As @xymus requested in #1705, a new method is available in Text, `hexdigest_to_bytes` which transforms a regular hexdigest in its Bytes counterpart.
Ping @ppepos this could please your Pythonneous eyes
Pull-Request: #1716
Reviewed-by: Alexis Laferrière <alexis.laf@xymus.net>
Reviewed-by: Jean Privat <jean@pryen.org>
mkdir -p bin
../../bin/nitc -o bin/moles src/moles_linux.nit
+android: bin/moles.apk
bin/moles.apk: android-icons $(shell ../../bin/nitls -M src/moles_android.nit) assets/images/drawing.png
mkdir -p bin
../../bin/nitc -o bin/moles.apk src/moles_android.nit
-android: bin/moles.apk
+android-release: android-icons $(shell ../../bin/nitls -M src/moles_android.nit) assets/images/drawing.png
+ mkdir -p bin
+ ../../bin/nitc -o bin/moles.apk src/moles_android.nit --release
../inkscape_tools/bin/svg_to_icons:
$(MAKE) -C ../inkscape_tools
mkdir -p bin
../../bin/nitc -o bin/friendz src/friendz_linux.nit
-android:
- mkdir -p bin res
- ../inkscape_tools/bin/svg_to_icons art/icon.svg --android --out res/
+android: res/drawable-hdpi/icon.png
+ mkdir -p bin
../../bin/nitc -o bin/friendz.apk src/friendz_android.nit
+android-release: res/drawable-hdpi/icon.png
+ mkdir -p bin
+ ../../bin/nitc -o bin/friendz.apk src/friendz_android.nit --release
+
+res/drawable-hdpi/icon.png: art/icon.svg
+ mkdir -p res
+ ../inkscape_tools/bin/svg_to_icons art/icon.svg --android --out res/
+
doc:
mkdir -p doc
../../bin/nitdoc -d doc/ src/friendz.nit src/friendz_linux.nit
../../bin/nitc -o bin/complete.apk src/complete_simple_android.nit --semi-global
../../bin/nitc -o bin/minimal.apk src/simple_android.nit --semi-global
+android-release:
+ mkdir -p bin
+ ../../bin/nitc -o bin/complete.apk src/complete_simple_android.nit --semi-global --release
+ ../../bin/nitc -o bin/minimal.apk src/simple_android.nit --semi-global --release
+
clean:
rm -rf bin
module opportunity_controller
import nitcorn
-import sha1
import templates
import opportunity_model
redef fun commit(db) do
if id == "" then
var time = get_time
- var tmpid = (name + date + place + time.to_s).sha1_to_s
+ var tmpid = (name + date + place + time.to_s).sha1.hexdigest
if not db.execute("INSERT INTO meetups (id, name, date, place, answer_mode) VALUES({tmpid.to_sql_string}, {name.html_escape.to_sql_string}, {date.html_escape.to_sql_string}, {place.html_escape.to_sql_string}, {answer_mode});") then
print "Error recording entry Meetup {self}"
print db.error or else "Null error"
../../bin/nitserial -o src/server/server_serialize.nit src/server/dedicated.nit
# Android
+android: bin/tinks.apk
bin/tinks.apk: assets/images/drawing.png src/client/client_serialize.nit res/drawable-ldpi/icon.png $(shell ../../bin/nitls -M src/client/android_client.nit)
- ../../bin/nitc -o bin/tinks.apk src/client/android_client.nit -m src/client/client_serialize.nit --compile-dir nit_compile
- adb install -r bin/tinks.apk
+ ../../bin/nitc -o bin/tinks.apk src/client/android_client.nit -m src/client/client_serialize.nit
+
+android-release: assets/images/drawing.png src/client/client_serialize.nit res/drawable-ldpi/icon.png $(shell ../../bin/nitls -M src/client/android_client.nit)
+ ../../bin/nitc -o bin/tinks.apk src/client/android_client.nit -m src/client/client_serialize.nit --release
res/drawable-ldpi/icon.png: art/icon.svg
../inkscape_tools/bin/svg_to_icons art/icon.svg --android --out res/
inkscape:pageopacity="0.0"
inkscape:pageshadow="2"
inkscape:zoom="1.979899"
- inkscape:cx="107.98668"
- inkscape:cy="65.759563"
+ inkscape:cx="357.89925"
+ inkscape:cy="19.247995"
inkscape:document-units="px"
inkscape:current-layer="0splash"
showgrid="false"
transform="matrix(0.9571749,0,0,0.9571749,14.241487,126.08446)">
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id="path3211"
- inkscape:connector-curvature="0" />
+ inkscape:connector-curvature="0"
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sodipodi:role="line">TINKS!</tspan></text>
+ <text
+ xml:space="preserve"
+ style="font-size:50.25947571px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#e6e6e6;fill-opacity:1;stroke:none;font-family:Sans"
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</g>
