
`cmake` will download and compile the library before compiling anything else.
In order to build the tests, set the `CMake` option `ENTT_BUILD_TESTING` to
`ON`.
To build the most basic set of tests:
* `$ cd build`
* `$ cmake -DENTT_BUILD_TESTING=ON ..`
* `$ make`
* `$ make test`
Note that benchmarks are not part of this set.
<!--
@cond TURN_OFF_DOXYGEN
-->
# EnTT in Action
`EnTT` is widely used in private and commercial applications. I cannot even
mention most of them because of some signatures I put on some documents time
ago. Fortunately, there are also people who took the time to implement open
source projects based on `EnTT` and did not hold back when it came to
documenting them.
[Here](https://github.com/skypjack/entt/wiki/EnTT-in-Action) you can find an
incomplete list of games, applications and articles that can be used as a
reference.
If you know of other resources out there that are about `EnTT`, feel free to
open an issue or a PR and I'll be glad to add them to the list.
# Contributors
Requests for features, PRs, suggestions ad feedback are highly appreciated.
If you find you can help and want to contribute to the project with your
experience or you do want to get part of the project for some other reason, feel
free to contact me directly (you can find the mail in the
[profile](https://github.com/skypjack)).<br/>
I can't promise that each and every contribution will be accepted, but I can
assure that I'll do my best to take them all as soon as possible.
If you decide to participate, please see the guidelines for
[contributing](CONTRIBUTING.md) before to create issues or pull
requests.<br/>
Take also a look at the
[contributors list](https://github.com/skypjack/entt/blob/master/AUTHORS) to
know who has participated so far.
<!--
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-->
# License
Code and documentation Copyright (c) 2017-2022 Michele Caini.<br/>
Colorful logo Copyright (c) 2018-2021 Richard Caseres.
Code released under
[the MIT license](https://github.com/skypjack/entt/blob/master/LICENSE).<br/>
Documentation released under
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/).<br/>
All logos released under
[CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/).

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* debugging tools (#60): the issue online already contains interesting tips on this, look at it
* work stealing job system (see #100) + mt scheduler based on const awareness for types
EXAMPLES
* filter on runtime values/variables (not only types)
* support to polymorphic types (see #859)
DOC:
* storage<void>
* custom storage/view
* examples (and credits) from @alanjfs :)
* update entity doc when the storage based model is in place
TODO (high prio):
* remove the static storage from the const assure in the registry
WIP:
* get rid of observers, storage based views made them pointless - document alternatives
* add storage getter for filters to views and groups
* exploit the tombstone mechanism to allow enabling/disabling entities (see bump, compact and clear for further details)
* basic_storage::bind for cross-registry setups (see and remove todo from entity_copy.cpp)
* process scheduler: reviews, use free lists internally
* dedicated entity storage, in-place O(1) release/destroy for non-orphaned entities, out-of-sync model
* entity-only and exclude-only views (both solved with entity storage and storage<void>)
* custom allocators all over (registry, ...)
* add test for maximum number of entities reached
* deprecate non-owning groups in favor of owning views and view packs, introduce lazy owning views

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workspace(name = "com_github_skypjack_entt")

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*
!.gitignore

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@PACKAGE_INIT@
set(EnTT_VERSION "@PROJECT_VERSION@")
include("${CMAKE_CURRENT_LIST_DIR}/EnTTTargets.cmake")
check_required_components("@PROJECT_NAME@")

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prefix=@CMAKE_INSTALL_PREFIX@
includedir=@EnTT_PKGCONFIG_INCLUDEDIR@
Name: EnTT
Description: Gaming meets modern C++
Url: https://github.com/skypjack/entt
Version: @ENTT_VERSION@
Cflags: -I${includedir}

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# This module provides function for joining paths
# known from most languages
#
# SPDX-License-Identifier: (MIT OR CC0-1.0)
# Copyright 2020 Jan Tojnar
# https://github.com/jtojnar/cmake-snips
#
# Modelled after Python<6F>s os.path.join
# https://docs.python.org/3.7/library/os.path.html#os.path.join
# Windows not supported
function(join_paths joined_path first_path_segment)
set(temp_path "${first_path_segment}")
foreach(current_segment IN LISTS ARGN)
if(NOT ("${current_segment}" STREQUAL ""))
if(IS_ABSOLUTE "${current_segment}")
set(temp_path "${current_segment}")
else()
set(temp_path "${temp_path}/${current_segment}")
endif()
endif()
endforeach()
set(${joined_path} "${temp_path}" PARENT_SCOPE)
endfunction()

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#!/usr/bin/env python
# -*- coding: utf-8 -*-
from cpt.packager import ConanMultiPackager
import os
if __name__ == "__main__":
username = os.getenv("GITHUB_ACTOR")
tag_version = os.getenv("GITHUB_REF")
tag_package = os.getenv("GITHUB_REPOSITORY")
login_username = os.getenv("CONAN_LOGIN_USERNAME")
package_version = tag_version.replace("refs/tags/v", "")
package_name = tag_package.replace("skypjack/", "")
reference = "{}/{}".format(package_name, package_version)
channel = os.getenv("CONAN_CHANNEL", "stable")
upload = os.getenv("CONAN_UPLOAD")
stable_branch_pattern = os.getenv("CONAN_STABLE_BRANCH_PATTERN", r"v\d+\.\d+\.\d+.*")
test_folder = os.getenv("CPT_TEST_FOLDER", os.path.join("conan", "test_package"))
upload_only_when_stable = os.getenv("CONAN_UPLOAD_ONLY_WHEN_STABLE", True)
disable_shared = os.getenv("CONAN_DISABLE_SHARED_BUILD", "False")
builder = ConanMultiPackager(username=username,
reference=reference,
channel=channel,
login_username=login_username,
upload=upload,
stable_branch_pattern=stable_branch_pattern,
upload_only_when_stable=upload_only_when_stable,
test_folder=test_folder)
builder.add()
filtered_builds = []
for settings, options, env_vars, build_requires, reference in builder.items:
if disable_shared == "False" or not options["{}:shared".format(package_name)]:
filtered_builds.append([settings, options, env_vars, build_requires])
builder.builds = filtered_builds
builder.run()

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#!/bin/bash
set -e
set -x
conan user
python conan/build.py

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@ -0,0 +1,6 @@
#!/bin/bash
set -e
set -x
pip install -U conan_package_tools conan

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cmake_minimum_required(VERSION 3.7.2)
project(test_package)
set(CMAKE_VERBOSE_MAKEFILE TRUE)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
conan_basic_setup()
add_executable(${PROJECT_NAME} test_package.cpp)
target_link_libraries(${PROJECT_NAME} ${CONAN_LIBS})

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#!/usr/bin/env python
# -*- coding: utf-8 -*-
from conans import ConanFile, CMake
import os
class TestPackageConan(ConanFile):
settings = "os", "compiler", "build_type", "arch"
generators = "cmake"
def build(self):
cmake = CMake(self)
cmake.configure()
cmake.build()
def test(self):
bin_path = os.path.join("bin", "test_package")
self.run(bin_path, run_environment=True)

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#include <entt/entt.hpp>
#include <cstdint>
struct position {
float x;
float y;
};
struct velocity {
float dx;
float dy;
};
void update(entt::registry &registry) {
auto view = registry.view<position, velocity>();
for(auto entity: view) {
// gets only the components that are going to be used ...
auto &vel = view.get<velocity>(entity);
vel.dx = 0.;
vel.dy = 0.;
// ...
}
}
void update(std::uint64_t dt, entt::registry &registry) {
registry.view<position, velocity>().each([dt](auto &pos, auto &vel) {
// gets all the components of the view at once ...
pos.x += vel.dx * dt;
pos.y += vel.dy * dt;
// ...
});
}
int main() {
entt::registry registry;
std::uint64_t dt = 16;
for(auto i = 0; i < 10; ++i) {
auto entity = registry.create();
registry.emplace<position>(entity, i * 1.f, i * 1.f);
if(i % 2 == 0) { registry.emplace<velocity>(entity, i * .1f, i * .1f); }
}
update(dt, registry);
update(registry);
// ...
return EXIT_SUCCESS;
}

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#!/usr/bin/env python
# -*- coding: utf-8 -*-
from conans import ConanFile
class EnttConan(ConanFile):
name = "entt"
description = "Gaming meets modern C++ - a fast and reliable entity-component system (ECS) and much more "
topics = ("conan," "entt", "gaming", "entity", "ecs")
url = "https://github.com/skypjack/entt"
homepage = url
author = "Michele Caini <michele.caini@gmail.com>"
license = "MIT"
exports = ["LICENSE"]
exports_sources = ["src/*"]
no_copy_source = True
def package(self):
self.copy(pattern="LICENSE", dst="licenses")
self.copy(pattern="*", dst="include", src="src", keep_path=True)
def package_info(self):
if not self.in_local_cache:
self.cpp_info.includedirs = ["src"]
def package_id(self):
self.info.header_only()

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#
# Doxygen configuration (documentation)
#
set(DOXY_DEPS_DIRECTORY ${EnTT_SOURCE_DIR}/deps)
set(DOXY_SOURCE_DIRECTORY ${EnTT_SOURCE_DIR}/src)
set(DOXY_DOCS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
set(DOXY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
configure_file(doxy.in doxy.cfg @ONLY)
add_custom_target(
docs ALL
COMMAND ${DOXYGEN_EXECUTABLE} ${CMAKE_CURRENT_BINARY_DIR}/doxy.cfg
WORKING_DIRECTORY ${EnTT_SOURCE_DIR}
VERBATIM
SOURCES
dox/extra.dox
md/config.md
md/container.md
md/core.md
md/entity.md
md/faq.md
md/lib.md
md/links.md
md/locator.md
md/meta.md
md/poly.md
md/process.md
md/reference.md
md/resource.md
md/signal.md
md/unreal.md
doxy.in
)
install(
DIRECTORY ${DOXY_OUTPUT_DIRECTORY}/html
DESTINATION share/${PROJECT_NAME}-${PROJECT_VERSION}/
)

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/**
* @namespace entt
*
* @brief `EnTT` default namespace.
*/

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# Crash Course: configuration
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# Table of Contents
* [Introduction](#introduction)
* [Definitions](#definitions)
* [ENTT_NOEXCEPTION](#entt_noexception)
* [ENTT_USE_ATOMIC](#entt_use_atomic)
* [ENTT_ID_TYPE](#entt_id_type)
* [ENTT_SPARSE_PAGE](#entt_sparse_page)
* [ENTT_PACKED_PAGE](#entt_packed_page)
* [ENTT_ASSERT](#entt_assert)
* [ENTT_ASSERT_CONSTEXPR](#entt_assert_constexpr)
* [ENTT_DISABLE_ASSERT](#entt_disable_assert)
* [ENTT_NO_ETO](#entt_no_eto)
* [ENTT_STANDARD_CPP](#entt_standard_cpp)
<!--
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# Introduction
`EnTT` has become almost completely customizable over time, in many
respects. These variables are just one of the many ways to customize how it
works.<br/>
In the vast majority of cases, users will have no interest in changing the
default parameters. For all other cases, the list of possible configurations
with which it's possible to adjust the behavior of the library at runtime can be
found below.
# Definitions
All options are intended as parameters to the compiler (or user-defined macros
within the compilation units, if preferred).<br/>
Each parameter can result in internal library definitions. It's not recommended
to try to also modify these definitions, since there is no guarantee that they
will remain stable over time unlike the options below.
## ENTT_NOEXCEPTION
Define this variable without assigning any value to it to turn off exception
handling in `EnTT`.<br/>
This is roughly equivalent to setting the compiler flag `-fno-exceptions` but is
also limited to this library only.
## ENTT_USE_ATOMIC
In general, `EnTT` doesn't offer primitives to support multi-threading. Many of
the features can be split over multiple threads without any explicit control and
the user is the one who knows if a synchronization point is required.<br/>
However, some features aren't easily accessible to users and are made
thread-safe by means of this definition.
## ENTT_ID_TYPE
`entt::id_type` is directly controlled by this definition and widely used within
the library.<br/>
By default, its type is `std::uint32_t`. However, users can define a different
default type if necessary.
## ENTT_SPARSE_PAGE
It's known that the ECS module of `EnTT` is based on _sparse sets_. What is less
known perhaps is that the sparse arrays are paged to reduce memory usage.<br/>
Default size of pages (that is, the number of elements they contain) is 4096 but
users can adjust it if appropriate. In all case, the chosen value **must** be a
power of 2.
## ENTT_PACKED_PAGE
As it happens with sparse arrays, packed arrays are also paginated. However, in
this case the aim isn't to reduce memory usage but to have pointer stability
upon component creation.<br/>
Default size of pages (that is, the number of elements they contain) is 1024 but
users can adjust it if appropriate. In all case, the chosen value **must** be a
power of 2.
## ENTT_ASSERT
For performance reasons, `EnTT` doesn't use exceptions or any other control
structures. In fact, it offers many features that result in undefined behavior
if not used correctly.<br/>
To get around this, the library relies on a lot of asserts for the purpose of
detecting errors in debug builds. By default, it uses `assert` internally. Users
are allowed to overwrite its behavior by setting this variable.
### ENTT_ASSERT_CONSTEXPR
Usually, an assert within a `constexpr` function isn't a big deal. However, in
case of extreme customizations, it might be useful to differentiate.<br/>
For this purpose, `EnTT` introduces an admittedly badly named variable to make
the job easier in this regard. By default, this variable forwards its arguments
to `ENTT_ASSERT`.
### ENTT_DISABLE_ASSERT
Assertions may in turn affect performance to an extent when enabled. Whether
`ENTT_ASSERT` and `ENTT_ASSERT_CONSTEXPR` are redefined or not, all asserts can
be disabled at once by means of this definition.<br/>
Note that `ENTT_DISABLE_ASSERT` takes precedence over the redefinition of the
other variables and is therefore meant to disable all controls no matter what.
## ENTT_NO_ETO
In order to reduce memory consumption and increase performance, empty types are
never instantiated nor stored by the ECS module of `EnTT`.<br/>
Use this variable to treat these types like all others and therefore to create a
dedicated storage for them.
## ENTT_STANDARD_CPP
`EnTT` mixes non-standard language features with others that are perfectly
compliant to offer some of its functionalities.<br/>
This definition prevents the library from using non-standard techniques, that
is, functionalities that aren't fully compliant with the standard C++.<br/>
While there are no known portability issues at the time of this writing, this
should make the library fully portable anyway if needed.

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# Crash Course: containers
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# Table of Contents
* [Introduction](#introduction)
* [Containers](#containers)
* [Dense map](#dense-map)
* [Dense set](#dense-set)
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# Introduction
The standard C++ library offers a wide range of containers and it's really
difficult to do better (although it's very easy to do worse, as many examples
available online demonstrate).<br/>
`EnTT` doesn't try in any way to replace what is offered by the standard. Quite
the opposite, given the widespread use that is made of standard containers.<br/>
However, the library also tries to fill a gap in features and functionality by
making available some containers initially developed for internal use.
This section of the library is likely to grow larger over time. However, for the
moment it's quite small and mainly aimed at satisfying some internal needs.<br/>
For all containers made available, full test coverage and stability over time is
guaranteed as usual.
# Containers
## Dense map
The dense map made available in `EnTT` is a hash map that aims to return a
packed array of elements, so as to reduce the number of jumps in memory during
iterations.<br/>
The implementation is based on _sparse sets_ and each bucket is identified by an
implicit list within the packed array itself.
The interface is very close to its counterpart in the standard library, that is,
`std::unordered_map`.<br/>
However, both local and non-local iterators returned by a dense map belong to
the input iterator category although they respectively model the concepts of a
_forward iterator_ type and a _random access iterator_ type.<br/>
This is because they return a pair of references rather than a reference to a
pair. In other words, dense maps return a so called _proxy iterator_ the value
type of which is:
* `std::pair<const Key &, Type &>` for non-const iterator types.
* `std::pair<const Key &, const Type &>` for const iterator types.
This is quite different from what any standard library map returns and should be
taken into account when looking for a drop-in replacement.
## Dense set
The dense set made available in `EnTT` is a hash set that aims to return a
packed array of elements, so as to reduce the number of jumps in memory during
iterations.<br/>
The implementation is based on _sparse sets_ and each bucket is identified by an
implicit list within the packed array itself.
The interface is in all respects similar to its counterpart in the standard
library, that is, `std::unordered_set`.<br/>
Therefore, there is no need to go into the API description.

