The first ten of raylib's core list, ported. Seven new bindings and the named colour palette; nothing else was added, because a binding called by nothing is the same as not having bound it. The gaps they found are the point. No number reaches draw-text: i64->bytes answers [u8], draw-text wants a string, and nothing bridges — five of the ten wanted TextFormat and got a glyph table instead. And an enum parameter cannot be driven by a loop variable: the index is an i32, the parameter is an enum, neither converts, and a second declare-c with an i32 face is refused because one C function gets one binding. Two correct rules that compose into a wall. None of the gaps expected blocked anything: no generics, no allocator, no Vec, no escaping closure, no block-scoped defer. These are input-and-draw programs over fixed-size state, which is the shape the language has.
48 lines
1.8 KiB
Plaintext
48 lines
1.8 KiB
Plaintext
;;;; raylib [core] example - input keys
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;;;;
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;;;; examples/core/core_input_keys.c. Faithful, and the only thing worth noting
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;;;; is a Flan rule rather than a raylib one.
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;;;;
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;;;; The C moves the ball by writing `ballPosition.x += 2.0f` on a local
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;;;; struct. Flan has the same thing — a local IS an assignable place
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;;;; (spec-memory.md) — but the local has to be a `defvar` here rather than a
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;;;; `let` inside the loop, because a `let` binding is rebound every iteration
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;;;; and the position has to survive between frames. The C's variable is
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;;;; outside its while loop for the same reason; this is that, spelled with the
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;;;; storage the language has.
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;;;;
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;;;; `(set (.x ball) ...)` works on a struct field of a global: a field of an
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;;;; assignable place is itself one.
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(import rl "vendor:raylib")
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(defconst screen-width 800)
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(defconst screen-height 450)
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(defvar ball rl/Vector2)
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(defn main []
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(rl/init-window screen-width screen-height
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"raylib [core] example - input keys")
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(defer (rl/close-window))
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(set ball (rl/Vector2 {:x (f32 (/ screen-width 2))
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:y (f32 (/ screen-height 2))}))
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(rl/set-target-fps 60)
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(until (rl/window-should-close?)
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;; Update. key-down? and not key-pressed?: this is meant to repeat for as
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;; long as the key is held, which is the whole difference between the two.
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(when (rl/key-down? :right) (set (.x ball) (+ (.x ball) 2.0)))
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(when (rl/key-down? :left) (set (.x ball) (- (.x ball) 2.0)))
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(when (rl/key-down? :up) (set (.y ball) (- (.y ball) 2.0)))
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(when (rl/key-down? :down) (set (.y ball) (+ (.y ball) 2.0)))
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;; Draw
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(rl/begin-drawing)
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(rl/clear-background rl/raywhite)
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(rl/draw-text "move the ball with arrow keys" 10 10 20 rl/darkgray)
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(rl/draw-circle-v ball 50.0 rl/maroon)
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(rl/end-drawing)))
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