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mkdir -p bin
../../bin/nitc -o bin/ballz.apk src/ballz_android.nit
+android-release: icon
+ mkdir -p bin
+ ../../bin/nitc -o bin/ballz.apk src/ballz_android.nit --release
+
linux:
mkdir -p bin
../../bin/nitc -o bin/ballz src/ballz_linux.nit
mkdir -p bin
../../bin/nitc -o bin/dino.apk src/dino_android.nit
+android-release: android-icons
+ mkdir -p bin
+ ../../bin/nitc -o bin/dino.apk src/dino_android.nit --release
+
../../contrib/inkscape_tools/bin/svg_to_icons:
$(MAKE) -C ../../contrib/inkscape_tools
import sha1
-print "Rosetta Code".sha1_to_s
+print "Rosetta Code".sha1.hexdigest
mkdir -p bin
../../bin/nitc -o bin/shoot.apk src/shoot_android.nit
+android-release:
+ mkdir -p bin
+ ../../bin/nitc -o bin/shoot.apk src/shoot_android.nit --release
+
null:
mkdir -p bin
../../bin/nitc -o bin/shoot_null src/shoot_null.nit
self.setDataSource(fd, start_offset, length);
return 1;
}catch(Exception e) {
- Log.e("Error loading the Media Player with a file descriptor", e.getMessage());
return 0;
}
`}
end
redef fun play do
- if self.error != null then return
if not is_loaded then load
+ if self.error != null then return
soundpool.play(soundpool_id)
end
end
redef fun play do
- if self.error != null then return
if not is_loaded then load
+ if self.error != null then return
media_player.start
end
# Android NDK's structure to control the native window for drawing
extern class ANativeWindow `{ ANativeWindow* `}
+ # Change the format and size of the window buffers
+ #
+ # All arguments can be set to 0 to use the default devices values.
+ # `width` and `height` must both be set to 0 or have significant values.
+ #
+ # `format` is a value specified by EGL.
+ fun set_buffers_geometry(width, height, format: Int): Bool `{
+ return ANativeWindow_setBuffersGeometry(self, (int32_t)width, (int32_t)height, (int32_t)format);
+ `}
end
# Offers the base 64 encoding and decoding algorithms
module base64
-redef class String
-
+redef class NativeString
# Alphabet used by the base64 algorithm
- private fun base64_chars : String
+ private fun base64_chars : SequenceRead[Byte]
do
- return "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
+ return "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/".bytes
end
+
+ # Reversed alphabet for base64
private fun inverted_base64_chars : HashMap[Byte, Byte]
do
var inv_base64_chars = new HashMap[Byte, Byte]
- for k in [0..base64_chars.bytelen[ do
- inv_base64_chars[base64_chars.bytes[k]] = k.to_b
+ var l = base64_chars.length
+ for k in [0 .. l[ do
+ inv_base64_chars[base64_chars[k]] = k.to_b
end
return inv_base64_chars
end
- # Encodes the receiver string to base64.
+ # Encodes `self` to base64.
+ #
# By default, uses "=" for padding.
- fun encode_base64 : String do return encode_base64_custom_padding('='.ascii.to_b)
-
- # Encodes the receiver string to base64 using a custom padding character.
#
- # If using the default padding character `=`, see `encode_base64`.
- fun encode_base64_custom_padding(padding : Byte) : String
- do
- var base64_bytes = once base64_chars.bytes
- var length = bytelen
-
+ # assert "string".encode_base64 == "c3RyaW5n"
+ private fun encode_base64(length: Int, padding: nullable Byte): Bytes do
+ var base64_bytes = once base64_chars
+ if padding == null then padding = '='.ascii.to_b
var steps = length / 3
var bytes_in_last_step = length % 3
var result_length = steps * 4
if bytes_in_last_step > 0 then result_length += 4
- var result = new NativeString(result_length + 1)
- var bytes = self.bytes
- result[result_length] = 0u8
-
- var mask_6bit = 0b0011_1111
+ var result = new Bytes.with_capacity(result_length)
+ var in_off = 0
for s in [0 .. steps[ do
- var e = 0
- for ss in [0 .. 3[ do
- e += bytes[s * 3 + ss].to_i << ((2 - ss) * 8)
- end
- for ss in [0..4[ do
- result[s * 4 + 3 - ss] = base64_bytes[(e >> (ss * 6)) & mask_6bit]
- end
+ var ind = ((self[in_off] & 0b1111_1100u8) >> 2).to_i
+ result.add base64_bytes[ind]
+ ind = ((self[in_off] & 0b0000_0011u8) << 4).to_i | ((self[in_off + 1] & 0b1111_0000u8) >> 4).to_i
+ result.add base64_bytes[ind]
+ ind = ((self[in_off + 1] & 0b0000_1111u8) << 2).to_i | ((self[in_off + 2] & 0b1100_0000u8) >> 6).to_i