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# Frequently Asked Questions
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# Table of Contents
* [Introduction](#introduction)
* [FAQ](#faq)
* [Why is my debug build on Windows so slow?](#why-is-my-debug-build-on-windows-so-slow)
* [How can I represent hierarchies with my components?](#how-can-i-represent-hierarchies-with-my-components)
* [Custom entity identifiers: yay or nay?](#custom-entity-identifiers-yay-or-nay)
* [Warning C4307: integral constant overflow](#warning-C4307-integral-constant-overflow)
* [Warning C4003: the min, the max and the macro](#warning-C4003-the-min-the-max-and-the-macro)
* [The standard and the non-copyable types](#the-standard-and-the-non-copyable-types)
* [Which functions trigger which signals](#which-functions-trigger-which-signals)
<!--
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# Introduction
This is a constantly updated section where I'm trying to put the answers to the
most frequently asked questions.<br/>
If you don't find your answer here, there are two cases: nobody has done it yet
or this section needs updating. In both cases, you can
[open a new issue](https://github.com/skypjack/entt/issues/new) or enter either
the [gitter channel](https://gitter.im/skypjack/entt) or the
[discord server](https://discord.gg/5BjPWBd) to ask for help.<br/>
Probably someone already has an answer for you and we can then integrate this
part of the documentation.
# FAQ
## Why is my debug build on Windows so slow?
`EnTT` is an experimental project that I also use to keep me up-to-date with the
latest revision of the language and the standard library. For this reason, it's
likely that some classes you're working with are using standard containers under
the hood.<br/>
Unfortunately, it's known that the standard containers aren't particularly
performing in debugging (the reasons for this go beyond this document) and are
even less so on Windows apparently. Fortunately this can also be mitigated a
lot, achieving good results in many cases.
First of all, there are two things to do in a Windows project:
* Disable the [`/JMC`](https://docs.microsoft.com/cpp/build/reference/jmc)
option (_Just My Code_ debugging), available starting with Visual Studio 2017
version 15.8.
* Set the [`_ITERATOR_DEBUG_LEVEL`](https://docs.microsoft.com/cpp/standard-library/iterator-debug-level)
macro to 0. This will disable checked iterators and iterator debugging.
Moreover, set the `ENTT_DISABLE_ASSERT` variable or redefine the `ENTT_ASSERT`
macro to disable internal debug checks in `EnTT`:
```cpp
#define ENTT_ASSERT(...) ((void)0)
```
These asserts are introduced to help the users but they require to access to the
underlying containers and therefore risk ruining the performance in some cases.
With these changes, debug performance should increase enough in most cases. If
you want something more, you can also switch to an optimization level `O0` or
preferably `O1`.
## How can I represent hierarchies with my components?
This is one of the first questions that anyone makes when starting to work with
the entity-component-system architectural pattern.<br/>
There are several approaches to the problem and the best one depends mainly on
the real problem one is facing. In all cases, how to do it doesn't strictly
depend on the library in use, but the latter certainly allows or not different
techniques depending on how the data are laid out.
I tried to describe some of the approaches that fit well with the model of
`EnTT`. [This](https://skypjack.github.io/2019-06-25-ecs-baf-part-4/) is the
first post of a series that tries to _explore_ the problem. More will probably
come in future.<br/>
In addition, `EnTT` also offers the possibility to create stable storage types
and therefore have pointer stability for one, all or some components. This is by
far the most convenient solution when it comes to creating hierarchies and
whatnot. See the documentation for the ECS part of the library and in particular
what concerns the `component_traits` class for further details.
## Custom entity identifiers: yay or nay?
Custom entity identifiers are definitely a good idea in two cases at least:
* If `std::uint32_t` isn't large enough for your purposes, since this is the
underlying type of `entt::entity`.
* If you want to avoid conflicts when using multiple registries.
Identifiers can be defined through enum classes and class types that define an
`entity_type` member of type `std::uint32_t` or `std::uint64_t`.<br/>
In fact, this is a definition equivalent to that of `entt::entity`:
```cpp
enum class entity: std::uint32_t {};
```
There is no limit to the number of identifiers that can be defined.
## Warning C4307: integral constant overflow
According to [this](https://github.com/skypjack/entt/issues/121) issue, using a
hashed string under VS (toolset v141) could generate a warning.<br/>
First of all, I want to reassure you: it's expected and harmless. However, it
can be annoying.
To suppress it and if you don't want to suppress all the other warnings as well,
here is a workaround in the form of a macro:
```cpp
#if defined(_MSC_VER)
#define HS(str) __pragma(warning(suppress:4307)) entt::hashed_string{str}
#else
#define HS(str) entt::hashed_string{str}
#endif
```
With an example of use included:
```cpp
constexpr auto identifier = HS("my/resource/identifier");
```
Thanks to [huwpascoe](https://github.com/huwpascoe) for the courtesy.
## Warning C4003: the min, the max and the macro
On Windows, a header file defines two macros `min` and `max` which may result in
conflicts with their counterparts in the standard library and therefore in
errors during compilation.
It's a pretty big problem but fortunately it's not a problem of `EnTT` and there
is a fairly simple solution to it.<br/>
It consists in defining the `NOMINMAX` macro before including any other header
so as to get rid of the extra definitions:
```cpp
#define NOMINMAX
```
Please refer to [this](https://github.com/skypjack/entt/issues/96) issue for
more details.
## The standard and the non-copyable types
`EnTT` uses internally the trait `std::is_copy_constructible_v` to check if a
component is actually copyable. However, this trait doesn't really check whether
a type is actually copyable. Instead, it just checks that a suitable copy
constructor and copy operator exist.<br/>
This can lead to surprising results due to some idiosyncrasies of the standard.
For example, `std::vector` defines a copy constructor that is conditionally
enabled depending on whether the value type is copyable or not. As a result,
`std::is_copy_constructible_v` returns true for the following specialization:
```cpp
struct type {
std::vector<std::unique_ptr<action>> vec;
};
```
However, the copy constructor is effectively disabled upon specialization.
Therefore, trying to assign an instance of this type to an entity may trigger a
compilation error.<br/>
As a workaround, users can mark the type explicitly as non-copyable. This also
suppresses the implicit generation of the move constructor and operator, which
will therefore have to be defaulted accordingly:
```cpp
struct type {
type(const type &) = delete;
type(type &&) = default;
type & operator=(const type &) = delete;
type & operator=(type &&) = default;
std::vector<std::unique_ptr<action>> vec;
};
```
Note that aggregate initialization is also disabled as a consequence.<br/>
Fortunately, this type of trick is quite rare. The bad news is that there is no
way to deal with it at the library level, this being due to the design of the
language. On the other hand, the fact that the language itself also offers a way
to mitigate the problem makes it manageable.
## Which functions trigger which signals
The `registry` class offers three signals that are emitted following specific
operations. Maybe not everyone knows what these operations are, though.<br/>
If this isn't clear, below you can find a _vademecum_ for this purpose:
* `on_created` is invoked when a component is first added (neither modified nor
replaced) to an entity.
* `on_update` is called whenever an existing component is modified or replaced.
* `on_destroyed` is called when a component is explicitly or implicitly removed
from an entity.
Among the most controversial functions can be found `emplace_or_replace` and
`destroy`. However, following the above rules, it's quite simple to know what
will happen.<br/>
In the first case, `on_created` is invoked if the entity has not the component,
otherwise the latter is replaced and therefore `on_update` is triggered. As for
the second case, components are removed from their entities and thus freed when
they are recycled. It means that `on_destroyed` is triggered for every component
owned by the entity that is destroyed.

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# Crash Course: graph
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# Table of Contents
* [Introduction](#introduction)
* [Data structures](#data-structures)
* [Adjacency matrix](#adjacency-matrix)
* [Graphviz dot language](#graphviz-dot-language)
* [Flow builder](#flow-builder)
* [Tasks and resources](#tasks-and-resources)
* [Fake resources and order of execution](#fake-resources-and-order-of-execution)
* [Sync points](#sync-points)
* [Execution graph](#execution-graph)
<!--
@endcond TURN_OFF_DOXYGEN
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# Introduction
`EnTT` doesn't aim to offer everything one needs to work with graphs. Therefore,
anyone looking for this in the _graph_ submodule will be disappointed.<br/>
Quite the opposite is true. This submodule is minimal and contains only the data
structures and algorithms strictly necessary for the development of some tools
such as the _flow builder_.
# Data structures
As anticipated in the introduction, the aim isn't to offer all possible data
structures suitable for representing and working with graphs. Many will likely
be added or refined over time, however I want to discourage anyone expecting
tight scheduling on the subject.<br/>
The data structures presented in this section are mainly useful for the
development and support of some tools which are also part of the same submodule.
## Adjacency matrix
The adjacency matrix is designed to represent either a directed or an undirected
graph:
```cpp
entt::adjacency_matrix<entt::directed_tag> adjacency_matrix{};
```
The `directed_tag` type _creates_ the graph as directed. There is also an
`undirected_tag` counterpart which creates it as undirected.<br/>
The interface deviates slightly from the typical double indexing of C and offers
an API that is perhaps more familiar to a C++ programmer. Therefore, the access
and modification of an element will take place via the `contains`, `insert` and
`erase` functions rather than a double call to an `operator[]`:
```cpp
if(adjacency_matrix.contains(0u, 1u)) {
adjacency_matrix.erase(0u, 1u);
} else {
adjacency_matrix.insert(0u, 1u);
}
```
Both `insert` and` erase` are idempotent functions which have no effect if the
element already exists or has already been deleted.<br/>
The first one returns an `std::pair` containing the iterator to the element and
a boolean value indicating whether the element has been inserted or was already
present. The second one instead returns the number of deleted elements (0 or 1).
An adjacency matrix must be initialized with the number of elements (vertices)
when constructing it but can also be resized later using the `resize` function:
```cpp
entt::adjacency_matrix<entt::directed_tag> adjacency_matrix{3u};
```
To visit all vertices, the class offers a function named `vertices` that returns
an iterable object suitable for the purpose:
```cpp
for(auto &&vertex: adjacency_matrix.vertices()) {
// ...
}
```
Note that the same result can be obtained with the following snippet, since the
vertices are unsigned integral values:
```cpp
for(auto last = adjacency_matrix.size(), pos = {}; pos < last; ++pos) {
// ...
}
```
As for visiting the edges, a few functions are available.<br/>
When the purpose is to visit all the edges of a given adjacency matrix, the
`edges` function returns an iterable object that can be used to get them as
pairs of vertices:
```cpp
for(auto [lhs, rhs]: adjacency_matrix.edges()) {
// ...
}
```
On the other hand, if the goal is to visit all the in- or out-edges of a given
vertex, the `in_edges` and `out_edges` functions are meant for that:
```cpp
for(auto [lhs, rhs]: adjacency_matrix.out_edges(3u)) {
// ...
}
```
As might be expected, these functions expect the vertex to visit (that is, to
return the in- or out-edges for) as an argument.<br/>
Finally, the adjacency matrix is an allocator-aware container and offers most of
the functionality one would expect from this type of containers, such as `clear`
or 'get_allocator` and so on.
## Graphviz dot language
As it's one of the most popular formats, the library offers minimal support for
converting a graph to a Graphviz dot snippet.<br/>
The simplest way is to pass both an output stream and a graph to the `dot`
function:
```cpp
std::ostringstream output{};
entt::dot(output, adjacency_matrix);
```
However, there is also the option of providing a callback to which the vertices
are passed and which can be used to add (`dot`) properties to the output from
time to time:
```cpp
std::ostringstream output{};
entt::dot(output, adjacency_matrix, [](auto &output, auto vertex) {
out << "label=\"v\"" << vertex << ",shape=\"box\"";
});
```
This second mode is particularly convenient when the user wants to associate
data managed externally to the graph being converted.
# Flow builder
A flow builder is used to create execution graphs from tasks and resources.<br/>
The implementation is as generic as possible and doesn't bind to any other part
of the library.
This class is designed as a sort of _state machine_ to which a specific task is
attached for which the resources accessed in read-only or read-write mode are
specified.<br/>
Most of the functions in the API also return the flow builder itself, according
to what is the common sense API when it comes to builder classes.
Once all tasks have been registered and resources assigned to them, an execution
graph in the form of an adjacency matrix is returned to the user.<br/>
This graph contains all the tasks assigned to the flow builder in the form of
_vertices_. The _vertex_ itself can be used as an index to get the identifier
passed during registration.
## Tasks and resources
Although these terms are used extensively in the documentation, the flow builder
has no real concept of tasks and resources.<br/>
This class works mainly with _identifiers_, that is, values of type `id_type`.
That is, both tasks and resources are identified by integral values.<br/>
This allows not to couple the class itself to the rest of the library or to any
particular data structure. On the other hand, it requires the user to keep track
of the association between identifiers and operations or actual data.
Once a flow builder has been created (which requires no constructor arguments),
the first thing to do is to bind a task. This will indicate to the builder who
intends to consume the resources that will be specified immediately after:
```cpp
entt::flow builder{};
builder.bind("task_1"_hs);
```
Note that the example uses the `EnTT` hashed string to generate an identifier
for the task.<br/>
Indeed, the use of `id_type` as an identifier type is not by accident. In fact,
it matches well with the internal hashed string class. Moreover, it's also the
same type returned by the hash function of the internal RTTI system, in case the
user wants to rely on that.<br/>
However, being an integral value, it leaves the user full freedom to rely on his
own tools if he deems it necessary.
Once a task has been associated with the flow builder, it can be assigned
read-only or read-write resources, as appropriate:
```cpp
builder
.bind("task_1"_hs)
.ro("resource_1"_hs)
.ro("resource_2"_hs)
.bind("task_2"_hs)
.rw("resource_2"_hs)
```
As mentioned, many functions return the builder itself and it's therefore easy
to concatenate the different calls.<br/>
Also in the case of resources, these are identified by numeric values of type
`id_type`. As above, the choice is not entirely random. This goes well with the
tools offered by the library while leaving room for maximum flexibility.
Finally, both the `ro` and` rw` functions also offer an overload that accepts a
pair of iterators, so that one can pass a range of resources in one go.
## Fake resources and order of execution
The flow builder doesn't offer the ability to specify when a task should execute
before or after another task.<br/>
In fact, the order of _registration_ on the resources also determines the order
in which the tasks are processed during the generation of the execution graph.
However, there is a way to force the execution order of two processes.<br/>
Briefly, since accessing a resource in opposite modes requires sequential rather
than parallel scheduling, it's possible to make use of fake resources to force
the order execution:
```cpp
builder
.bind("task_1"_hs)
.ro("resource_1"_hs)
.rw("fake"_hs)
.bind("task_2"_hs)
.ro("resource_2"_hs)
.ro("fake"_hs)
.bind("task_3"_hs)
.ro("resource_2"_hs)
.ro("fake"_hs)
```
This snippet forces the execution of `task_2` and `task_3` **after** `task_1`.
This is due to the fact that the latter sets a read-write requirement on a fake
resource that the other tasks also want to access in read-only mode.<br/>
Similarly, it's possible to force a task to run after a certain group:
```cpp
builder
.bind("task_1"_hs)
.ro("resource_1"_hs)
.ro("fake"_hs)
.bind("task_2"_hs)
.ro("resource_1"_hs)
.ro("fake"_hs)
.bind("task_3"_hs)
.ro("resource_2"_hs)
.rw("fake"_hs)
```
In this case, since there are a number of processes that want to read a specific
resource, they will do so in parallel by forcing `task_3` to run after all the
others tasks.
## Sync points
Sometimes it's useful to assign the role of _sync point_ to a node.<br/>
Whether it accesses new resources or is simply a watershed, the procedure for
assigning this role to a vertex is always the same: first it's tied to the flow
builder, then the `sync` function is invoked:
```cpp
builder.bind("sync_point"_hs).sync();
```
The choice to assign an _identity_ to this type of nodes lies in the fact that,
more often than not, they also perform operations on resources.<br/>
If this isn't the case, it will still be possible to create no-op vertices to
which empty tasks are assigned.
## Execution graph
Once both the resources and their consumers have been properly registered, the
purpose of this tool is to generate an execution graph that takes into account
all specified constraints to return the best scheduling for the vertices:
```cpp
entt::adjacency_matrix<entt::directed_tag> graph = builder.graph();
```
The search for the main vertices, that is those without in-edges, is usually the
first thing required:
```cpp
for(auto &&vertex: graph) {
if(auto in_edges = graph.in_edges(vertex); in_edges.begin() == in_edges.end()) {
// ...
}
}
```
Starting from them, using the other functions appropriately (such as `out_edges`
to retrieve the children of a given task or `edges` to access their identifiers)
it will be possible to instantiate an execution graph.

