all: move standalone libraries to libs/ subdirectory

The root dir of our repository has grown quite a lot the past few months.

I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.

As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.

We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.

Performed via:

```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```

git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>

git mv ecs libs/

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-08-26 13:29:04 -07:00 committed by Stephen Gutekanst
parent 79ec61396f
commit 0645429df9
240 changed files with 6 additions and 6 deletions

View file

@ -1,144 +0,0 @@
const std = @import("std");
const Mode = @import("main.zig").Mode;
const DeviceDescriptor = @import("main.zig").DeviceDescriptor;
const js = @import("sysjs");
const Audio = @This();
pub const DataCallback = if (@import("builtin").zig_backend == .stage1)
fn (device: *Device, user_data: ?*anyopaque, sample: *f32) void
else
*const fn (device: *Device, user_data: ?*anyopaque, sample: *f32) void;
pub const Device = struct {
context: js.Object,
pub fn deinit(device: Device) void {
device.context.deinit();
}
pub fn setCallback(device: Device, callback: DataCallback, user_data: ?*anyopaque) void {
device.context.set("device", js.createNumber(@intToFloat(f64, @ptrToInt(&device))));
device.context.set("callback", js.createNumber(@intToFloat(f64, @ptrToInt(&callback))));
if (user_data) |ud|
device.context.set("user_data", js.createNumber(@intToFloat(f64, @ptrToInt(ud))));
}
pub fn pause(device: Device) void {
device.context.call("suspend", &.{});
}
pub fn start(device: Device) void {
_ = device.context.call("resume", &.{});
}
};
pub const DeviceIterator = struct {
ctx: *Audio,
mode: Mode,
pub fn next(_: DeviceIterator) IteratorError!?DeviceDescriptor {
return null;
}
};
pub const IteratorError = error{};
pub const Error = error{
AudioUnsupported,
};
context_constructor: js.Function,
pub fn init() Error!Audio {
const context = js.global().get("AudioContext");
if (context.is(.undef))
return error.AudioUnsupported;
return Audio{ .context_constructor = context.view(.func) };
}
pub fn deinit(audio: Audio) void {
audio.context_constructor.deinit();
}
pub fn waitEvents(_: Audio) void {}
const default_channel_count = 2;
const default_sample_rate = 48000;
const default_buffer_size = 512;
pub fn requestDevice(audio: Audio, config: DeviceDescriptor) Error!Device {
// NOTE: WebAudio only supports F32 audio format, so config.format is unused
const mode = config.mode orelse .output;
const channels = config.channels orelse default_channel_count;
const sample_rate = config.sample_rate orelse default_sample_rate;
const context_options = js.createMap();
defer context_options.deinit();
context_options.set("sampleRate", js.createNumber(@intToFloat(f64, sample_rate)));
const context = audio.context_constructor.construct(&.{context_options.toValue()});
_ = context.call("suspend", &.{});
const input_channels = if (mode == .input) js.createNumber(@intToFloat(f64, channels)) else js.createUndefined();
const output_channels = if (mode == .output) js.createNumber(@intToFloat(f64, channels)) else js.createUndefined();
const node = context.call("createScriptProcessor", &.{ js.createNumber(default_buffer_size), input_channels, output_channels }).view(.object);
defer node.deinit();
context.set("node", node.toValue());
{
const audio_process_event = js.createFunction(audioProcessEvent, &.{context.toValue()});
defer audio_process_event.deinit();
node.set("onaudioprocess", audio_process_event.toValue());
}
{
const destination = context.get("destination").view(.object);
defer destination.deinit();
_ = node.call("connect", &.{destination.toValue()});
}
return Device{ .context = context };
}
fn audioProcessEvent(args: js.Object, _: usize, captures: []js.Value) js.Value {
const device_context = captures[0].view(.object);
const audio_event = args.getIndex(0).view(.object);
const output_buffer = audio_event.get("outputBuffer").view(.object);
const callback = device_context.get("callback");
if (!callback.is(.undef)) {
// Do not deinit, we are not making a new device, just creating a view to the current one.
var dev = Device{ .context = device_context };
const cb = @intToPtr(*DataCallback, @floatToInt(usize, callback.view(.num)));
const user_data = device_context.get("user_data");
const ud = if (user_data.is(.undef)) null else @intToPtr(*anyopaque, @floatToInt(usize, user_data.view(.num)));
var channel: usize = 0;
while (channel < @floatToInt(usize, output_buffer.get("numberOfChannels").view(.num))) : (channel += 1) {
const output_data = output_buffer.call("getChannelData", &.{js.createNumber(@intToFloat(f64, channel))}).view(.object);
defer output_data.deinit();
var sample: usize = 0;
while (sample < @floatToInt(usize, output_buffer.get("length").view(.num))) : (sample += 1) {
var ret_sample: f32 = undefined;
cb.*(&dev, ud, &ret_sample);
output_data.setIndex(sample, js.createNumber(ret_sample));
}
}
}
return js.createUndefined();
}
pub fn outputDeviceIterator(audio: Audio) DeviceIterator {
return .{ .audio = audio, .mode = .output };
}
pub fn inputDeviceIterator(audio: Audio) DeviceIterator {
return .{ .audio = audio, .mode = .input };
}