+ result.add base64_bytes[ind]
+ ind = (self[in_off + 2] & 0b0011_1111u8).to_i
+ result.add base64_bytes[ind]
+ in_off += 3
end
-
- var out_off = result_length - 4
- var in_off = length - bytes_in_last_step
if bytes_in_last_step == 1 then
- result[out_off] = base64_bytes[((bytes[in_off] & 0b1111_1100u8) >> 2).to_i]
- result[out_off + 1] = base64_bytes[((bytes[in_off] & 0b0000_0011u8) << 4).to_i]
- out_off += 2
+ result.add base64_bytes[((self[in_off] & 0b1111_1100u8) >> 2).to_i]
+ result.add base64_bytes[((self[in_off] & 0b0000_0011u8) << 4).to_i]
else if bytes_in_last_step == 2 then
- result[out_off] = base64_bytes[((bytes[in_off] & 0b1111_1100u8) >> 2).to_i]
- result[out_off + 1] = base64_bytes[(((bytes[in_off] & 0b0000_0011u8) << 4) | ((bytes[in_off + 1] & 0b1111_0000u8) >> 4)).to_i]
- result[out_off + 2] = base64_bytes[((bytes[in_off + 1] & 0b0000_1111u8) << 2).to_i]
- out_off += 3
- end
- if bytes_in_last_step > 0 then
- for i in [out_off .. result_length[ do result[i] = padding
+ result.add base64_bytes[((self[in_off] & 0b1111_1100u8) >> 2).to_i]
+ result.add base64_bytes[(((self[in_off] & 0b0000_0011u8) << 4) | ((self[in_off + 1] & 0b1111_0000u8) >> 4)).to_i]
+ result.add base64_bytes[((self[in_off + 1] & 0b0000_1111u8) << 2).to_i]
end
+ var rempad = if bytes_in_last_step > 0 then 3 - bytes_in_last_step else 0
+ for i in [0 .. rempad[ do result.add padding
- return result.to_s_with_length(result_length)
+ return result
end
- # Decodes the receiver string from base64.
- # By default, uses "=" for padding.
- fun decode_base64 : String do return decode_base64_custom_padding('='.ascii.to_b)
-
- # Decodes the receiver string to base64 using a custom padding character.
+ # Decodes `self` from base64
#
- # If using the default padding character `=`, see `decode_base64`.
- fun decode_base64_custom_padding(padding : Byte) : String
- do
+ # assert "c3RyaW5n".decode_base64 == "string"
+ #
+ # REQUIRE: `length % 4 == 0`
+ private fun decode_base64(length: Int, padding: nullable Byte): Bytes do
+ if padding == null then padding = '='.ascii.to_b
var inv = once inverted_base64_chars
- var length = bytelen
- if length == 0 then return ""
+ if length == 0 then return new Bytes.empty
assert length % 4 == 0 else print "base64::decode_base64 only supports strings of length multiple of 4"
- var bytes = self.bytes
+ var bytes = self
var steps = length / 4
var result_length = steps * 3
if padding_len == 1 then result_length -= 1
if padding_len == 2 then result_length -= 2
- var result = new NativeString(result_length + 1)
- result[result_length] = 0u8
+ var result = new Bytes.with_capacity(result_length + 1)
for s in [0 .. steps[ do
var c0 = inv[bytes[s * 4]]
var c1 = inv[bytes[s * 4 + 1]]
var c2 = inv[bytes[s * 4 + 2]]
var c3 = inv[bytes[s * 4 + 3]]
- result[s * 3] = ((c0 & 0b0011_1111u8) << 2) | ((c1 & 0b0011_0000u8) >> 4)
- result[s * 3 + 1] = ((c1 & 0b0000_1111u8) << 4) | ((c2 & 0b0011_1100u8) >> 2)
- result[s * 3 + 2] = ((c2 & 0b0000_0011u8) << 6) | (c3 & 0b0011_1111u8)
+ result.add (((c0 & 0b0011_1111u8) << 2) | ((c1 & 0b0011_0000u8) >> 4))
+ result.add (((c1 & 0b0000_1111u8) << 4) | ((c2 & 0b0011_1100u8) >> 2))
+ result.add (((c2 & 0b0000_0011u8) << 6) | (c3 & 0b0011_1111u8))
end
var last_start = steps * 4
var c0 = inv[bytes[last_start]]
var c1 = inv[bytes[last_start + 1]]
var c2 = inv[bytes[last_start + 2]]
- result[result_length - 2] = ((c0 & 0b0011_1111u8) << 2) | ((c1 & 0b0011_0000u8) >> 4)
- result[result_length - 1] = ((c1 & 0b0000_1111u8) << 4) | ((c2 & 0b0011_1100u8) >> 2)
+ result.add (((c0 & 0b0011_1111u8) << 2) | ((c1 & 0b0011_0000u8) >> 4))
+ result.add (((c1 & 0b0000_1111u8) << 4) | ((c2 & 0b0011_1100u8) >> 2))
else if padding_len == 2 then
var c0 = inv[bytes[last_start]]
var c1 = inv[bytes[last_start + 1]]
- result[result_length - 1] = ((c0 & 0b0011_1111u8) << 2) | ((c1 & 0b0011_0000u8) >> 4)
+ result.add (((c0 & 0b0011_1111u8) << 2) | ((c1 & 0b0011_0000u8) >> 4))
end
- return result.to_s_with_length(result_length)
+ return result
+ end
+end
+
+redef class Bytes
+
+ # Encodes the receiver string to base64 using a custom padding character.