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# Push EnTT across boundaries
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# Table of Contents
* [Working across boundaries](#working-across-boundaries)
* [Smooth until proven otherwise](#smooth-until-proven-otherwise)
* [Meta context](#meta-context)
* [Memory management](#memory-management)
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# Working across boundaries
`EnTT` has historically had a limit when used across boundaries on Windows in
general and on GNU/Linux when default visibility was set to hidden. The
limitation was mainly due to a custom utility used to assign unique, sequential
identifiers with different types.<br/>
Fortunately, nowadays using `EnTT` across boundaries is much easier.
## Smooth until proven otherwise
Many classes in `EnTT` make extensive use of type erasure for their purposes.
This isn't a problem on itself (in fact, it's the basis of an API so convenient
to use). However, a way is needed to recognize the objects whose type has been
erased on the other side of a boundary.<br/>
The `type_hash` class template is how identifiers are generated and thus made
available to the rest of the library. In general, this class doesn't arouse much
interest. The only exception is when a conflict between identifiers occurs
(definitely uncommon though) or when the default solution proposed by `EnTT`
isn't suitable for the user's purposes.<br/>
The section dedicated to `type_info` contains all the details to get around the
issue in a concise and elegant way. Please refer to the specific documentation.
When working with linked libraries, compile definitions `ENTT_API_EXPORT` and
`ENTT_API_IMPORT` can be used where there is a need to import or export symbols,
so as to make everything work nicely across boundaries.<br/>
On the other hand, everything should run smoothly when working with plugins or
shared libraries that don't export any symbols.
For anyone who needs more details, the test suite contains multiple examples
covering the most common cases (see the `lib` directory for all details).<br/>
It goes without saying that it's impossible to cover **all** possible cases.
However, what is offered should hopefully serve as a basis for all of them.
## Meta context
The runtime reflection system deserves a special mention when it comes to using
it across boundaries.<br/>
Since it's linked already to a static context to which the elements are attached
and different contexts don't relate to each other, they must be _shared_ to
allow the use of meta types across boundaries.
Fortunately, sharing a context is also trivial to do. First of all, the local
one is acquired in the main space:
```cpp
auto handle = entt::locator<entt::meta_ctx>::handle();
```
Then, it's passed to the receiving space that sets it as its default context,
thus discarding or storing aside the local one:
```cpp
entt::locator<entt::meta_ctx>::reset(handle);
```
From now on, both spaces refer to the same context and on it are attached all
new meta types, no matter where they are created.<br/>
Note that resetting the main context doesn't also propagate changes across
boundaries. In other words, resetting a context results in the decoupling of the
two sides and therefore a divergence in the contents.
## Memory Management
There is another subtle problem due to memory management that can lead to
headaches.<br/>
It can occur where there are pools of objects (such as components or events)
dynamically created on demand. This is usually not a problem when working with
linked libraries that rely on the same dynamic runtime. However, it can occur in
the case of plugins or statically linked runtimes.
As an example, imagine creating an instance of `registry` in the main executable
and sharing it with a plugin. If the latter starts working with a component that
is unknown to the former, a dedicated pool is created within the registry on
first use.<br/>
As one can guess, this pool is instantiated on a different side of the boundary
from the `registry`. Therefore, the instance is now managing memory from
different spaces and this can quickly lead to crashes if not properly addressed.
To overcome the risk, it's recommended to use well-defined interfaces that make
fundamental types pass through the boundaries, isolating the instances of the
`EnTT` classes from time to time and as appropriate.<br/>
Refer to the test suite for some examples, read the documentation available
online about this type of issues or consult someone who has already had such
experiences to avoid problems.

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# EnTT in Action
`EnTT` is widely used in private and commercial applications. I cannot even
mention most of them because of some signatures I put on some documents time
ago. Fortunately, there are also people who took the time to implement open
source projects based on `EnTT` and didn't hold back when it came to documenting
them.
Below an incomplete list of games, applications and articles that can be used as
a reference. Where I put the word _apparently_ means that the use of `EnTT` is
documented but the authors didn't make explicit announcements or contacted me
directly.
I hope this list can grow much more in the future:
* Games:
* [Minecraft](https://minecraft.net/en-us/attribution/) by
[Mojang](https://mojang.com/): of course, **that** Minecraft, see the
open source attributions page for more details.
* [Minecraft Earth](https://www.minecraft.net/en-us/about-earth) by
[Mojang](https://mojang.com/): an augmented reality game for mobile, that
lets users bring Minecraft into the real world.
* [Ember Sword](https://embersword.com/): a modern Free-to-Play MMORPG with a
player-driven economy, a classless combat system, and scarce, tradable
cosmetic collectibles.
* Apparently [Diablo II: Resurrected](https://diablo2.blizzard.com/) by
[Blizzard](https://www.blizzard.com/): monsters, heroes, items, spells, all
resurrected. Thanks unknown insider.
* [Apparently](https://www.youtube.com/watch?v=P8xvOA3ikrQ&t=1105s)
[Call of Duty: Vanguard](https://www.callofduty.com/vanguard) by
[Sledgehammer Games](https://www.sledgehammergames.com/): I can neither
confirm nor deny but there is a license I know in the credits.
* Apparently [D&D Dark Alliance](https://darkalliance.wizards.com) by
[Wizards of the Coast](https://company.wizards.com): your party, their
funeral.
* [TiltedOnline](https://github.com/tiltedphoques/TiltedOnline) by
[Tilted Phoques](https://github.com/tiltedphoques): Skyrim and Fallout 4 mod
to play online.
* [Antkeeper](https://github.com/antkeeper/antkeeper-source): an ant colony
simulation [game](https://antkeeper.com/).
* [Openblack](https://github.com/openblack/openblack): open source
reimplementation of the game _Black & White_ (2001).
* [Land of the Rair](https://github.com/LandOfTheRair/core2): the new backend
of [a retro-style MUD](https://rair.land/) for the new age.
* [Face Smash](https://play.google.com/store/apps/details?id=com.gamee.facesmash):
a game to play with your face.
* [EnTT Pacman](https://github.com/Kerndog73/EnTT-Pacman): an example of how
to make Pacman with `EnTT`.
* [Wacman](https://github.com/carlfindahl/wacman): a pacman clone with OpenGL.
* [Classic Tower Defence](https://github.com/kerndog73/Classic-Tower-Defence):
a tiny little tower defence game featuring a homemade font.
[Check it out](https://indi-kernick.itch.io/classic-tower-defence).
* [The Machine](https://github.com/Kerndog73/The-Machine): a box pushing
puzzler with logic gates and other cool stuff.
[Check it out](https://indi-kernick.itch.io/the-machine-web-version).
* [EnTTPong](https://github.com/DomRe/EnttPong): a basic game made to showcase
different parts of `EnTT` and C++17.
* [Randballs](https://github.com/gale93/randballs): simple `SFML` and `EnTT`
playground.
* [EnTT Tower Defense](https://github.com/Daivuk/tddod): a data oriented tower
defense example.
* [EnTT Breakout](https://github.com/vblanco20-1/entt-breakout): simple
example of a breakout game, using `SDL` and `EnTT`.
* [Arcade puzzle game with EnTT](https://github.com/MasonRG/ArcadePuzzleGame):
arcade puzzle game made in C++ using the `SDL2` and `EnTT` libraries.
* [Snake with EnTT](https://github.com/MasonRG/SnakeGame): simple snake game
made in C++ with the `SDL2` and `EnTT` libraries.
* [Mirrors lasers and robots](https://github.com/guillaume-haerinck/imac-tower-defense):
a small tower defense game based on mirror orientation.
* [PopHead](https://github.com/SPC-Some-Polish-Coders/PopHead/): 2D, Zombie,
RPG game made from scratch in C++.
* [Robotligan](https://github.com/Trisslotten/robotligan): multiplayer
football game.
* [DungeonSlayer](https://github.com/alohaeee/DungeonSlayer): 2D game made
from scratch in C++.
* [3DGame](https://github.com/kwarkGorny/3DGame): 2.5D top-down space shooter.
* [Pulcher](https://github.com/AODQ/pulcher): 2D cross-platform game inspired
by Quake.
* [Destroid](https://github.com/tyrannicaltoucan/destroid): _one-bazillionth_
arcade game about shooting dirty rocks in space, inspired by Asteroids.
* [Wanderer](https://github.com/albin-johansson/wanderer): a 2D exploration
based indie game.
* [Spelunky<EFBFBD> Classic remake](https://github.com/dbeef/spelunky-psp): a truly
multiplatform experience with a rewrite from scratch.
* [CubbyTower](https://github.com/utilForever/CubbyTower): a simple tower
defense game using C++ with Entity Component System (ECS).
* [Runeterra](https://github.com/utilForever/Runeterra): Legends of Runeterra
simulator using C++ with some reinforcement learning.
* [Black Sun](https://store.steampowered.com/app/1670930/Black_Sun/): fly your
space ship through a large 2D open world.
* [PokeMaster](https://github.com/utilForever/PokeMaster): Pokemon Battle
simulator using C++ with some reinforcement learning.
* [HomeHearth](https://youtu.be/GrEWl8npL9Y): choose your hero, protect the
town, before it's too late.
* [City Builder Game](https://github.com/PhiGei2000/CityBuilderGame): a simple
city-building game using C++ and OpenGL.
* [BattleSub](https://github.com/bfeldpw/battlesub): two player 2D submarine
game with some fluid dynamics.
* [Crimson Rush](https://github.com/WilKam01/LuaCGame): a dungeon-crawler and
rougelike inspired game about exploring and surviving as long as possible.
* [Space Fight](https://github.com/cholushkin/SpaceFight): one screen
multi-player arcade shooter game prototype.
* [Confetti Party](https://github.com/hexerei/entt-confetti): C++ sample
application as a starting point using `EnTT` and `SDL2`.
* Engines and the like:
* [Aether Engine](https://hadean.com/spatial-simulation/)
[v1.1+](https://docs.hadean.com/v1.1/Licenses/) by
[Hadean](https://hadean.com/): a library designed for spatially partitioning
agent-based simulations.
* [Fling Engine](https://github.com/flingengine/FlingEngine): a Vulkan game
engine with a focus on data oriented design.
* [NovusCore](https://github.com/novuscore/NovusCore): a modern take on World
of Warcraft emulation.
* [Chrysalis](https://github.com/ivanhawkes/Chrysalis): action RPG SDK for
CRYENGINE games.
* [LM-Engine](https://github.com/Lawrencemm/LM-Engine): the Vim of game
engines.
* [Edyn](https://github.com/xissburg/edyn): a real-time physics engine
organized as an ECS.
* [MushMachine](https://github.com/MadeOfJelly/MushMachine): engine...
vrooooommm.
* [Antara Gaming SDK](https://github.com/KomodoPlatform/antara-gaming-sdk):
the Komodo Gaming Software Development Kit.
* [XVP](https://ravingbots.com/xvp-expansive-vehicle-physics-for-unreal-engine/):
[_eXpansive Vehicle Physics_](https://github.com/raving-bots/xvp/wiki/Plugin-integration-guide)
plugin for Unreal Engine.
* [Apparently](https://teamwisp.github.io/credits/)
[Wisp](https://teamwisp.github.io/product/) by
[Team Wisp](https://teamwisp.github.io/): an advanced real-time ray tracing
renderer built for the demands of video game artists.
* [shiva](https://github.com/Milerius/shiva): modern C++ engine with
modularity.
* [ImGui/EnTT editor](https://github.com/Green-Sky/imgui_entt_entity_editor):
a drop-in, single-file entity editor for `EnTT` that uses `ImGui` as
graphical backend (with
[demo code](https://github.com/Green-Sky/imgui_entt_entity_editor_demo)).
* [SgOgl](https://github.com/stwe/SgOgl): a game engine library for OpenGL
developed for educational purposes.
* [Lumos](https://github.com/jmorton06/Lumos): game engine written in C++
using OpenGL and Vulkan.
* [Silvanus](https://github.com/hobbyistmaker/silvanus): Silvanus Fusion 360
Box Generator.
* [Lina Engine](https://github.com/inanevin/LinaEngine): an open-source,
modular, tiny and fast C++ game engine, aimed to develop 3D desktop games.
* [Spike](https://github.com/FahimFuad/Spike): a powerful game engine which
can run on a toaster.
* [Helena Framework](https://github.com/NIKEA-SOFT/HelenaFramework): a modern
framework in C++17 for backend development.
* [Unity/EnTT](https://github.com/TongTungGiang/unity-entt): tech demo of a
native simulation layer using `EnTT` and `Unity` as a rendering engine.
* [OverEngine](https://github.com/OverShifted/OverEngine): an over-engineered
game engine.
* [Electro](https://github.com/Electro-Technologies/Electro): high performance
3D game engine with a high emphasis on rendering.
* [Kawaii](https://github.com/Mathieu-Lala/Kawaii_Engine): a modern data
oriented game engine.
* [Becketron](https://github.com/Doctor-Foxling/Becketron): a game engine
written mostly in C++.
* [Spatial Engine](https://github.com/luizgabriel/Spatial.Engine): a
cross-platform engine created on top of google's filament rendering engine.
* [Kaguya](https://github.com/KaiH0717/Kaguya): D3D12 Rendering Engine.
* [OpenAWE](https://github.com/OpenAWE-Project/OpenAWE): open implementation
of the Alan Wake Engine.
* [Nazara Engine](https://github.com/DigitalPulseSoftware/NazaraEngine): fast,
cross-platform, object-oriented API to help in daily developer life.
* [Billy Engine](https://github.com/billy4479/BillyEngine): some kind of a 2D
engine based on `SDL2` and `EnTT`.
* [Ducktape](https://github.com/DucktapeEngine/Ducktape): an open source C++
2D & 3D game engine that focuses on being fast and powerful.
* Articles, videos and blog posts:
* [Some posts](https://skypjack.github.io/tags/#entt) on my personal
[blog](https://skypjack.github.io/) are about `EnTT`, for those who want to
know **more** on this project.
* [Game Engine series](https://www.youtube.com/c/TheChernoProject/videos) by
[The Cherno](https://github.com/TheCherno) (not only about `EnTT` but also
on the use of an ECS in general):
- [Intro to EnTT](https://www.youtube.com/watch?v=D4hz0wEB978).
- [Entities and Components](https://www.youtube.com/watch?v=-B1iu4QJTUc).
- [The ENTITY Class](https://www.youtube.com/watch?v=GfSzeAcsBb0).
- [Camera Systems](https://www.youtube.com/watch?v=ubZn7BlrnTU).
- [Scene Camera](https://www.youtube.com/watch?v=UKVFRRufKzo).
- [Native Scripting](https://www.youtube.com/watch?v=iIUhg88MK5M).
- [Native Scripting (now with virtual functions!)](https://www.youtube.com/watch?v=1cHEcrIn8IQ).
- [Scene Hierarchy Panel](https://www.youtube.com/watch?v=wziDnE8guvI).
- [Properties Panel](https://www.youtube.com/watch?v=NBpB0qscF3E).
- [Camera Component UI](https://www.youtube.com/watch?v=RIMt_6agUiU).
- [Drawing Component UI](https://www.youtube.com/watch?v=u3yq8s3KuSE).
- [Transform Component UI](https://www.youtube.com/watch?v=8JqcXYbzPJc).
- [Adding/Removing Entities and Components UI](https://www.youtube.com/watch?v=PsyGmsIgp9M).
- [Saving and Loading Scenes](https://www.youtube.com/watch?v=IEiOP7Y-Mbc).
- ... And so on.
[Check out](https://www.youtube.com/channel/UCQ-W1KE9EYfdxhL6S4twUNw) the
_Game Engine Series_ by The Cherno for more videos.
* [Space Battle: Huge edition](http://victor.madtriangles.com/code%20experiment/2018/06/11/post-ecs-battle-huge.html):
huge space battle built entirely from scratch.
* [Space Battle](https://github.com/vblanco20-1/ECS_SpaceBattle): huge space
battle built on `UE4`.
* [Experimenting with ECS in UE4](http://victor.madtriangles.com/code%20experiment/2018/03/25/post-ue4-ecs-battle.html):
interesting article about `UE4` and `EnTT`.
* [Implementing ECS architecture in UE4](https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1449913-implementing-ecs-architecture-in-ue4-giant-space-battle):
giant space battle.
* [Conan Adventures (SFML and EnTT in C++)](https://leinnan.github.io/blog/conan-adventuressfml-and-entt-in-c.html):
create projects in modern C++ using `SFML`, `EnTT`, `Conan` and `CMake`.
* [Adding EnTT ECS to Chrysalis](https://www.tauradius.com/post/adding-an-ecs-to-chrysalis/):
a blog entry (and its
[follow-up](https://www.tauradius.com/post/chrysalis-update-2020-08-02/))
about the integration of `EnTT` into `Chrysalis`, an action RPG SDK for
CRYENGINE games.
* [Creating Minecraft in One Week with C++ and Vulkan](https://vazgriz.com/189/creating-minecraft-in-one-week-with-c-and-vulkan/):
a crack at recreating Minecraft in one week using a custom C++ engine and
Vulkan ([code included](https://github.com/vazgriz/VoxelGame)).
* [Ability Creator](https://www.erichildebrand.net/blog/ability-creator-project-retrospect):
project retrospect by [Eric Hildebrand](https://www.erichildebrand.net/).
* [EnTT Entity Component System Gaming Library](https://gamefromscratch.com/entt-entity-component-system-gaming-library/):
`EnTT` on GameFromScratch.com.
* [Custom C++ server for UE5](https://youtu.be/fbXZVNCOvjM) optimized for
MMO(RPG)s and its [follow-up](https://youtu.be/yGlZeopx2hU) episode about
player bots and full external ECS: a series definitely worth looking at.
* Any Other Business:
* [ArcGIS Runtime SDKs](https://developers.arcgis.com/arcgis-runtime/) by
[Esri](https://www.esri.com/): they use `EnTT` for the internal ECS and the
cross platform C++ rendering engine. The SDKs are utilized by a lot of
enterprise custom apps, as well as by Esri for its own public applications
such as
[Explorer](https://play.google.com/store/apps/details?id=com.esri.explorer),
[Collector](https://play.google.com/store/apps/details?id=com.esri.arcgis.collector)
and
[Navigator](https://play.google.com/store/apps/details?id=com.esri.navigator).
* [FASTSUITE Edition 2](https://www.fastsuite.com/en_EN/fastsuite/fastsuite-edition-2.html)
by [Cenit](http://www.cenit.com/en_EN/about-us/overview.html): they use
`EnTT` to drive their simulation, that is, the communication between robot
controller emulator and renderer.
* [Ragdoll](https://ragdolldynamics.com/): real-time physics for Autodesk Maya
2020.
* [Project Lagrange](https://github.com/adobe/lagrange): a robust geometry
processing library by [Adobe](https://github.com/adobe).
* [AtomicDEX](https://github.com/KomodoPlatform/atomicDEX-Desktop): a secure
wallet and non-custodial decentralized exchange rolled into one application.
* [Apparently](https://www.linkedin.com/in/skypjack/)
[NIO](https://www.nio.io/): there was a collaboration to make some changes
to `EnTT`, at the time used for internal projects.
* [Apparently](https://www.linkedin.com/jobs/view/architekt-c%2B%2B-at-tieto-1219512333/)
[Tieto](https://www.tieto.com/): they published a job post where `EnTT` was
listed on their software stack.
* [Sequentity](https://github.com/alanjfs/sequentity): A MIDI-like
sequencer/tracker for C++ and `ImGui` (with `Magnum` and `EnTT`).
* [EnTT meets Sol2](https://github.com/skaarj1989/entt-meets-sol2): freely
available examples of how to combine `EnTT` and `Sol2`.
* [Godot meets EnTT](https://github.com/portaloffreedom/godot_entt_example/):
a simple example on how to use `EnTT` within
[`Godot`](https://godotengine.org/).
* [Godot and GameNetworkingSockets meet EnTT](https://github.com/portaloffreedom/godot_entt_net_example):
a simple example on how to use `EnTT` and
[`GameNetworkingSockets`](https://github.com/ValveSoftware/GameNetworkingSockets)
within [`Godot`](https://godotengine.org/).
* [MatchOneEntt](https://github.com/mhaemmerle/MatchOneEntt): port of
[Match One](https://github.com/sschmid/Match-One) for `Entitas-CSharp`.
* GitHub contains also
[many other examples](https://github.com/search?o=desc&q=%22skypjack%2Fentt%22&s=indexed&type=Code)
of use of `EnTT` from which to take inspiration if interested.
If you know of other resources out there that are about `EnTT`, feel free to
open an issue or a PR and I'll be glad to add them to this page.

