// This file is compiled as part of the `odin.dll` file. It contains the // procs that `game_hot_reload.exe` will call, such as: // // game_init: Sets up the game state // game_update: Run once per frame // game_shutdown: Shuts down game and frees memory // game_memory: Run just before a hot reload, so game.exe has a pointer to the // game's memory. // game_hot_reloaded: Run after a hot reload so that the `g_mem` global variable // can be set to whatever pointer it was in the old DLL. // // Note: When compiled as part of the release executable this whole package is imported as a normal // odin package instead of a DLL. package game import "core:math/linalg" import "core:fmt" import rl "vendor:raylib" PIXEL_WINDOW_HEIGHT :: 180 Game_Memory :: struct { player_pos: rl.Vector2, some_number: int, } g_mem: ^Game_Memory game_camera :: proc() -> rl.Camera2D { w := f32(rl.GetScreenWidth()) h := f32(rl.GetScreenHeight()) return { zoom = h/PIXEL_WINDOW_HEIGHT, target = g_mem.player_pos, offset = { w/2, h/2 }, } } ui_camera :: proc() -> rl.Camera2D { return { zoom = f32(rl.GetScreenHeight())/PIXEL_WINDOW_HEIGHT, } } update :: proc() { input: rl.Vector2 if rl.IsKeyDown(.UP) || rl.IsKeyDown(.W) { input.y -= 1 } if rl.IsKeyDown(.DOWN) || rl.IsKeyDown(.S) { input.y += 1 } if rl.IsKeyDown(.LEFT) || rl.IsKeyDown(.A) { input.x -= 1 } if rl.IsKeyDown(.RIGHT) || rl.IsKeyDown(.D) { input.x += 1 } input = linalg.normalize0(input) g_mem.player_pos += input * rl.GetFrameTime() * 100 g_mem.some_number += 1 } draw :: proc() { rl.BeginDrawing() rl.ClearBackground(rl.BLACK) rl.BeginMode2D(game_camera()) rl.DrawRectangleV(g_mem.player_pos, {10, 20}, rl.WHITE) rl.DrawRectangleV({20, 20}, {10, 10}, rl.RED) rl.DrawRectangleV({-30, -20}, {10, 10}, rl.GREEN) rl.EndMode2D() rl.BeginMode2D(ui_camera()) // Note: main_hot_reload.odin clears the temp allocator at end of frame. rl.DrawText(fmt.ctprintf("some_number: %v\nplayer_pos: %v", g_mem.some_number, g_mem.player_pos), 5, 5, 8, rl.WHITE) rl.EndMode2D() rl.EndDrawing() } @(export) game_update :: proc() -> bool { update() draw() return !rl.WindowShouldClose() } @(export) game_init_window :: proc() { rl.SetConfigFlags({.WINDOW_RESIZABLE, .VSYNC_HINT}) rl.InitWindow(1280, 720, "Odin + Raylib + Hot Reload template!") rl.SetWindowPosition(200, 200) rl.SetTargetFPS(500) } @(export) game_init :: proc() { g_mem = new(Game_Memory) g_mem^ = Game_Memory { some_number = 100, } game_hot_reloaded(g_mem) } @(export) game_shutdown :: proc() { free(g_mem) } @(export) game_shutdown_window :: proc() { rl.CloseWindow() } @(export) game_memory :: proc() -> rawptr { return g_mem } @(export) game_memory_size :: proc() -> int { return size_of(Game_Memory) } @(export) game_hot_reloaded :: proc(mem: rawptr) { g_mem = (^Game_Memory)(mem) } @(export) game_force_reload :: proc() -> bool { return rl.IsKeyPressed(.F5) } @(export) game_force_restart :: proc() -> bool { return rl.IsKeyPressed(.F6) }