+ #
+ # If using the default padding character `=`, see `encode_base64`.
+ fun encode_base64(padding: nullable Byte): Bytes
+ do
+ return items.encode_base64(length, padding)
+ end
+
+ # Decodes the receiver string to base64 using a custom padding character.
+ #
+ # Default padding character `=`
+ fun decode_base64(padding : nullable Byte) : Bytes
+ do
+ return items.decode_base64(length, padding)
+ end
+end
+
+redef class String
+
+ # Encodes the receiver string to base64 using a custom padding character.
+ #
+ # If using the default padding character `=`, see `encode_base64`.
+ fun encode_base64(padding: nullable Byte): String
+ do
+ return to_cstring.encode_base64(bytelen, padding).to_s
+ end
+
+ # Decodes the receiver string to base64 using a custom padding character.
+ #
+ # Default padding character `=`
+ fun decode_base64(padding : nullable Byte) : String
+ do
+ return to_cstring.decode_base64(bytelen, padding).to_s
end
end
super size
end
- # Build from an `Array[Int]`
- new from(array: Array[Int])
+ # Create from an `SequenceRead[Int]`
+ new from(array: SequenceRead[Int])
do
var carray = new CIntArray(array.length)
for i in array.length.times do
super size
end
- # Build from a `SequenceRead[Byte]`
+ # Create from a `SequenceRead[Byte]`
new from(array: SequenceRead[Byte])
do
var carray = new CByteArray(array.length)
super size
end
- # Build from an `Array[NativeString]`
- new from(array: Array[NativeString])
+ # Create from an `SequenceRead[NativeString]`
+ new from(array: SequenceRead[NativeString])
do
var carray = new CNativeStringArray(array.length)
for i in array.length.times do
intrude import text::flat
redef class Byte
+ # Write self as a string into `ns` at position `pos`
+ private fun add_digest_at(ns: NativeString, pos: Int) do
+ var tmp = (0xF0u8 & self) >> 4
+ ns[pos] = if tmp >= 0x0Au8 then tmp + 0x37u8 else tmp + 0x30u8
+ tmp = 0x0Fu8 & self
+ ns[pos + 1] = if tmp >= 0x0Au8 then tmp + 0x37u8 else tmp + 0x30u8
+ end
+
# Is `self` a valid hexadecimal digit (in ASCII)
#
# ~~~nit
super AbstractArray[Byte]
# A NativeString being a char*, it can be used as underlying representation here.
- private var items: NativeString
+ var items: NativeString
# Number of bytes in the array
redef var length
return items[i]
end
+ # Returns self as a hexadecimal digest
+ fun hexdigest: String do
+ var elen = length * 2
+ var ns = new NativeString(elen)
+ var i = 0
+ var oi = 0
+ while i < length do
+ self[i].add_digest_at(ns, oi)
+ i += 1
+ oi += 2
+ end
+ return new FlatString.full(ns, elen, 0, elen - 1, elen)
+ end
+
# var b = new Bytes.with_capacity(1)
# b[0] = 101u8
# assert b.to_s == "e"
redef fun to_s do
persisted = true
var b = self
- if not is_utf8 then
- b = clean_utf8
- persisted = false
- end
- return new FlatString.with_infos(b.items, b.length, 0, b.length -1)
+ var r = b.items.to_s_with_length(length)
+ if r != items then persisted = false
+ return r
end
redef fun iterator do return new BytesIterator.with_buffer(self)
- # Is the byte collection valid UTF-8 ?