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# Crash Course: service locator
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# Table of Contents
* [Introduction](#introduction)
* [Service locator](#service-locator)
* [Opaque handles](#opaque-handles)
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# Introduction
Usually, service locators are tightly bound to the services they expose and it's
hard to define a general purpose solution.<br/>
This tiny class tries to fill the gap and gets rid of the burden of defining a
different specific locator for each application.
# Service locator
The service locator API tries to mimic that of `std::optional` and adds some
extra functionalities on top of it such as allocator support.<br/>
There are a couple of functions to set up a service, namely `emplace` and
`allocate_emplace`:
```cpp
entt::locator<interface>::emplace<service>(argument);
entt::locator<interface>::allocate_emplace<service>(allocator, argument);
```
The difference is that the latter expects an allocator as the first argument and
uses it to allocate the service itself.<br/>
Once a service is set up, it's retrieved using the `value` function:
```cpp
interface &service = entt::locator<interface>::value();
```
Since the service may not be set (and therefore this function may result in an
undefined behavior), the `has_value` and `value_or` functions are also available
to test a service locator and to get a fallback service in case there is none:
```cpp
if(entt::locator<interface>::has_value()) {
// ...
}
interface &service = entt::locator<interface>::value_or<fallback_impl>(argument);
```
All arguments are used only if necessary, that is, if a service doesn't already
exist and therefore the fallback service is constructed and returned. In all
other cases, they are discarded.<br/>
Finally, to reset a service, use the `reset` function.
## Opaque handles
Sometimes it's useful to _transfer_ a copy of a service to another locator. For
example, when working across boundaries it's common to _share_ a service with a
dynamically loaded module.<br/>
Options aren't much in this case. Among these is the possibility of _exporting_
services and assigning them to a different locator.
This is what the `handle` and `reset` functions are meant for.<br/>
The former returns an opaque object useful for _exporting_ (or rather, obtaining
a reference to) a service. The latter also accepts an optional argument to a
handle which then allows users to reset a service by initializing it with an
opaque handle:
```cpp
auto handle = entt::locator<interface>::handle();
entt::locator<interface>::reset(handle);
```
It's worth noting that it's possible to get handles for uninitialized services
and use them with other locators. Of course, all a user will get is to have an
uninitialized service elsewhere as well.
Note that exporting a service allows users to _share_ the object currently set
in a locator. Replacing it won't replace the element even where a service has
been configured with a handle to the previous item.<br/>
In other words, if an audio service is replaced with a null object to silence an
application and the original service was shared, this operation won't propagate
to the other locators. Therefore, a module that share the ownership of the
original audio service is still able to emit sounds.

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# Crash Course: poly
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# Table of Contents
* [Introduction](#introduction)
* [Other libraries](#other-libraries)
* [Concept and implementation](#concept-and-implementation)
* [Deduced interface](#deduced-interface)
* [Defined interface](#defined-interface)
* [Fulfill a concept](#fulfill-a-concept)
* [Inheritance](#inheritance)
* [Static polymorphism in the wild](#static-polymorphism-in-the-wild)
* [Storage size and alignment requirement](#storage-size-and-alignment-requirement)
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# Introduction
Static polymorphism is a very powerful tool in C++, albeit sometimes cumbersome
to obtain.<br/>
This module aims to make it simple and easy to use.
The library allows to define _concepts_ as interfaces to fulfill with concrete
classes without having to inherit from a common base.<br/>
This is, among others, one of the advantages of static polymorphism in general
and of a generic wrapper like that offered by the `poly` class template in
particular.<br/>
What users get is an object that can be passed around as such and not through a
reference or a pointer, as happens when it comes to working with dynamic
polymorphism.
Since the `poly` class template makes use of `entt::any` internally, it also
supports most of its feature. Among the most important, the possibility to
create aliases to existing and thus unmanaged objects. This allows users to
exploit the static polymorphism while maintaining ownership of objects.<br/>
Likewise, the `poly` class template also benefits from the small buffer
optimization offered by the `entt::any` class and therefore minimizes the number
of allocations, avoiding them altogether where possible.
## Other libraries
There are some very interesting libraries regarding static polymorphism.<br/>
Among all, the two that I prefer are:
* [`dyno`](https://github.com/ldionne/dyno): runtime polymorphism done right.
* [`Poly`](https://github.com/facebook/folly/blob/master/folly/docs/Poly.md):
a class template that makes it easy to define a type-erasing polymorphic
object wrapper.
The former is admittedly an experimental library, with many interesting ideas.
I've some doubts about the usefulness of some feature in real world projects,
but perhaps my lack of experience comes into play here. In my opinion, its only
flaw is the API which I find slightly more cumbersome than other solutions.<br/>
The latter was undoubtedly a source of inspiration for this module, although I
opted for different choices in the implementation of both the final API and some
feature.
Either way, the authors are gurus of the C++ community, people I only have to
learn from.
# Concept and implementation
The first thing to do to create a _type-erasing polymorphic object wrapper_ (to
use the terminology introduced by Eric Niebler) is to define a _concept_ that
types will have to adhere to.<br/>
For this purpose, the library offers a single class that supports both deduced
and fully defined interfaces. Although having interfaces deduced automatically
is convenient and allows users to write less code in most cases, this has some
limitations and it's therefore useful to be able to get around the deduction by
providing a custom definition for the static virtual table.
Once the interface is defined, it will be sufficient to provide a generic
implementation to fulfill the concept.<br/>
Also in this case, the library allows customizations based on types or families
of types, so as to be able to go beyond the generic case where necessary.
## Deduced interface
This is how a concept with a deduced interface is introduced:
```cpp
struct Drawable: entt::type_list<> {
template<typename Base>
struct type: Base {
void draw() { this->template invoke<0>(*this); }
};
// ...
};
```
It's recognizable by the fact that it inherits from an empty type list.<br/>
Functions can also be const, accept any number of parameters and return a type
other than `void`:
```cpp
struct Drawable: entt::type_list<> {
template<typename Base>
struct type: Base {
bool draw(int pt) const { return this->template invoke<0>(*this, pt); }
};
// ...
};
```
In this case, all parameters must be passed to `invoke` after the reference to
`this` and the return value is whatever the internal call returns.<br/>
As for `invoke`, this is a name that is injected into the _concept_ through
`Base`, from which one must necessarily inherit. Since it's also a dependent
name, the `this-> template` form is unfortunately necessary due to the rules of
the language. However, there exists also an alternative that goes through an
external call:
```cpp
struct Drawable: entt::type_list<> {
template<typename Base>
struct type: Base {
void draw() const { entt::poly_call<0>(*this); }
};
// ...
};
```
Once the _concept_ is defined, users must provide a generic implementation of it
in order to tell the system how any type can satisfy its requirements. This is
done via an alias template within the concept itself.<br/>
The index passed as a template parameter to either `invoke` or `poly_call`
refers to how this alias is defined.
## Defined interface
A fully defined concept is no different to one for which the interface is
deduced, with the only difference that the list of types is not empty this time:
```cpp
struct Drawable: entt::type_list<void()> {
template<typename Base>
struct type: Base {
void draw() { entt::poly_call<0>(*this); }
};
// ...
};
```
Again, parameters and return values other than `void` are allowed. Also, the
function type must be const when the method to bind to it is const:
```cpp
struct Drawable: entt::type_list<bool(int) const> {
template<typename Base>
struct type: Base {
bool draw(int pt) const { return entt::poly_call<0>(*this, pt); }
};
// ...
};
```
Why should a user fully define a concept if the function types are the same as
the deduced ones?<br>
Because, in fact, this is exactly the limitation that can be worked around by
manually defining the static virtual table.
When things are deduced, there is an implicit constraint.<br/>
If the concept exposes a member function called `draw` with function type
`void()`, a concept can be satisfied:
* Either by a class that exposes a member function with the same name and the
same signature.
* Or through a lambda that makes use of existing member functions from the
interface itself.
In other words, it's not possible to make use of functions not belonging to the
interface, even if they are present in the types that fulfill the concept.<br/>
Similarly, it's not possible to deduce a function in the static virtual table
with a function type different from that of the associated member function in
the interface itself.
Explicitly defining a static virtual table suppresses the deduction step and
allows maximum flexibility when providing the implementation for a concept.
## Fulfill a concept
The `impl` alias template of a concept is used to define how it's fulfilled:
```cpp
struct Drawable: entt::type_list<> {
// ...
template<typename Type>
using impl = entt::value_list<&Type::draw>;
};
```
In this case, it's stated that the `draw` method of a generic type will be
enough to satisfy the requirements of the `Drawable` concept.<br/>
Both member functions and free functions are supported to fulfill concepts:
```cpp
template<typename Type>
void print(Type &self) { self.print(); }
struct Drawable: entt::type_list<void()> {
// ...
template<typename Type>
using impl = entt::value_list<&print<Type>>;
};
```
Likewise, as long as the parameter types and return type support conversions to
and from those of the function type referenced in the static virtual table, the
actual implementation may differ in its function type since it's erased
internally.<br/>
Moreover, the `self` parameter isn't strictly required by the system and can be
left out for free functions if not required.
Refer to the inline documentation for more details.
# Inheritance
_Concept inheritance_ is straightforward due to how poly looks like in `EnTT`.
Therefore, it's quite easy to build hierarchies of concepts if necessary.<br/>
The only constraint is that all concepts in a hierarchy must belong to the same
_family_, that is, they must be either all deduced or all defined.
For a deduced concept, inheritance is achieved in a few steps:
```cpp
struct DrawableAndErasable: entt::type_list<> {
template<typename Base>
struct type: typename Drawable::template type<Base> {
static constexpr auto base = std::tuple_size_v<typename entt::poly_vtable<Drawable>::type>;
void erase() { entt::poly_call<base + 0>(*this); }
};
template<typename Type>
using impl = entt::value_list_cat_t<
typename Drawable::impl<Type>,
entt::value_list<&Type::erase>
>;
};
```
The static virtual table is empty and must remain so.<br/>
On the other hand, `type` no longer inherits from `Base` and instead forwards
its template parameter to the type exposed by the _base class_. Internally, the
size of the static virtual table of the base class is used as an offset for the
local indexes.<br/>
Finally, by means of the `value_list_cat_t` utility, the implementation consists
in appending the new functions to the previous list.
As for a defined concept instead, also the list of types must be extended, in a
similar way to what is shown for the implementation of the above concept.<br/>
To do this, it's useful to declare a function that allows to convert a _concept_
into its underlying `type_list` object:
```cpp
template<typename... Type>
entt::type_list<Type...> as_type_list(const entt::type_list<Type...> &);
```
The definition isn't strictly required, since the function will only be used
through a `decltype` as it follows:
```cpp
struct DrawableAndErasable: entt::type_list_cat_t<
decltype(as_type_list(std::declval<Drawable>())),
entt::type_list<void()>
> {
// ...
};
```
Similar to above, `type_list_cat_t` is used to concatenate the underlying static
virtual table with the new function types.<br/>
Everything else is the same as already shown instead.
# Static polymorphism in the wild
Once the _concept_ and implementation have been introduced, it will be possible
to use the `poly` class template to contain instances that meet the
requirements:
```cpp
using drawable = entt::poly<Drawable>;
struct circle {
void draw() { /* ... */ }
};
struct square {
void draw() { /* ... */ }
};
// ...
drawable instance{circle{}};
instance->draw();
instance = square{};
instance->draw();
```
The `poly` class template offers a wide range of constructors, from the default
one (which will return an uninitialized `poly` object) to the copy and move
constructors, as well as the ability to create objects in-place.<br/>
Among others, there is also a constructor that allows users to wrap unmanaged
objects in a `poly` instance (either const or non-const ones):
```cpp
circle shape;
drawable instance{std::in_place_type<circle &>, shape};
```
Similarly, it's possible to create non-owning copies of `poly` from an existing
object:
```cpp
drawable other = instance.as_ref();
```
In both cases, although the interface of the `poly` object doesn't change, it
won't construct any element or take care of destroying the referenced objects.
Note also how the underlying concept is accessed via a call to `operator->` and
not directly as `instance.draw()`.<br/>
This allows users to decouple the API of the wrapper from that of the concept.
Therefore, where `instance.data()` will invoke the `data` member function of the
poly object, `instance->data()` will map directly to the functionality exposed
by the underlying concept.
# Storage size and alignment requirement
Under the hood, the `poly` class template makes use of `entt::any`. Therefore,
it can take advantage of the possibility of defining at compile-time the size of
the storage suitable for the small buffer optimization as well as the alignment
requirements:
```cpp
entt::basic_poly<Drawable, sizeof(double[4]), alignof(double[4])>
```
The default size is `sizeof(double[2])`, which seems like a good compromise
between a buffer that is too large and one unable to hold anything larger than
an integer. The alignment requirement is optional instead and by default such
that it's the most stringent (the largest) for any object whose size is at most
equal to the one provided.<br/>
It's worth noting that providing a size of 0 (which is an accepted value in all
respects) will force the system to dynamically allocate the contained objects in
all cases.

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# Crash Course: cooperative scheduler
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# Table of Contents
* [Introduction](#introduction)
* [The process](#the-process)
* [Adaptor](#adaptor)
* [The scheduler](#the-scheduler)
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# Introduction
Sometimes processes are a useful tool to work around the strict definition of a
system and introduce logic in a different way, usually without resorting to the
introduction of other components.
`EnTT` offers a minimal support to this paradigm by introducing a few classes
that users can use to define and execute cooperative processes.
# The process
A typical process must inherit from the `process` class template that stays true
to the CRTP idiom. Moreover, derived classes must specify what's the intended
type for elapsed times.
A process should expose publicly the following member functions whether needed
(note that it isn't required to define a function unless the derived class wants
to _override_ the default behavior):
* `void update(Delta, void *);`
It's invoked once per tick until a process is explicitly aborted or it
terminates either with or without errors. Even though it's not mandatory to
declare this member function, as a rule of thumb each process should at
least define it to work properly. The `void *` parameter is an opaque pointer
to user data (if any) forwarded directly to the process during an update.
* `void init();`
It's invoked when the process joins the running queue of a scheduler. This
happens as soon as it's attached to the scheduler if the process is a top
level one, otherwise when it replaces its parent if the process is a
continuation.
* `void succeeded();`
It's invoked in case of success, immediately after an update and during the
same tick.
* `void failed();`
It's invoked in case of errors, immediately after an update and during the
same tick.
* `void aborted();`
It's invoked only if a process is explicitly aborted. There is no guarantee
that it executes in the same tick, this depends solely on whether the
process is aborted immediately or not.
Derived classes can also change the internal state of a process by invoking
`succeed` and `fail`, as well as `pause` and `unpause` the process itself. All
these are protected member functions made available to be able to manage the
life cycle of a process from a derived class.
Here is a minimal example for the sake of curiosity:
```cpp
struct my_process: entt::process<my_process, std::uint32_t> {
using delta_type = std::uint32_t;
my_process(delta_type delay)
: remaining{delay}
{}
void update(delta_type delta, void *) {
remaining -= std::min(remaining, delta);
// ...
if(!remaining) {
succeed();
}
}
private:
delta_type remaining;
};
```
## Adaptor
Lambdas and functors can't be used directly with a scheduler for they are not
properly defined processes with managed life cycles.<br/>
This class helps in filling the gap and turning lambdas and functors into
full-featured processes usable by a scheduler.
The function call operator has a signature similar to the one of the `update`
function of a process but for the fact that it receives two extra arguments to
call whenever a process is terminated with success or with an error:
```cpp
void(Delta delta, void *data, auto succeed, auto fail);
```
Parameters have the following meaning:
* `delta` is the elapsed time.
* `data` is an opaque pointer to user data if any, `nullptr` otherwise.
* `succeed` is a function to call when a process terminates with success.
* `fail` is a function to call when a process terminates with errors.
Both `succeed` and `fail` accept no parameters at all.
Note that usually users shouldn't worry about creating adaptors at all. A
scheduler creates them internally each and every time a lambda or a functor is
used as a process.
# The scheduler
A cooperative scheduler runs different processes and helps managing their life
cycles.
Each process is invoked once per tick. If it terminates, it's removed
automatically from the scheduler and it's never invoked again. Otherwise it's
a good candidate to run one more time the next tick.<br/>
A process can also have a child. In this case, the parent process is replaced
with its child when it terminates and only if it returns with success. In case
of errors, both the parent process and its child are discarded. This way, it's
easy to create chain of processes to run sequentially.
Using a scheduler is straightforward. To create it, users must provide only the
type for the elapsed times and no arguments at all:
```cpp
entt::scheduler<std::uint32_t> scheduler;
```
It has member functions to query its internal data structures, like `empty` or
`size`, as well as a `clear` utility to reset it to a clean state:
```cpp
// checks if there are processes still running
const auto empty = scheduler.empty();
// gets the number of processes still running
entt::scheduler<std::uint32_t>::size_type size = scheduler.size();
// resets the scheduler to its initial state and discards all the processes
scheduler.clear();
```
To attach a process to a scheduler there are mainly two ways:
* If the process inherits from the `process` class template, it's enough to
indicate its type and submit all the parameters required to construct it to
the `attach` member function:
```cpp
scheduler.attach<my_process>(1000u);
```
* Otherwise, in case of a lambda or a functor, it's enough to provide an
instance of the class to the `attach` member function:
```cpp
scheduler.attach([](auto...){ /* ... */ });
```
In both cases, the return value is an opaque object that offers a `then` member
function to use to create chains of processes to run sequentially.<br/>
As a minimal example of use:
```cpp
// schedules a task in the form of a lambda function
scheduler.attach([](auto delta, void *, auto succeed, auto fail) {
// ...
})
// appends a child in the form of another lambda function
.then([](auto delta, void *, auto succeed, auto fail) {
// ...
})
// appends a child in the form of a process class
.then<my_process>(1000u);
```
To update a scheduler and therefore all its processes, the `update` member
function is the way to go:
```cpp
// updates all the processes, no user data are provided
scheduler.update(delta);
// updates all the processes and provides them with custom data
scheduler.update(delta, &data);
```
In addition to these functions, the scheduler offers an `abort` member function
that can be used to discard all the running processes at once:
```cpp
// aborts all the processes abruptly ...
scheduler.abort(true);
// ... or gracefully during the next tick
scheduler.abort();
```

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# Similar projects
There are many projects similar to `EnTT`, both open source and not.<br/>
Some even borrowed some ideas from this library and expressed them in different
languages.<br/>
Others developed different architectures from scratch and therefore offer
alternative solutions with their pros and cons.
Below an incomplete list of those that I've come across so far.<br/>
If some terms or designs aren't clear, I recommend referring to the
[_ECS Back and Forth_](https://skypjack.github.io/tags/#ecs) series for all the
details.
I hope this list can grow much more in the future:
* C:
* [destral_ecs](https://github.com/roig/destral_ecs): a single-file ECS based
on sparse sets.
* [Diana](https://github.com/discoloda/Diana): an ECS that uses sparse sets to
keep track of entities in systems.
* [Flecs](https://github.com/SanderMertens/flecs): a multithreaded archetype
ECS based on semi-contiguous arrays rather than chunks.
* [lent](https://github.com/nem0/lent): the Donald Trump of the ECS libraries.
* C++:
* [decs](https://github.com/vblanco20-1/decs): a chunk based archetype ECS.
* [ecst](https://github.com/SuperV1234/ecst): a multithreaded compile-time
ECS that uses sparse sets to keep track of entities in systems.
* [EntityX](https://github.com/alecthomas/entityx): a bitset based ECS that
uses a single large matrix of components indexed with entities.
* [Gaia-ECS](https://github.com/richardbiely/gaia-ecs): a chunk based
archetype ECS.
* [Polypropylene](https://github.com/pmbittner/Polypropylene): a hybrid
solution between an ECS and dynamic mixins.
* C#
* [Entitas](https://github.com/sschmid/Entitas-CSharp): the ECS framework for
C# and Unity, where _reactive systems_ were invented.
* [LeoECS](https://github.com/Leopotam/ecs): simple lightweight C# Entity
Component System framework.
* [Svelto.ECS](https://github.com/sebas77/Svelto.ECS): a very interesting
platform agnostic and table based ECS framework.
* Go:
* [gecs](https://github.com/tutumagi/gecs): a sparse sets based ECS inspired
by `EnTT`.
* Javascript:
* [\@javelin/ecs](https://github.com/3mcd/javelin/tree/master/packages/ecs):
an archetype ECS in TypeScript.
* [ecsy](https://github.com/MozillaReality/ecsy): I haven't had the time to
investigate the underlying design of `ecsy` but it looks cool anyway.
* Perl:
* [Game::Entities](https://gitlab.com/jjatria/perl-game-entities): a simple
entity registry for ECS designs inspired by `EnTT`.
* Raku:
* [Game::Entities](https://gitlab.com/jjatria/raku-game-entities): a simple
entity registry for ECS designs inspired by `EnTT`.
* Rust:
* [Legion](https://github.com/TomGillen/legion): a chunk based archetype ECS.
* [Shipyard](https://github.com/leudz/shipyard): it borrows some ideas from
`EnTT` and offers a sparse sets based ECS with grouping functionalities.
* [Sparsey](https://github.com/LechintanTudor/sparsey): sparse set based ECS
written in Rust.
* [Specs](https://github.com/amethyst/specs): a parallel ECS based mainly on
hierarchical bitsets that allows different types of storage as needed.
* Zig
* [zig-ecs](https://github.com/prime31/zig-ecs): a _zig-ification_ of `EnTT`.
If you know of other resources out there that can be of interest for the reader,
feel free to open an issue or a PR and I'll be glad to add them to this page.

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# Crash Course: resource management
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# Table of Contents
* [Introduction](#introduction)
* [The resource, the loader and the cache](#the-resource-the-loader-and-the-cache)
* [Resource handle](#resource-handle)
* [Loaders](#loader)
* [The cache class](#the-cache)
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# Introduction
Resource management is usually one of the most critical parts of a game.
Solutions are often tuned to the particular application. There exist several
approaches and all of them are perfectly fine as long as they fit the
requirements of the piece of software in which they are used.<br/>
Examples are loading everything on start, loading on request, predictive
loading, and so on.
`EnTT` doesn't pretend to offer a _one-fits-all_ solution for the different
cases.<br/>
Instead, the library comes with a minimal, general purpose resource cache that
might be useful in many cases.
# The resource, the loader and the cache
Resource, loader and cache are the three main actors for the purpose.<br/>
The _resource_ is an image, an audio, a video or any other type:
```cpp
struct my_resource { const int value; };
```
The _loader_ is a callable type the aim of which is to load a specific resource:
```cpp
struct my_loader final {
using result_type = std::shared_ptr<my_resource>;
result_type operator()(int value) const {
// ...
return std::make_shared<my_resource>(value);
}
};
```
Its function operator can accept any arguments and should return a value of the
declared result type (`std::shared_ptr<my_resource>` in the example).<br/>
A loader can also overload its function call operator to make it possible to
construct the same or another resource from different lists of arguments.
Finally, a cache is a specialization of a class template tailored to a specific
resource and (optionally) a loader:
```cpp
using my_cache = entt::resource_cache<my_resource, my_loader>;
// ...
my_cache cache{};
```
The class is designed to create different caches for different resource types
and to manage each one independently in the most appropriate way.<br/>
As a (very) trivial example, audio tracks can survive in most of the scenes of
an application while meshes can be associated with a single scene only, then
discarded when a player leaves it.
## Resource handle
Resources aren't returned directly to the caller. Instead, they are wrapped in a
_resource handle_, an instance of the `entt::resource` class template.<br/>
For those who know the _flyweight design pattern_ already, that's exactly what
it is. To all others, this is the time to brush up on some notions instead.
A shared pointer could have been used as a resource handle. In fact, the default
implementation mostly maps the interface of its standard counterpart and only
adds a few things on top of it.<br/>
However, the handle in `EnTT` is designed as a standalone class template. This
is due to the fact that specializing a class in the standard library is often
undefined behavior while having the ability to specialize the handle for one,
more or all resource types could help over time.
## Loaders
A loader is responsible for _loading_ resources (quite obviously).<br/>
By default, it's just a callable object that forwards its arguments to the
resource itself. That is, a _passthrough type_. All the work is demanded to the
constructor(s) of the resource itself.<br/>
Loaders also are fully customizable as expected.
A custom loader is a class with at least one function call operator and a member
type named `result_type`.<br/>
The loader isn't required to return a resource handle. As long as `return_type`
is suitable for constructing a handle, that's fine.
When using the default handle, it expects a resource type which is convertible
to or suitable for constructing an `std::shared_ptr<Type>` (where `Type` is the
actual resource type).<br/>
In other terms, the loader should return shared pointers to the given resource
type. However, this isn't mandatory. Users can easily get around this constraint
by specializing both the handle and the loader.
A cache forwards all its arguments to the loader if required. This means that
loaders can also support tag dispatching to offer different loading policies:
```cpp
struct my_loader {
using result_type = std::shared_ptr<my_resource>;
struct from_disk_tag{};
struct from_network_tag{};
template<typename Args>
result_type operator()(from_disk_tag, Args&&... args) {
// ...
return std::make_shared<my_resource>(std::forward<Args>(args)...);
}
template<typename Args>
result_type operator()(from_network_tag, Args&&... args) {
// ...
return std::make_shared<my_resource>(std::forward<Args>(args)...);
}
}
```
This makes the whole loading logic quite flexible and easy to extend over time.
## The cache class
The cache is the class that is asked to _connect the dots_.<br/>
It loads the resources, stores them aside and returns handles as needed:
```cpp
entt::resource_cache<my_resource, my_loader> cache{};
```
Under the hood, a cache is nothing more than a map where the key value has type
`entt::id_type` while the mapped value is whatever type its loader returns.<br/>
For this reason, it offers most of the functionalities a user would expect from
a map, such as `empty` or `size` and so on. Similarly, it's an iterable type
that also supports indexing by resource id:
```cpp
for(auto [id, res]: cache) {
// ...
}
if(entt::resource<my_resource> res = cache["resource/id"_hs]; res) {
// ...
}
```
Please, refer to the inline documentation for all the details about the other
functions (such as `contains` or `erase`).
Set aside the part of the API that this class _shares_ with a map, it also adds
something on top of it in order to address the most common requirements of a
resource cache.<br/>
In particular, it doesn't have an `emplace` member function which is replaced by
`load` and `force_load` instead (where the former loads a new resource only if
not present while the second triggers a forced loading in any case):
```cpp
auto ret = cache.load("resource/id"_hs);
// true only if the resource was not already present
const bool loaded = ret.second;
// takes the resource handle pointed to by the returned iterator
entt::resource<my_resource> res = ret.first->second;
```
Note that the hashed string is used for convenience in the example above.<br/>
Resource identifiers are nothing more than integral values. Therefore, plain
numbers as well as non-class enum value are accepted.
It's worth mentioning that the iterators of a cache as well as its indexing
operators return resource handles rather than instances of the mapped type.<br/>
Since the cache has no control over the loader and a resource isn't required to
also be convertible to bool, these handles can be invalid. This usually means an
error in the user logic but it may also be an _expected_ event.<br/>
It's therefore recommended to verify handles validity with a check in debug (for
example, when loading) or an appropriate logic in retail.