- fun is_utf8: Bool do
- var charst = once [0x80u8, 0u8, 0xE0u8, 0xC0u8, 0xF0u8, 0xE0u8, 0xF8u8, 0xF0u8]
- var lobounds = once [0, 0x80, 0x800, 0x10000]
- var hibounds = once [0x7F, 0x7FF, 0xFFFF, 0x10FFFF]
- var pos = 0
- var len = length
- var mits = items
- while pos < len do
- var nxst = mits.length_of_char_at(pos)
- var charst_index = (nxst - 1) * 2
- if mits[pos] & charst[charst_index] == charst[charst_index + 1] then
- var c = mits.char_at(pos)
- var cp = c.ascii
- if cp <= hibounds[nxst - 1] and cp >= lobounds[nxst - 1] then
- if cp >= 0xD800 and cp <= 0xDFFF or
- cp == 0xFFFE or cp == 0xFFFF then return false
- else
- return false
- end
- else
- return false
- end
- pos += nxst
- end
- return true
- end
-
- # Cleans the bytes of `self` to be UTF-8 compliant
- private fun clean_utf8: Bytes do
- var charst = once [0x80u8, 0u8, 0xE0u8, 0xC0u8, 0xF0u8, 0xE0u8, 0xF8u8, 0xF0u8]
- var badchar = once [0xEFu8, 0xBFu8, 0xBDu8]
- var lobounds = once [0, 0x80, 0x800, 0x10000]
- var hibounds = once [0x7F, 0x7FF, 0xFFFF, 0x10FFFF]
- var pos = 0
- var len = length
- var ret = new Bytes.with_capacity(len)
- var mits = items
- while pos < len do
- var nxst = mits.length_of_char_at(pos)
- var charst_index = (nxst - 1) * 2
- if mits[pos] & charst[charst_index] == charst[charst_index + 1] then
- var c = mits.char_at(pos)
- var cp = c.ascii
- if cp <= hibounds[nxst - 1] and cp >= lobounds[nxst - 1] then
- if cp >= 0xD800 and cp <= 0xDFFF or
- cp == 0xFFFE or cp == 0xFFFF then
- ret.append badchar
- pos += 1
- else
- var pend = pos + nxst
- for i in [pos .. pend[ do ret.add mits[i]
- pos += nxst
- end
- else
- ret.append badchar
- pos += 1
- end
- else
- ret.append badchar
- pos += 1
- end
- end
- return ret
- end
end
private class BytesIterator
# ~~~
fun read_all: String do
var s = read_all_bytes
- if not s.is_utf8 then s = s.clean_utf8
var slen = s.length
if slen == 0 then return ""
var rets = ""
var pos = 0
- var sits = s.items
+ var str = s.items.clean_utf8(slen)
+ slen = str.bytelen
+ var sits = str.items
var remsp = slen
while pos < slen do
# The 129 size was decided more or less arbitrarily
redef fun to_s_with_length(length): FlatString
do
assert length >= 0
- var str = new FlatString.with_infos(self, length, 0, length - 1)
- return str
+ return clean_utf8(length)
end
redef fun to_s_full(bytelen, unilen) do
redef fun to_s_with_copy: FlatString
do
var length = cstring_length
+ var r = clean_utf8(length)
+ if r.items != self then return r
var new_self = new NativeString(length + 1)
copy_to(new_self, length, 0, 0)
var str = new FlatString.with_infos(new_self, length, 0, length - 1)
return str
end
+ # Cleans a NativeString if necessary
+ fun clean_utf8(len: Int): FlatString do
+ var replacements: nullable Array[Int] = null
+ var end_length = len
+ var pos = 0
+ var chr_ln = 0
+ while pos < len do
+ var b = self[pos]
+ var nxst = length_of_char_at(pos)
+ var ok_st: Bool
+ if nxst == 1 then
+ ok_st = b & 0x80u8 == 0u8
+ else if nxst == 2 then
+ ok_st = b & 0xE0u8 == 0xC0u8
+ else if nxst == 3 then
+ ok_st = b & 0xF0u8 == 0xE0u8
+ else
+ ok_st = b & 0xF8u8 == 0xF0u8
+ end
+ if not ok_st then
+ if replacements == null then replacements = new Array[Int]
+ replacements.add pos
+ end_length += 2
+ pos += 1
+ chr_ln += 1
+ continue
+ end
+ var ok_c: Bool
+ var c = char_at(pos)
+ var cp = c.ascii
+ if nxst == 1 then
+ ok_c = cp >= 0 and cp <= 0x7F
+ else if nxst == 2 then
+ ok_c = cp >= 0x80 and cp <= 0x7FF
+ else if nxst == 3 then
+ ok_c = cp >= 0x800 and cp <= 0xFFFF
+ ok_c = ok_c and not (cp >= 0xD800 and cp <= 0xDFFF) and cp != 0xFFFE and cp != 0xFFFF
+ else
+ ok_c = cp >= 0x10000 and cp <= 0x10FFFF
+ end
+ if not ok_c then
+ if replacements == null then replacements = new Array[Int]
+ replacements.add pos
+ end_length += 2
+ pos += 1
+ chr_ln += 1
+ continue
+ end
+ pos += c.u8char_len
+ chr_ln += 1
+ end
+ var ret = self
+ if end_length != len then
+ ret = new NativeString(end_length)
+ var old_repl = 0
+ var off = 0
+ var repls = replacements.as(not null)
+ var r = repls.items.as(not null)
+ var imax = repls.length
+ for i in [0 .. imax[ do
+ var repl_pos = r[i]
+ var chkln = repl_pos - old_repl
+ copy_to(ret, chkln, old_repl, off)
+ off += chkln
+ ret[off] = 0xEFu8
+ ret[off + 1] = 0xBFu8
+ ret[off + 2] = 0xBDu8
+ old_repl = repl_pos + 1
+ off += 3
+ end
+ copy_to(ret, len - old_repl, old_repl, off)
+ end
+ return new FlatString.full(ret, end_length, 0, end_length - 1, chr_ln)