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# Crash Course: events, signals and everything in between
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-->
# Table of Contents
* [Introduction](#introduction)
* [Delegate](#delegate)
* [Runtime arguments](#runtime-arguments)
* [Lambda support](#lambda-support)
* [Signals](#signals)
* [Event dispatcher](#event-dispatcher)
* [Named queues](#named-queues)
* [Event emitter](#event-emitter)
<!--
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# Introduction
Signals are more often than not a core part of games and software architectures
in general.<br/>
They help to decouple the various parts of a system while allowing them to
communicate with each other somehow.
The so called _modern C++_ comes with a tool that can be useful in this regard,
the `std::function`. As an example, it can be used to create delegates.<br/>
However, there is no guarantee that an `std::function` doesn't perform
allocations under the hood and this could be problematic sometimes. Furthermore,
it solves a problem but may not adapt well to other requirements that may arise
from time to time.
In case that the flexibility and power of an `std::function` isn't required or
if the price to pay for them is too high, `EnTT` offers a complete set of
lightweight classes to solve the same and many other problems.
# Delegate
A delegate can be used as a general purpose invoker with no memory overhead for
free functions and member functions provided along with an instance on which to
invoke them.<br/>
It doesn't claim to be a drop-in replacement for an `std::function`, so don't
expect to use it whenever an `std::function` fits well. That said, it's most
likely even a better fit than an `std::function` in a lot of cases, so expect to
use it quite a lot anyway.
The interface is trivial. It offers a default constructor to create empty
delegates:
```cpp
entt::delegate<int(int)> delegate{};
```
What is needed to create an instance is to specify the type of the function the
delegate _accepts_, that is the signature of the functions it models.<br/>
However, attempting to use an empty delegate by invoking its function call
operator results in undefined behavior or most likely a crash.
There exist a few overloads of the `connect` member function to initialize a
delegate:
```cpp
int f(int i) { return i; }
struct my_struct {
int f(const int &i) const { return i; }
};
// bind a free function to the delegate
delegate.connect<&f>();
// bind a member function to the delegate
my_struct instance;
delegate.connect<&my_struct::f>(instance);
```
The delegate class also accepts data members, if needed. In this case, the
function type of the delegate is such that the parameter list is empty and the
value of the data member is at least convertible to the return type.
Free functions having type equivalent to `void(T &, args...)` are accepted as
well. The first argument `T &` is considered a payload and the function will
receive it back every time it's invoked. In other terms, this works just fine
with the above definition:
```cpp
void g(const char &c, int i) { /* ... */ }
const char c = 'c';
delegate.connect<&g>(c);
delegate(42);
```
The function `g` is invoked with a reference to `c` and `42`. However, the
function type of the delegate is still `void(int)`. This is also the signature
of its function call operator.<br/>
Another interesting aspect of the delegate class is that it accepts functions
with a list of parameters that is shorter than that of its function type:
```cpp
void g() { /* ... */ }
delegate.connect<&g>();
delegate(42);
```
Where the function type of the delegate is `void(int)` as above. It goes without
saying that the extra arguments are silently discarded internally.<br/>
This is a nice-to-have feature in a lot of cases, as an example when the
`delegate` class is used as a building block of a signal-slot system.
To create and initialize a delegate at once, there are a few specialized
constructors. Because of the rules of the language, the listener is provided by
means of the `entt::connect_arg` variable template:
```cpp
entt::delegate<int(int)> func{entt::connect_arg<&f>};
```
Aside `connect`, a `disconnect` counterpart isn't provided. Instead, there
exists a `reset` member function to use to clear a delegate.<br/>
To know if a delegate is empty, it can be used explicitly in every conditional
statement:
```cpp
if(delegate) {
// ...
}
```
Finally, to invoke a delegate, the function call operator is the way to go as
already shown in the examples above:
```cpp
auto ret = delegate(42);
```
In all cases, listeners don't have to strictly follow the signature of the
delegate. As long as a listener can be invoked with the given arguments to yield
a result that is convertible to the given result type, everything works just
fine.
As a side note, members of classes may or may not be associated with instances.
If they are not, the first argument of the function type must be that of the
class on which the members operate and an instance of this class must obviously
be passed when invoking the delegate:
```cpp
entt::delegate<void(my_struct &, int)> delegate;
delegate.connect<&my_struct::f>();
my_struct instance;
delegate(instance, 42);
```
In this case, it's not possible to _deduce_ the function type since the first
argument doesn't necessarily have to be a reference (for example, it can be a
pointer, as well as a const reference).<br/>
Therefore, the function type must be declared explicitly for unbound members.
## Runtime arguments
The `delegate` class is meant to be used primarily with template arguments.
However, as a consequence of its design, it also offers minimal support for
runtime arguments.<br/>
When used like this, some features aren't supported though. In particular:
* Curried functions aren't accepted.
* Functions with an argument list that differs from that of the delegate aren't
supported.
* Return type and types of arguments **must** coincide with those of the
delegate and _being at least convertible_ isn't enough anymore.
Moreover, for a given function type `Ret(Args...)`, the signature of the
functions connected at runtime must necessarily be `Ret(const void *, Args...)`.
Runtime arguments can be passed both to the constructor of a delegate and to the
`connect` member function. An optional parameter is also accepted in both cases.
This argument is used to pass arbitrary user data back and forth as a
`const void *` upon invocation.<br/>
To connect a function to a delegate _in the hard way_:
```cpp
int func(const void *ptr, int i) { return *static_cast<const int *>(ptr) * i; }
const int value = 42;
// use the constructor ...
entt::delegate delegate{&func, &value};
// ... or the connect member function
delegate.connect(&func, &value);
```
The type of the delegate is deduced from the function if possible. In this case,
since the first argument is an implementation detail, the deduced function type
is `int(int)`.<br/>
Invoking a delegate built in this way follows the same rules as previously
explained.
## Lambda support
In general, the `delegate` class doesn't fully support lambda functions in all
their nuances. The reason is pretty simple: a `delegate` isn't a drop-in
replacement for an `std::function`. Instead, it tries to overcome the problems
with the latter.<br/>
That being said, non-capturing lambda functions are supported, even though some
features aren't available in this case.
This is a logical consequence of the support for connecting functions at
runtime. Therefore, lambda functions undergo the same rules and
limitations.<br/>
In fact, since non-capturing lambda functions decay to pointers to functions,
they can be used with a `delegate` as if they were _normal functions_ with
optional payload:
```cpp
my_struct instance;
// use the constructor ...
entt::delegate delegate{+[](const void *ptr, int value) {
return static_cast<const my_struct *>(ptr)->f(value);
}, &instance};
// ... or the connect member function
delegate.connect([](const void *ptr, int value) {
return static_cast<const my_struct *>(ptr)->f(value);
}, &instance);
```
As above, the first parameter (`const void *`) isn't part of the function type
of the delegate and is used to dispatch arbitrary user data back and forth. In
other terms, the function type of the delegate above is `int(int)`.
# Signals
Signal handlers work with references to classes, function pointers and pointers
to members. Listeners can be any kind of objects and users are in charge of
connecting and disconnecting them from a signal to avoid crashes due to
different lifetimes. On the other side, performance shouldn't be affected that
much by the presence of such a signal handler.<br/>
Signals make use of delegates internally and therefore they undergo the same
rules and offer similar functionalities. It may be a good idea to consult the
documentation of the `delegate` class for further information.
A signal handler is can be used as a private data member without exposing any
_publish_ functionality to the clients of a class.<br/>
The basic idea is to impose a clear separation between the signal itself and the
`sink` class, that is a tool to be used to connect and disconnect listeners on
the fly.
The API of a signal handler is straightforward. If a collector is supplied to
the signal when something is published, all the values returned by its listeners
are literally _collected_ and used later by the caller. Otherwise, the class
works just like a plain signal that emits events from time to time.<br/>
To create instances of signal handlers it's sufficient to provide the type of
function to which they refer:
```cpp
entt::sigh<void(int, char)> signal;
```
Signals offer all the basic functionalities required to know how many listeners
they contain (`size`) or if they contain at least a listener (`empty`), as well
as a function to use to swap handlers (`swap`).
Besides them, there are member functions to use both to connect and disconnect
listeners in all their forms by means of a sink:
```cpp
void foo(int, char) { /* ... */ }
struct listener {
void bar(const int &, char) { /* ... */ }
};
// ...
entt::sink sink{signal};
listener instance;
sink.connect<&foo>();
sink.connect<&listener::bar>(instance);
// ...
// disconnects a free function
sink.disconnect<&foo>();
// disconnect a member function of an instance
sink.disconnect<&listener::bar>(instance);
// disconnect all member functions of an instance, if any
sink.disconnect(instance);
// discards all listeners at once
sink.disconnect();
```
As shown above, listeners don't have to strictly follow the signature of the
signal. As long as a listener can be invoked with the given arguments to yield a
result that is convertible to the given return type, everything works just
fine.<br/>
It's also possible to connect a listener before other elements already contained
by the signal. The `before` function returns a `sink` object that is correctly
initialized for the purpose and can be used to connect one or more listeners in
order and in the desired position:
```cpp
sink.before<&foo>().connect<&listener::bar>(instance);
```
In all cases, the `connect` member function returns by default a `connection`
object to be used as an alternative to break a connection by means of its
`release` member function.<br/>
A `scoped_connection` can also be created from a connection. In this case, the
link is broken automatically as soon as the object goes out of scope.
Once listeners are attached (or even if there are no listeners at all), events
and data in general are published through a signal by means of the `publish`
member function:
```cpp
signal.publish(42, 'c');
```
To collect data, the `collect` member function is used instead:
```cpp
int f() { return 0; }
int g() { return 1; }
// ...
entt::sigh<int()> signal;
entt::sink sink{signal};
sink.connect<&f>();
sink.connect<&g>();
std::vector<int> vec{};
signal.collect([&vec](int value) { vec.push_back(value); });
assert(vec[0] == 0);
assert(vec[1] == 1);
```
A collector must expose a function operator that accepts as an argument a type
to which the return type of the listeners can be converted. Moreover, it can
optionally return a boolean value that is true to stop collecting data, false
otherwise. This way one can avoid calling all the listeners in case it isn't
necessary.<br/>
Functors can also be used in place of a lambda. Since the collector is copied
when invoking the `collect` member function, `std::ref` is the way to go in this
case:
```cpp
struct my_collector {
std::vector<int> vec{};
bool operator()(int v) {
vec.push_back(v);
return true;
}
};
// ...
my_collector collector;
signal.collect(std::ref(collector));
```
# Event dispatcher
The event dispatcher class allows users to trigger immediate events or to queue
and publish them all together later.<br/>
This class lazily instantiates its queues. Therefore, it's not necessary to
_announce_ the event types in advance:
```cpp
// define a general purpose dispatcher
entt::dispatcher dispatcher{};
```
A listener registered with a dispatcher is such that its type offers one or more
member functions that take arguments of type `Event &` for any type of event,
regardless of the return value.<br/>
These functions are linked directly via `connect` to a _sink_:
```cpp
struct an_event { int value; };
struct another_event {};
struct listener {
void receive(const an_event &) { /* ... */ }
void method(const another_event &) { /* ... */ }
};
// ...
listener listener;
dispatcher.sink<an_event>().connect<&listener::receive>(listener);
dispatcher.sink<another_event>().connect<&listener::method>(listener);
```
Note that connecting listeners within event handlers can result in undefined
behavior.<br/>
The `disconnect` member function is used to remove one listener at a time or all
of them at once:
```cpp
dispatcher.sink<an_event>().disconnect<&listener::receive>(listener);
dispatcher.sink<another_event>().disconnect(listener);
```
The `trigger` member function serves the purpose of sending an immediate event
to all the listeners registered so far:
```cpp
dispatcher.trigger(an_event{42});
dispatcher.trigger<another_event>();
```
Listeners are invoked immediately, order of execution isn't guaranteed. This
method can be used to push around urgent messages like an _is terminating_
notification on a mobile app.
On the other hand, the `enqueue` member function queues messages together and
helps to maintain control over the moment they are sent to listeners:
```cpp
dispatcher.enqueue<an_event>(42);
dispatcher.enqueue(another_event{});
```
Events are stored aside until the `update` member function is invoked:
```cpp
// emits all the events of the given type at once
dispatcher.update<an_event>();
// emits all the events queued so far at once
dispatcher.update();
```
This way users can embed the dispatcher in a loop and literally dispatch events
once per tick to their systems.
## Named queues
All queues within a dispatcher are associated by default with an event type and
then retrieved from it.<br/>
However, it's possible to create queues with different _names_ (and therefore
also multiple queues for a single type). In fact, more or less all functions
also take an additional parameter. As an example:
```cpp
dispatcher.sink<an_event>("custom"_hs).connect<&listener::receive>(listener);
```
In this case, the term _name_ is misused as these are actual numeric identifiers
of type `id_type`.<br/>
An exception to this rule is the `enqueue` function. There is no additional
parameter for it but rather a different function:
```cpp
dispatcher.enqueue_hint<an_event>("custom"_hs, 42);
```
This is mainly due to the template argument deduction rules and unfortunately
there is no real (elegant) way to avoid it.
# Event emitter
A general purpose event emitter thought mainly for those cases where it comes to
working with asynchronous stuff.<br/>
Originally designed to fit the requirements of
[`uvw`](https://github.com/skypjack/uvw) (a wrapper for `libuv` written in
modern C++), it was adapted later to be included in this library.
To create an emitter type, derived classes must inherit from the base as:
```cpp
struct my_emitter: emitter<my_emitter> {
// ...
}
```
Handlers for the different events are created internally on the fly. It's not
required to specify in advance the full list of accepted events.<br/>
Moreover, whenever an event is published, an emitter also passes a reference
to itself to its listeners.
To create new instances of an emitter, no arguments are required:
```cpp
my_emitter emitter{};
```
Listeners are movable and callable objects (free functions, lambdas, functors,
`std::function`s, whatever) whose function type is compatible with:
```cpp
void(Type &, my_emitter &)
```
Where `Type` is the type of event they want to receive.<br/>
To attach a listener to an emitter, there exists the `on` member function:
```cpp
emitter.on<my_event>([](const my_event &event, my_emitter &emitter) {
// ...
});
```
Similarly, the `reset` member function is used to disconnect listeners given a
type while `clear` is used to disconnect all listeners at once:
```cpp
// resets the listener for my_event
emitter.erase<my_event>();
// resets all listeners
emitter.clear()
```
To send an event to the listener registered on a given type, the `publish`
function is the way to go:
```cpp
struct my_event { int i; };
// ...
emitter.publish(my_event{42});
```
Finally, the `empty` member function tests if there exists at least a listener
registered with the event emitter while `contains` is used to check if a given
event type is associated with a valid listener:
```cpp
if(emitter.contains<my_event>()) {
// ...
}
```
This class introduces a _nice-to-have_ model based on events and listeners.<br/>
More in general, it's a handy tool when the derived classes _wrap_ asynchronous
operations but it's not limited to such uses.

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# EnTT and Unreal Engine
<!--
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-->
# Table of Contents
* [Enable Cpp17](#enable-cpp17)
* [EnTT as a third party module](#entt-as-a-third-party-module)
* [Include EnTT](#include-entt)
<!--
@endcond TURN_OFF_DOXYGEN
-->
## Enable Cpp17
As of writing (Unreal Engine v4.25), the default C++ standard of Unreal Engine
is C++14.<br/>
On the other hand, note that `EnTT` requires C++17 to compile. To enable it, in
the main module of the project there should be a `<Game Name>.Build.cs` file,
the constructor of which must contain the following lines:
```cs
PCHUsage = PCHUsageMode.NoSharedPCHs;
PrivatePCHHeaderFile = "<PCH filename>.h";
CppStandard = CppStandardVersion.Cpp17;
```
Replace `<PCH filename>.h` with the name of the already existing PCH header
file, if any.<br/>
In case the project doesn't already contain a file of this type, it's possible
to create one with the following content:
```cpp
#pragma once
#include "CoreMinimal.h"
```
Remember to remove any old `PCHUsage = <...>` line that was previously there. At
this point, C++17 support should be in place.<br/>
Try to compile the project to ensure it works as expected before following
further steps.
Note that updating a *project* to C++17 doesn't necessarily mean that the IDE in
use will also start to recognize its syntax.<br/>
If the plan is to use C++17 in the project too, check the specific instructions
for the IDE in use.
## EnTT as a third party module
Once this point is reached, the `Source` directory should look like this:
```
Source
| MyGame.Target.cs
| MyGameEditor.Target.cs
|
+---MyGame
| | MyGame.Build.cs
| | MyGame.h (PCH Header file)
|
\---ThirdParty
\---EnTT
| EnTT.Build.cs
|
\---entt (GitHub repository content inside)
```
To make this happen, create the folder `ThirdParty` under `Source` if it doesn't
exist already. Then, add an `EnTT` folder under `ThirdParty`.<br/>
Within the latter, create a new file `EnTT.Build.cs` with the following content:
```cs
using System.IO;
using UnrealBuildTool;
public class EnTT: ModuleRules {
public EnTT(ReadOnlyTargetRules Target) : base(Target) {
Type = ModuleType.External;
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "entt", "src", "entt"));
}
}
```
The last line indicates that the actual files will be found in the directory
`EnTT/entt/src/entt`.<br/>
Download the repository for `EnTT` and place it next to `EnTT.Build.cs` or
update the path above accordingly.
Finally, open the `<Game Name>.Build.cs` file and add `EnTT` as a dependency at
the end of the list:
```cs
PublicDependencyModuleNames.AddRange(new[] {
"Core", "CoreUObject", "Engine", "InputCore", [...], "EnTT"
});
```
Note that some IDEs might require a restart to start recognizing the new module
for code-highlighting features and such.
## Include EnTT
In any source file of the project, add `#include "entt.hpp"` or any other path
to the file from `EnTT` to use it.<br/>
Try to create a registry as `entt::registry registry;` to make sure everything
compiles fine.

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[
{ "include": [ "@<gtest/internal/.*>", "private", "<gtest/gtest.h>", "public" ] },
{ "include": [ "@<gtest/gtest-.*>", "private", "<gtest/gtest.h>", "public" ] },
{ "include": [ "@[\"<].*/container/fwd.hpp[\">]", "private", "<entt/container/dense_map.hpp>", "public" ] },
{ "include": [ "@[\"<].*/container/fwd.hpp[\">]", "private", "<entt/container/dense_set.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/any.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/family.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/hashed_string.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/ident.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/monostate.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/type_info.hpp>", "public" ] },
{ "include": [ "@[\"<].*/core/fwd.hpp[\">]", "private", "<entt/core/type_traits.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/entity.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/group.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/handle.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/helper.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/observer.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/organizer.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/registry.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/runtime_view.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/snapshot.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/sparse_set.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/storage.hpp>", "public" ] },
{ "include": [ "@[\"<].*/entity/fwd.hpp[\">]", "private", "<entt/entity/view.hpp>", "public" ] },
{ "include": [ "@[\"<].*/meta/fwd.hpp[\">]", "private", "<entt/meta/meta.hpp>", "public" ] },
{ "include": [ "@[\"<].*/poly/fwd.hpp[\">]", "private", "<entt/poly/poly.hpp>", "public" ] },
{ "include": [ "@[\"<].*/resource/fwd.hpp[\">]", "private", "<entt/resource/cache.hpp>", "public" ] },
{ "include": [ "@[\"<].*/resource/fwd.hpp[\">]", "private", "<entt/resource/loader.hpp>", "public" ] },
{ "include": [ "@[\"<].*/resource/fwd.hpp[\">]", "private", "<entt/resource/resource.hpp>", "public" ] },
{ "include": [ "@[\"<].*/signal/fwd.hpp[\">]", "private", "<entt/signal/delegate.hpp>", "public" ] },
{ "include": [ "@[\"<].*/signal/fwd.hpp[\">]", "private", "<entt/signal/dispatcher.hpp>", "public" ] },
{ "include": [ "@[\"<].*/signal/fwd.hpp[\">]", "private", "<entt/signal/emitter.hpp>", "public" ] },
{ "include": [ "@[\"<].*/signal/fwd.hpp[\">]", "private", "<entt/signal/sigh.hpp>", "public" ] }
]

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::dense_map&lt;*&gt;">
<Intrinsic Name="size" Expression="packed.first_base::value.size()"/>
<Intrinsic Name="bucket_count" Expression="sparse.first_base::value.size()"/>
<DisplayString>{{ size={ size() } }}</DisplayString>
<Expand>
<Item Name="[capacity]" ExcludeView="simple">packed.first_base::value.capacity()</Item>
<Item Name="[bucket_count]" ExcludeView="simple">bucket_count()</Item>
<Item Name="[load_factor]" ExcludeView="simple">(float)size() / (float)bucket_count()</Item>
<Item Name="[max_load_factor]" ExcludeView="simple">threshold</Item>
<IndexListItems>
<Size>size()</Size>
<ValueNode>packed.first_base::value[$i].element</ValueNode>
</IndexListItems>
</Expand>
</Type>
<Type Name="entt::dense_set&lt;*&gt;">
<Intrinsic Name="size" Expression="packed.first_base::value.size()"/>
<Intrinsic Name="bucket_count" Expression="sparse.first_base::value.size()"/>
<DisplayString>{{ size={ size() } }}</DisplayString>
<Expand>
<Item Name="[capacity]" ExcludeView="simple">packed.first_base::value.capacity()</Item>
<Item Name="[bucket_count]" ExcludeView="simple">bucket_count()</Item>
<Item Name="[load_factor]" ExcludeView="simple">(float)size() / (float)bucket_count()</Item>
<Item Name="[max_load_factor]" ExcludeView="simple">threshold</Item>
<IndexListItems>
<Size>size()</Size>
<ValueNode>packed.first_base::value[$i].second</ValueNode>
</IndexListItems>
</Expand>
</Type>
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::basic_any&lt;*&gt;">
<DisplayString>{{ type={ info->alias,na }, policy={ mode,en } }}</DisplayString>
</Type>
<Type Name="entt::compressed_pair&lt;*&gt;">
<Intrinsic Name="first" Optional="true" Expression="((first_base*)this)->value"/>
<Intrinsic Name="first" Optional="true" Expression="*(first_base::base_type*)this"/>
<Intrinsic Name="second" Optional="true" Expression="((second_base*)this)->value"/>
<Intrinsic Name="second" Optional="true" Expression="*(second_base::base_type*)this"/>
<DisplayString >({ first() }, { second() })</DisplayString>
<Expand>
<Item Name="[first]">first()</Item>
<Item Name="[second]">second()</Item>
</Expand>
</Type>
<Type Name="entt::basic_hashed_string&lt;*&gt;">
<DisplayString Condition="base_type::repr != nullptr">{{ hash={ base_type::hash } }}</DisplayString>
<DisplayString>{{}}</DisplayString>
<Expand>
<Item Name="[data]">base_type::repr,na</Item>
<Item Name="[length]">base_type::length</Item>
</Expand>
</Type>
<Type Name="entt::type_info">
<DisplayString>{{ name={ alias,na } }}</DisplayString>
<Expand>
<Item Name="[hash]">identifier</Item>
<Item Name="[index]">seq</Item>
</Expand>
</Type>
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::basic_registry&lt;*&gt;">
<Intrinsic Name="pools_size" Expression="pools.packed.first_base::value.size()"/>
<Intrinsic Name="vars_size" Expression="vars.ctx.packed.first_base::value.size()"/>
<Intrinsic Name="to_entity" Expression="*((entity_traits::entity_type *)&amp;entity) &amp; entity_traits::entity_mask">
<Parameter Name="entity" Type="entity_traits::value_type &amp;"/>
</Intrinsic>
<DisplayString>{{ size={ epool.size() } }}</DisplayString>
<Expand>
<Item IncludeView="simple" Name="[epool]">epool,view(simple)nr</Item>
<Synthetic Name="[epool]" ExcludeView="simple">
<DisplayString>{ epool.size() }</DisplayString>
<Expand>
<CustomListItems>
<Variable Name="pos" InitialValue="0" />
<Variable Name="last" InitialValue="epool.size()"/>
<Loop>
<Break Condition="pos == last"/>
<If Condition="to_entity(epool[pos]) == pos">
<Item Name="[{ pos }]">epool[pos]</Item>
</If>
<Exec>++pos</Exec>
</Loop>
</CustomListItems>
</Expand>
</Synthetic>
<Synthetic Name="[destroyed]" ExcludeView="simple">
<DisplayString>{ to_entity(free_list) != entity_traits::entity_mask }</DisplayString>
<Expand>
<CustomListItems>
<Variable Name="it" InitialValue="to_entity(free_list)" />
<Loop>
<Break Condition="it == entity_traits::entity_mask"/>
<Item Name="[{ it }]">epool[it]</Item>
<Exec>it = to_entity(epool[it])</Exec>
</Loop>
</CustomListItems>
</Expand>
</Synthetic>
<Synthetic Name="[pools]">
<DisplayString>{ pools_size() }</DisplayString>
<Expand>
<IndexListItems ExcludeView="simple">
<Size>pools_size()</Size>
<ValueNode>*pools.packed.first_base::value[$i].element.second</ValueNode>
</IndexListItems>
<IndexListItems IncludeView="simple">
<Size>pools_size()</Size>
<ValueNode>*pools.packed.first_base::value[$i].element.second,view(simple)</ValueNode>
</IndexListItems>
</Expand>
</Synthetic>
<Item Name="[groups]" ExcludeView="simple">groups.size()</Item>
<Synthetic Name="[vars]">
<DisplayString>{ vars_size() }</DisplayString>
<Expand>
<IndexListItems>
<Size>vars_size()</Size>
<ValueNode>vars.ctx.packed.first_base::value[$i].element.second</ValueNode>
</IndexListItems>
</Expand>
</Synthetic>
</Expand>
</Type>
<Type Name="entt::basic_sparse_set&lt;*&gt;">
<DisplayString>{{ size={ packed.size() }, type={ info->alias,na } }}</DisplayString>
<Expand>
<Item Name="[capacity]" ExcludeView="simple">packed.capacity()</Item>
<Item Name="[policy]">mode,en</Item>
<Synthetic Name="[sparse]">
<DisplayString>{ sparse.size() * entity_traits::page_size }</DisplayString>
<Expand>
<ExpandedItem IncludeView="simple">sparse,view(simple)</ExpandedItem>
<CustomListItems ExcludeView="simple">
<Variable Name="pos" InitialValue="0"/>
<Variable Name="page" InitialValue="0"/>
<Variable Name="offset" InitialValue="0"/>
<Variable Name="last" InitialValue="sparse.size() * entity_traits::page_size"/>
<Loop>
<Break Condition="pos == last"/>
<Exec>page = pos / entity_traits::page_size</Exec>
<Exec>offset = pos &amp; (entity_traits::page_size - 1)</Exec>
<If Condition="sparse[page] &amp;&amp; (*((entity_traits::entity_type *)&amp;sparse[page][offset]) &lt; ~entity_traits::entity_mask)">
<Item Name="[{ pos }]">*((entity_traits::entity_type *)&amp;sparse[page][offset]) &amp; entity_traits::entity_mask</Item>
</If>
<Exec>++pos</Exec>
</Loop>
</CustomListItems>
</Expand>
</Synthetic>
<Synthetic Name="[packed]">
<DisplayString>{ packed.size() }</DisplayString>
<Expand>
<ExpandedItem IncludeView="simple">packed,view(simple)</ExpandedItem>
<CustomListItems ExcludeView="simple">
<Variable Name="pos" InitialValue="0"/>
<Variable Name="last" InitialValue="packed.size()"/>
<Loop>
<Break Condition="pos == last"/>
<If Condition="*((entity_traits::entity_type *)&amp;packed[pos]) &lt; ~entity_traits::entity_mask">
<Item Name="[{ pos }]">packed[pos]</Item>
</If>
<Exec>++pos</Exec>
</Loop>
</CustomListItems>
</Expand>
</Synthetic>
</Expand>
</Type>
<Type Name="entt::basic_storage&lt;*&gt;">
<DisplayString>{{ size={ base_type::packed.size() }, type={ base_type::info->alias,na } }}</DisplayString>
<Expand>
<Item Name="[capacity]" Optional="true" ExcludeView="simple">packed.first_base::value.capacity() * comp_traits::page_size</Item>
<Item Name="[page size]" Optional="true" ExcludeView="simple">comp_traits::page_size</Item>
<Item Name="[base]" ExcludeView="simple">(base_type*)this,nand</Item>
<Item Name="[base]" IncludeView="simple">(base_type*)this,view(simple)nand</Item>
<!-- having SFINAE-like techniques in natvis is priceless :) -->
<CustomListItems Condition="packed.first_base::value.size() != 0" Optional="true">
<Variable Name="pos" InitialValue="0" />
<Variable Name="last" InitialValue="base_type::packed.size()"/>
<Loop>
<Break Condition="pos == last"/>
<If Condition="*((base_type::entity_traits::entity_type *)&amp;base_type::packed[pos]) &lt; ~base_type::entity_traits::entity_mask">
<Item Name="[{ pos }:{ base_type::packed[pos] }]">packed.first_base::value[pos / comp_traits::page_size][pos &amp; (comp_traits::page_size - 1)]</Item>
</If>
<Exec>++pos</Exec>
</Loop>
</CustomListItems>
</Expand>
</Type>
<Type Name="entt::basic_view&lt;*&gt;">
<DisplayString>{{ size_hint={ view->packed.size() } }}</DisplayString>
<Expand>
<Item Name="[pools]">pools,na</Item>
<Item Name="[filter]">filter,na</Item>
</Expand>
</Type>
<Type Name="entt::basic_runtime_view&lt;*&gt;">
<DisplayString Condition="pools.size() != 0u">{{ size_hint={ pools[0]->packed.size() } }}</DisplayString>
<DisplayString>{{ size_hint=0 }}</DisplayString>
<Expand>
<Item Name="[pools]">pools,na</Item>
<Item Name="[filter]">filter,na</Item>
</Expand>
</Type>
<Type Name="entt::null_t">
<DisplayString>&lt;null&gt;</DisplayString>
</Type>
<Type Name="entt::tombstone_t">
<DisplayString>&lt;tombstone&gt;</DisplayString>
</Type>
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::adjacency_matrix&lt;*&gt;">
<DisplayString>{{ size={ vert } }}</DisplayString>
<Expand>
<CustomListItems>
<Variable Name="pos" InitialValue="0" />
<Variable Name="last" InitialValue="vert * vert"/>
<Loop>
<Break Condition="pos == last"/>
<If Condition="matrix[pos] != 0u">
<Item Name="{pos / vert}">pos % vert</Item>
</If>
<Exec>++pos</Exec>
</Loop>
</CustomListItems>
</Expand>
</Type>
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::internal::meta_base_node">
<DisplayString>{{}}</DisplayString>
</Type>
<Type Name="entt::internal::meta_conv_node">
<DisplayString>{{}}</DisplayString>
</Type>
<Type Name="entt::internal::meta_ctor_node">
<DisplayString>{{ arity={ arity } }}</DisplayString>
</Type>
<Type Name="entt::internal::meta_data_node">
<Intrinsic Name="has_property" Expression="!!(traits &amp; property)">
<Parameter Name="property" Type="int"/>
</Intrinsic>
<DisplayString>{{ arity={ arity } }}</DisplayString>
<Expand>
<Item Name="[arity]">arity</Item>
<Item Name="[is_const]">has_property(entt::internal::meta_traits::is_const)</Item>
<Item Name="[is_static]">has_property(entt::internal::meta_traits::is_static)</Item>
<Item Name="[prop]">prop</Item>
</Expand>
</Type>
<Type Name="entt::internal::meta_func_node" >
<Intrinsic Name="has_property" Expression="!!(traits &amp; property)">
<Parameter Name="property" Type="int"/>
</Intrinsic>
<DisplayString>{{ arity={ arity } }}</DisplayString>
<Expand>
<Item Name="[is_const]">has_property(entt::internal::meta_traits::is_const)</Item>
<Item Name="[is_static]">has_property(entt::internal::meta_traits::is_static)</Item>
<Item Name="[next]" Condition="next != nullptr">*next</Item>
<Item Name="[prop]">prop</Item>
</Expand>
</Type>
<Type Name="entt::internal::meta_prop_node">
<DisplayString>{ value }</DisplayString>
</Type>
<Type Name="entt::internal::meta_template_node">
<DisplayString>{{ arity={ arity } }}</DisplayString>
</Type>
<Type Name="entt::internal::meta_type_node">
<Intrinsic Name="has_property" Expression="!!(traits &amp; property)">
<Parameter Name="property" Type="int"/>
</Intrinsic>
<DisplayString Condition="info != nullptr">{{ type={ info->alias,na } }}</DisplayString>
<DisplayString>{{}}</DisplayString>
<Expand>
<Item Name="[id]">id</Item>
<Item Name="[sizeof]">size_of</Item>
<Item Name="[is_arithmetic]">has_property(entt::internal::meta_traits::is_arithmetic)</Item>
<Item Name="[is_integral]">has_property(entt::internal::meta_traits::is_integral)</Item>
<Item Name="[is_signed]">has_property(entt::internal::meta_traits::is_signed)</Item>
<Item Name="[is_array]">has_property(entt::internal::meta_traits::is_array)</Item>
<Item Name="[is_enum]">has_property(entt::internal::meta_traits::is_enum)</Item>
<Item Name="[is_class]">has_property(entt::internal::meta_traits::is_class)</Item>
<Item Name="[is_meta_pointer_like]">has_property(entt::internal::meta_traits::is_meta_pointer_like)</Item>
<Item Name="[is_meta_sequence_container]">has_property(entt::internal::meta_traits::is_meta_sequence_container)</Item>
<Item Name="[is_meta_associative_container]">has_property(entt::internal::meta_traits::is_meta_associative_container)</Item>
<Item Name="[default_constructor]">default_constructor != nullptr</Item>
<Item Name="[conversion_helper]">conversion_helper != nullptr</Item>
<Item Name="[from_void]">from_void != nullptr</Item>
<Item Name="[template_info]">templ</Item>
<Item Name="[details]" Condition="details != nullptr">*details</Item>
</Expand>
</Type>
<Type Name="entt::meta_any">
<DisplayString Condition="node.info != nullptr">{{ type={ node.info->alias,na }, policy={ storage.mode,en } }}</DisplayString>
<DisplayString>{{}}</DisplayString>
<Expand>
<ExpandedItem>node</ExpandedItem>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
<Type Name="entt::meta_handle">
<DisplayString>{ any }</DisplayString>
</Type>
<Type Name="entt::meta_associative_container">
<DisplayString>{ storage }</DisplayString>
<Expand>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
<Type Name="entt::meta_sequence_container">
<DisplayString>{ storage }</DisplayString>
<Expand>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
<Type Name="entt::meta_data">
<DisplayString Condition="node != nullptr">{ *node }</DisplayString>
<DisplayString>{{}}</DisplayString>
<Expand>
<ExpandedItem Condition="node != nullptr">node</ExpandedItem>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
<Type Name="entt::meta_func">
<DisplayString Condition="node != nullptr">{ *node }</DisplayString>
<DisplayString>{{}}</DisplayString>
<Expand>
<ExpandedItem Condition="node != nullptr">node</ExpandedItem>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
<Type Name="entt::meta_prop">
<DisplayString Condition="node != nullptr">{ *node }</DisplayString>
<DisplayString>{{}}</DisplayString>
<Expand>
<ExpandedItem Condition="node != nullptr">node</ExpandedItem>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
<Type Name="entt::meta_type">
<DisplayString>{ node }</DisplayString>
<Expand>
<ExpandedItem>node</ExpandedItem>
<Item Name="[context]" Condition="ctx != nullptr">ctx->value</Item>
</Expand>
</Type>
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::basic_poly&lt;*&gt;">
<DisplayString>{ storage }</DisplayString>
</Type>
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
</AutoVisualizer>