+ end
+
# Sets the next bytes at position `pos` to the value of `c`, encoded in UTF-8
#
# Very unsafe, make sure to have room for this char prior to calling this function.
end
i += 1
end
- return ns.to_s_with_length(sl)
+ return new FlatString.with_infos(ns, sl, 0, sl - 1)
end
end
end
i += 1
end
- return ns.to_s_with_length(sl)
+ return new FlatString.with_infos(ns, sl, 0, sl - 1)
end
end
fun egl_bind_opengl_api: Bool `{ return eglBindAPI(EGL_OPENGL_API); `}
fun egl_bind_opengl_es_api: Bool `{ return eglBindAPI(EGL_OPENGL_ES_API); `}
fun egl_bind_openvg_api: Bool `{ return eglBindAPI(EGL_OPENVG_API); `}
+
+# Handle to the default display to use with EGL
+fun egl_default_display: Pointer `{ return EGL_DEFAULT_DISPLAY; `}
--- /dev/null
+# This file is part of NIT (http://www.nitlanguage.org).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Abstract display services
+module display
+
+import ::glesv2
+
+import display_linux is conditional(linux)
+import display_android is conditional(android)
+
+# Should Gamnit be more verbose?
+fun debug_gamnit: Bool do return false
+
+# General display class, is sized and drawable
+class GamnitDisplay
+
+ # Width of the display, in pixels
+ fun width: Int is abstract
+
+ # Height of the display, in pixels
+ fun height: Int is abstract
+
+ # Prepare this display
+ #
+ # The implementation varies per platform.
+ fun setup is abstract
+
+ # Close this display and free underlying resources
+ #
+ # The implementation varies per platform.
+ fun close do end
+
+ # Flip the display buffers
+ #
+ # The implementation varies per platform.
+ fun flip do end
+end
--- /dev/null
+# This file is part of NIT (http://www.nitlanguage.org).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Gamnit display implementation for Android
+#
+# Generated APK files require OpenGL ES 2.0.
+#
+# This modules uses `android::native_app_glue` and the Android NDK.
+module display_android is
+ android_manifest """<uses-feature android:glEsVersion="0x00020000"/>"""
+end
+
+import ::android
+
+private import gamnit::egl
+
+redef class GamnitDisplay
+
+ redef fun setup
+ do
+ var native_display = egl_default_display
+ var native_window = app.native_app_glue.window
+
+ setup_egl_display native_display
+
+ # We need 8 bits per color for selection by color
+ select_egl_config(8, 8, 8, 0, 8, 0, 0)
+
+ var format = egl_config.attribs(egl_display).native_visual_id
+ native_window.set_buffers_geometry(0, 0, format)
+
+ setup_egl_context native_window
+ end
+
+ redef fun close do close_egl
+end
--- /dev/null
+# This file is part of NIT (http://www.nitlanguage.org).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Gamnit display implementation for GNU/Linux using `egl`, `sdl` and `x11`
+module display_linux
+
+import sdl
+import x11
+
+import egl # local to gamnit
+import display
+
+redef class GamnitDisplay
+
+ # Actual width or desired width of the window, can be set before calling `setup`
+ fun width=(value: Int) do requested_width = value
+ private var requested_width = 1920
+
+ # Actual height or desired height of the window, can be set before calling `setup`
+ fun height=(value: Int) do requested_height = value
+ private var requested_height = 1080
+
+ # Setup SDL, X11, EGL in order
+ redef fun setup
+ do
+ if debug_gamnit then print "Setting up SDL"
+ self.sdl_display = setup_sdl(requested_width, requested_height)
+
+ if debug_gamnit then print "Setting up X11"
+ var x11_display = setup_x11
+ var window_handle = window_handle
+ setup_egl_display x11_display
+
+ if debug_gamnit then print "Setting up EGL context"
+ select_egl_config(8, 8, 8, 8, 8, 0, 0)
+ setup_egl_context window_handle
+ end
+
+ # Close EGL and SDL in reverse order of `setup` (nothing to do for X11)
+ redef fun close
+ do
+ close_egl
+ close_sdl
+ end
+
+ # ---
+ # SDL
+
+ # The SDL display managing the window and events
+ var sdl_display: SDLDisplay is noautoinit
+
+ # Setup the SDL display and lib
+ fun setup_sdl(window_width, window_height: Int): SDLDisplay
+ do
+ var sdl_display = new SDLDisplay(window_width, window_height)
+ assert not sdl_display.address_is_null else print "Opening SDL display failed"
+ return sdl_display
+ end
+
+ # Close the SDL display
+ fun close_sdl do sdl_display.destroy
+
+ # Get a native handle to the current SDL window
+ fun window_handle: Pointer
+ do
+ var sdl_wm_info = new SDLSystemWindowManagerInfo
+ return sdl_wm_info.x11_window_handle
+ end
+
+ # ---
+ # X11
+
+ # Get a native handle to the current X11 display
+ fun setup_x11: Pointer
+ do
+ var x11_display = x_open_default_display
+ assert not x11_display.address_is_null else print "Opening X11 display failed"
+ return x11_display
+ end
+end
--- /dev/null
+# This file is part of NIT (http://www.nitlanguage.org).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Use of EGL to implement Gamnit on GNU/Linux and Android
+module egl
+
+import ::egl
+
+import gamnit::display
+
+redef class GamnitDisplay
+
+ # The EGL display
+ var egl_display: EGLDisplay is noautoinit
+
+ # The EGL context
+ var egl_context: EGLContext is noautoinit
+
+ # The EGL surface for the window
+ var window_surface: EGLSurface is noautoinit
+
+ # The selected EGL configuration
+ var egl_config: EGLConfig is noautoinit
+
+ # Setup the EGL display for the given `x11_display`
+ protected fun setup_egl_display(x11_display: Pointer)
+ do
+ var egl_display = new EGLDisplay(x11_display)
+ assert egl_display.is_valid else print "new EGL display is not valid"
+
+ egl_display.initialize
+ assert egl_display.is_valid else print "EGL initialize error: {egl_display.error}"
+
+ self.egl_display = egl_display
+ end
+
+ # Select an EGL config
+ protected fun select_egl_config(blue, green, red, alpha, depth, stencil, sample: Int)
+ do
+ var config_chooser = new EGLConfigChooser
+ config_chooser.renderable_type_egl
+ config_chooser.surface_type_egl
+ config_chooser.blue_size = blue
+ config_chooser.green_size = green
+ config_chooser.red_size = red
+ if alpha > 0 then config_chooser.alpha_size = alpha
+ if depth > 0 then config_chooser.depth_size = depth
+ if stencil > 0 then config_chooser.stencil_size = stencil
+ if sample > 0 then config_chooser.sample_buffers = sample
+ config_chooser.close
+
+ var configs = config_chooser.choose(egl_display)
+ assert configs != null else print "Choosing EGL config failed: {egl_display.error}"
+ assert not configs.is_empty else print "Found no EGL config"
+
+ if debug_gamnit then
+ print "EGL available configurations:"
+ for config in configs do
+ var attribs = config.attribs(egl_display)
+ print "* Conformant to: {attribs.conformant}"
+ print " Caveats: {attribs.caveat}"
+ print " Size of RGBA: {attribs.red_size} {attribs.green_size} {attribs.blue_size} {attribs.alpha_size}"
+ print " Buffer, depth, stencil: {attribs.buffer_size} {attribs.depth_size} {attribs.stencil_size}"
+ end
+ end
+
+ # We use the first one, it is recommended
+ self.egl_config = configs.first
+ end
+
+ # Setup the EGL context for the given `window_handle`
+ protected fun setup_egl_context(window_handle: Pointer)
+ do
+ var window_surface = egl_display.create_window_surface(egl_config, window_handle, [0])
+ assert window_surface.is_ok else print "Creating EGL window surface failed: {egl_display.error}"
+ self.window_surface = window_surface
+
+ egl_context = egl_display.create_context(egl_config)
+ assert egl_context.is_ok else print "Creating EGL context failed: {egl_display.error}"
+
+ var make_current_res = egl_display.make_current(window_surface, window_surface, egl_context)
+ assert make_current_res else print "Creating EGL make current failed: {egl_display.error}"
+
+ # TODO make the API selection configurable per platform
+ assert egl_bind_opengl_es_api else print "EGL bind API failed: {egl_display.error}"
+ end
+
+ redef fun width do return window_surface.attribs(egl_display).width