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<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::resource&lt;*&gt;">
<DisplayString>{ value }</DisplayString>
<Expand>
<ExpandedItem>value</ExpandedItem>
</Expand>
</Type>
<Type Name="entt::resource_cache&lt;*&gt;">
<DisplayString>{ pool.first_base::value }</DisplayString>
<Expand>
<ExpandedItem>pool.first_base::value</ExpandedItem>
</Expand>
</Type>
</AutoVisualizer>

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@ -0,0 +1,56 @@
<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="entt::delegate&lt;*&gt;">
<DisplayString>{{ type={ "$T1" } }}</DisplayString>
<Expand>
<Item Name="[empty]">fn == nullptr</Item>
<Item Name="[data]">instance</Item>
</Expand>
</Type>
<Type Name="entt::basic_dispatcher&lt;*&gt;">
<Intrinsic Name="size" Expression="pools.first_base::value.packed.first_base::value.size()"/>
<DisplayString>{{ size={ size() } }}</DisplayString>
<Expand>
<Synthetic Name="[pools]">
<DisplayString>{ size() }</DisplayString>
<Expand>
<IndexListItems>
<Size>size()</Size>
<ValueNode>*pools.first_base::value.packed.first_base::value[$i].element.second</ValueNode>
</IndexListItems>
</Expand>
</Synthetic>
</Expand>
</Type>
<Type Name="entt::internal::dispatcher_handler&lt;*&gt;">
<DisplayString>{{ size={ events.size() }, event={ "$T1" } }}</DisplayString>
<Expand>
<Item Name="[signal]">signal</Item>
</Expand>
</Type>
<Type Name="entt::emitter&lt;*&gt;">
<DisplayString>{{ size={ handlers.first_base::value.packed.first_base::value.size() } }}</DisplayString>
</Type>
<Type Name="entt::connection">
<DisplayString>{{ bound={ signal != nullptr } }}</DisplayString>
</Type>
<Type Name="entt::scoped_connection">
<DisplayString>{ conn }</DisplayString>
</Type>
<Type Name="entt::sigh&lt;*&gt;">
<DisplayString>{{ size={ calls.size() }, type={ "$T1" } }}</DisplayString>
<Expand>
<IndexListItems>
<Size>calls.size()</Size>
<ValueNode>calls[$i]</ValueNode>
</IndexListItems>
</Expand>
</Type>
<Type Name="entt::sink&lt;*&gt;">
<DisplayString>{{ type={ "$T1" } }}</DisplayString>
<Expand>
<Item Name="[signal]">signal,na</Item>
<Item Name="[offset]">offset</Item>
</Expand>
</Type>
</AutoVisualizer>

299
external/entt/entt/scripts/amalgamate.py vendored Normal file
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#!/usr/bin/env python
# coding=utf-8
# amalgamate.py - Amalgamate C source and header files.
# Copyright (c) 2012, Erik Edlund <erik.edlund@32767.se>
#
# Redistribution and use in source and binary forms, with or without modification,
# are permitted provided that the following conditions are met:
#
# * Redistributions of source code must retain the above copyright notice,
# this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
# * Neither the name of Erik Edlund, nor the names of its contributors may
# be used to endorse or promote products derived from this software without
# specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
# ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
# ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
# (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
# ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
from __future__ import division
from __future__ import print_function
from __future__ import unicode_literals
import argparse
import datetime
import json
import os
import re
class Amalgamation(object):
# Prepends self.source_path to file_path if needed.
def actual_path(self, file_path):
if not os.path.isabs(file_path):
file_path = os.path.join(self.source_path, file_path)
return file_path
# Search included file_path in self.include_paths and
# in source_dir if specified.
def find_included_file(self, file_path, source_dir):
search_dirs = self.include_paths[:]
if source_dir:
search_dirs.insert(0, source_dir)
for search_dir in search_dirs:
search_path = os.path.join(search_dir, file_path)
if os.path.isfile(self.actual_path(search_path)):
return search_path
return None
def __init__(self, args):
with open(args.config, 'r') as f:
config = json.loads(f.read())
for key in config:
setattr(self, key, config[key])
self.verbose = args.verbose == "yes"
self.prologue = args.prologue
self.source_path = args.source_path
self.included_files = []
# Generate the amalgamation and write it to the target file.
def generate(self):
amalgamation = ""
if self.prologue:
with open(self.prologue, 'r') as f:
amalgamation += datetime.datetime.now().strftime(f.read())
if self.verbose:
print("Config:")
print(" target = {0}".format(self.target))
print(" working_dir = {0}".format(os.getcwd()))
print(" include_paths = {0}".format(self.include_paths))
print("Creating amalgamation:")
for file_path in self.sources:
# Do not check the include paths while processing the source
# list, all given source paths must be correct.
# actual_path = self.actual_path(file_path)
print(" - processing \"{0}\"".format(file_path))
t = TranslationUnit(file_path, self, True)
amalgamation += t.content
with open(self.target, 'w') as f:
f.write(amalgamation)
print("...done!\n")
if self.verbose:
print("Files processed: {0}".format(self.sources))
print("Files included: {0}".format(self.included_files))
print("")
def _is_within(match, matches):
for m in matches:
if match.start() > m.start() and \
match.end() < m.end():
return True
return False
class TranslationUnit(object):
# // C++ comment.
cpp_comment_pattern = re.compile(r"//.*?\n")
# /* C comment. */
c_comment_pattern = re.compile(r"/\*.*?\*/", re.S)
# "complex \"stri\\\ng\" value".
string_pattern = re.compile("[^']" r'".*?(?<=[^\\])"', re.S)
# Handle simple include directives. Support for advanced
# directives where macros and defines needs to expanded is
# not a concern right now.
include_pattern = re.compile(
r'#\s*include\s+(<|")(?P<path>.*?)("|>)', re.S)
# #pragma once
pragma_once_pattern = re.compile(r'#\s*pragma\s+once', re.S)
# Search for pattern in self.content, add the match to
# contexts if found and update the index accordingly.
def _search_content(self, index, pattern, contexts):
match = pattern.search(self.content, index)
if match:
contexts.append(match)
return match.end()
return index + 2
# Return all the skippable contexts, i.e., comments and strings
def _find_skippable_contexts(self):
# Find contexts in the content in which a found include
# directive should not be processed.
skippable_contexts = []
# Walk through the content char by char, and try to grab
# skippable contexts using regular expressions when found.
i = 1
content_len = len(self.content)
while i < content_len:
j = i - 1
current = self.content[i]
previous = self.content[j]
if current == '"':
# String value.
i = self._search_content(j, self.string_pattern,
skippable_contexts)
elif current == '*' and previous == '/':
# C style comment.
i = self._search_content(j, self.c_comment_pattern,
skippable_contexts)
elif current == '/' and previous == '/':
# C++ style comment.
i = self._search_content(j, self.cpp_comment_pattern,
skippable_contexts)
else:
# Skip to the next char.
i += 1
return skippable_contexts
# Returns True if the match is within list of other matches
# Removes pragma once from content
def _process_pragma_once(self):
content_len = len(self.content)
if content_len < len("#include <x>"):
return 0
# Find contexts in the content in which a found include
# directive should not be processed.
skippable_contexts = self._find_skippable_contexts()
pragmas = []
pragma_once_match = self.pragma_once_pattern.search(self.content)
while pragma_once_match:
if not _is_within(pragma_once_match, skippable_contexts):
pragmas.append(pragma_once_match)
pragma_once_match = self.pragma_once_pattern.search(self.content,
pragma_once_match.end())
# Handle all collected pragma once directives.
prev_end = 0
tmp_content = ''
for pragma_match in pragmas:
tmp_content += self.content[prev_end:pragma_match.start()]
prev_end = pragma_match.end()
tmp_content += self.content[prev_end:]
self.content = tmp_content
# Include all trivial #include directives into self.content.
def _process_includes(self):
content_len = len(self.content)
if content_len < len("#include <x>"):
return 0
# Find contexts in the content in which a found include
# directive should not be processed.
skippable_contexts = self._find_skippable_contexts()
# Search for include directives in the content, collect those
# which should be included into the content.
includes = []
include_match = self.include_pattern.search(self.content)
while include_match:
if not _is_within(include_match, skippable_contexts):
include_path = include_match.group("path")
search_same_dir = include_match.group(1) == '"'
found_included_path = self.amalgamation.find_included_file(
include_path, self.file_dir if search_same_dir else None)
if found_included_path:
includes.append((include_match, found_included_path))
include_match = self.include_pattern.search(self.content,
include_match.end())
# Handle all collected include directives.
prev_end = 0
tmp_content = ''
for include in includes:
include_match, found_included_path = include
tmp_content += self.content[prev_end:include_match.start()]
tmp_content += "// {0}\n".format(include_match.group(0))
if found_included_path not in self.amalgamation.included_files:
t = TranslationUnit(found_included_path, self.amalgamation, False)
tmp_content += t.content
prev_end = include_match.end()
tmp_content += self.content[prev_end:]
self.content = tmp_content
return len(includes)
# Make all content processing
def _process(self):
if not self.is_root:
self._process_pragma_once()
self._process_includes()
def __init__(self, file_path, amalgamation, is_root):
self.file_path = file_path
self.file_dir = os.path.dirname(file_path)
self.amalgamation = amalgamation
self.is_root = is_root
self.amalgamation.included_files.append(self.file_path)
actual_path = self.amalgamation.actual_path(file_path)
if not os.path.isfile(actual_path):
raise IOError("File not found: \"{0}\"".format(file_path))
with open(actual_path, 'r') as f:
self.content = f.read()
self._process()
def main():
description = "Amalgamate C source and header files."
usage = " ".join([
"amalgamate.py",
"[-v]",
"-c path/to/config.json",
"-s path/to/source/dir",
"[-p path/to/prologue.(c|h)]"
])
argsparser = argparse.ArgumentParser(
description=description, usage=usage)
argsparser.add_argument("-v", "--verbose", dest="verbose",
choices=["yes", "no"], metavar="", help="be verbose")
argsparser.add_argument("-c", "--config", dest="config",
required=True, metavar="", help="path to a JSON config file")
argsparser.add_argument("-s", "--source", dest="source_path",
required=True, metavar="", help="source code path")
argsparser.add_argument("-p", "--prologue", dest="prologue",
required=False, metavar="", help="path to a C prologue file")
amalgamation = Amalgamation(argsparser.parse_args())
amalgamation.generate()
if __name__ == "__main__":
main()

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{
"project": "entt",
"target": "single_include/entt/entt.hpp",
"sources": [
"src/entt/entt.hpp"
],
"include_paths": ["src"]
}

60
external/entt/entt/scripts/update_homebrew.sh vendored Executable file
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#!/bin/sh
# only argument should be the version to upgrade to
if [ $# != 1 ]
then
echo "Expected a version tag like v2.7.1"
exit 1
fi
VERSION="$1"
URL="https://github.com/skypjack/entt/archive/$VERSION.tar.gz"
FORMULA="entt.rb"
echo "Updating homebrew package to $VERSION"
echo "Cloning..."
git clone https://github.com/skypjack/homebrew-entt.git
if [ $? != 0 ]
then
exit 1
fi
cd homebrew-entt
# download the repo at the version
# exit with error messages if curl fails
echo "Curling..."
curl "$URL" --location --fail --silent --show-error --output archive.tar.gz
if [ $? != 0 ]
then
exit 1
fi
# compute sha256 hash
echo "Hashing..."
HASH="$(openssl sha256 archive.tar.gz | cut -d " " -f 2)"
# delete the archive
rm archive.tar.gz
echo "Sedding..."
# change the url in the formula file
# the slashes in the URL must be escaped
ESCAPED_URL="$(echo "$URL" | sed -e 's/[\/&]/\\&/g')"
sed -i -e '/url/s/".*"/"'$ESCAPED_URL'"/' $FORMULA
# change the hash in the formula file
sed -i -e '/sha256/s/".*"/"'$HASH'"/' $FORMULA
# delete temporary file created by sed
rm -rf "$FORMULA-e"
# update remote repo
echo "Gitting..."
git add entt.rb
git commit -m "Update to $VERSION"
git push origin master
# out of homebrew-entt dir
cd ..

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#ifndef ENTT_CONFIG_CONFIG_H
#define ENTT_CONFIG_CONFIG_H
#include "version.h"
#if defined(__cpp_exceptions) && !defined(ENTT_NOEXCEPTION)
# define ENTT_CONSTEXPR
# define ENTT_THROW throw
# define ENTT_TRY try
# define ENTT_CATCH catch(...)
#else
# define ENTT_CONSTEXPR constexpr // use only with throwing functions (waiting for C++20)
# define ENTT_THROW
# define ENTT_TRY if(true)
# define ENTT_CATCH if(false)
#endif
#ifdef ENTT_USE_ATOMIC
# include <atomic>
# define ENTT_MAYBE_ATOMIC(Type) std::atomic<Type>
#else
# define ENTT_MAYBE_ATOMIC(Type) Type
#endif
#ifndef ENTT_ID_TYPE
# include <cstdint>
# define ENTT_ID_TYPE std::uint32_t
#endif
#ifndef ENTT_SPARSE_PAGE
# define ENTT_SPARSE_PAGE 4096
#endif
#ifndef ENTT_PACKED_PAGE
# define ENTT_PACKED_PAGE 1024
#endif
#ifdef ENTT_DISABLE_ASSERT
# undef ENTT_ASSERT
# define ENTT_ASSERT(condition, msg) (void(0))
#elif !defined ENTT_ASSERT
# include <cassert>
# define ENTT_ASSERT(condition, msg) assert(condition)
#endif
#ifdef ENTT_DISABLE_ASSERT
# undef ENTT_ASSERT_CONSTEXPR
# define ENTT_ASSERT_CONSTEXPR(condition, msg) (void(0))
#elif !defined ENTT_ASSERT_CONSTEXPR
# define ENTT_ASSERT_CONSTEXPR(condition, msg) ENTT_ASSERT(condition, msg)
#endif
#ifdef ENTT_NO_ETO
# define ENTT_ETO_TYPE(Type) void
#else
# define ENTT_ETO_TYPE(Type) Type
#endif
#ifdef ENTT_STANDARD_CPP
# define ENTT_NONSTD false
#else
# define ENTT_NONSTD true
# if defined __clang__ || defined __GNUC__
# define ENTT_PRETTY_FUNCTION __PRETTY_FUNCTION__
# define ENTT_PRETTY_FUNCTION_PREFIX '='
# define ENTT_PRETTY_FUNCTION_SUFFIX ']'
# elif defined _MSC_VER
# define ENTT_PRETTY_FUNCTION __FUNCSIG__
# define ENTT_PRETTY_FUNCTION_PREFIX '<'
# define ENTT_PRETTY_FUNCTION_SUFFIX '>'
# endif
#endif
#if defined _MSC_VER
# pragma detect_mismatch("entt.version", ENTT_VERSION)
# pragma detect_mismatch("entt.noexcept", ENTT_XSTR(ENTT_TRY))
# pragma detect_mismatch("entt.id", ENTT_XSTR(ENTT_ID_TYPE))
# pragma detect_mismatch("entt.nonstd", ENTT_XSTR(ENTT_NONSTD))
#endif
#endif

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#ifndef ENTT_CONFIG_MACRO_H
#define ENTT_CONFIG_MACRO_H
#define ENTT_STR(arg) #arg
#define ENTT_XSTR(arg) ENTT_STR(arg)
#endif

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#ifndef ENTT_CONFIG_VERSION_H
#define ENTT_CONFIG_VERSION_H
#include "macro.h"
#define ENTT_VERSION_MAJOR 3
#define ENTT_VERSION_MINOR 11
#define ENTT_VERSION_PATCH 1
#define ENTT_VERSION \
ENTT_XSTR(ENTT_VERSION_MAJOR) \
"." ENTT_XSTR(ENTT_VERSION_MINOR) "." ENTT_XSTR(ENTT_VERSION_PATCH)
#endif

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