+
+ redef fun height do return window_surface.attribs(egl_display).height
+
+ # Close the EGL context
+ fun close_egl
+ do
+ egl_display.make_current(new EGLSurface.none, new EGLSurface.none, new EGLContext.none)
+ egl_display.destroy_context(egl_context)
+ egl_display.destroy_surface(window_surface)
+ end
+
+ redef fun flip
+ do
+ egl_display.swap_buffers(window_surface)
+ end
+end
--- /dev/null
+NITC=../../../../bin/nitc
+NITLS=../../../../bin/nitls
+
+all: bin/standalone_triangle bin/triangle bin/triangle.apk
+
+bin/standalone_triangle: $(shell ${NITLS} -M src/standalone_triangle.nit linux) ${NITC}
+ ${NITC} src/standalone_triangle.nit -m linux -o $@
+
+bin/triangle: $(shell ${NITLS} -M src/portable_triangle.nit linux) ${NITC}
+ ${NITC} src/portable_triangle.nit -m linux -o $@
+
+check: bin/standalone_triangle bin/triangle
+ bin/standalone_triangle
+ bin/triangle
+
+android: bin/triangle.apk
+bin/triangle.apk: $(shell ${NITLS} -M src/portable_triangle.nit android) ${NITC} res/drawable-hdpi/icon.png
+ ${NITC} src/portable_triangle.nit -m android -o $@
+
+res/drawable-hdpi/icon.png: art/icon.svg
+ ../../../../contrib/inkscape_tools/bin/svg_to_icons --out res --android art/icon.svg
--- /dev/null
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+
+<svg
+ xmlns:dc="http://purl.org/dc/elements/1.1/"
+ xmlns:cc="http://creativecommons.org/ns#"
+ xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
+ xmlns:svg="http://www.w3.org/2000/svg"
+ xmlns="http://www.w3.org/2000/svg"
+ xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+ xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+ width="512"
+ height="512"
+ id="svg2"
+ version="1.1"
+ inkscape:version="0.48.5 r10040"
+ sodipodi:docname="New document 1">
+ <defs
+ id="defs4" />
+ <sodipodi:namedview
+ id="base"
+ pagecolor="#ffffff"
+ bordercolor="#666666"
+ borderopacity="1.0"
+ inkscape:pageopacity="0.0"
+ inkscape:pageshadow="2"
+ inkscape:zoom="0.98994949"
+ inkscape:cx="292.54393"
+ inkscape:cy="311.81525"
+ inkscape:document-units="px"
+ inkscape:current-layer="layer1"
+ showgrid="false"
+ inkscape:window-width="1279"
+ inkscape:window-height="1379"
+ inkscape:window-x="3840"
+ inkscape:window-y="27"
+ inkscape:window-maximized="0" />
+ <metadata
+ id="metadata7">
+ <rdf:RDF>
+ <cc:Work
+ rdf:about="">
+ <dc:format>image/svg+xml</dc:format>
+ <dc:type
+ rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
+ <dc:title></dc:title>
+ </cc:Work>
+ </rdf:RDF>
+ </metadata>
+ <g
+ inkscape:label="Layer 1"
+ inkscape:groupmode="layer"
+ id="layer1"
+ transform="translate(0,-540.36218)">
+ <rect
+ style="fill:#ab00cf;fill-opacity:1;stroke:none"
+ id="rect2985"
+ width="512"
+ height="512"
+ x="0"
+ y="540.36218"
+ ry="69.507881"
+ rx="69.507881" />
+ <path
+ sodipodi:type="star"
+ style="fill:#ff001b;fill-opacity:1;stroke:none"
+ id="path3755"
+ sodipodi:sides="3"
+ sodipodi:cx="22.857143"
+ sodipodi:cy="-299.06638"
+ sodipodi:r1="235.13782"
+ sodipodi:r2="118.85303"
+ sodipodi:arg1="-1.5707963"
+ sodipodi:arg2="-0.52359875"
+ inkscape:flatsided="false"
+ inkscape:rounded="0"
+ inkscape:randomized="0"
+ d="m 22.85715,-534.20419 102.92974,175.7113 100.70557,176.99543 -203.63532,1.28411 -203.63532,-1.28412 100.705584,-176.99542 z"
+ inkscape:transform-center-y="-22.453664"
+ transform="translate(232.85714,1144.2857)" />
+ </g>
+</svg>
--- /dev/null
+[package]
+name=triangle
+tags=example
+maintainer=Alexis Laferrière <alexis.laf@xymus.net>
+license=Apache-2.0
+[upstream]
+browse=https://github.com/nitlang/nit/tree/master/lib/gamnit/examples/triangle/
+git=https://github.com/nitlang/nit.git
+git.directory=lib/gamnit/examples/triangle/
+homepage=http://nitlanguage.org
+issues=https://github.com/nitlang/nit/issues
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Portable example of using Gamnit with custom calls to OpenGL ES 2.0
+#
+# References:
+# * The book OpenGL ES 2.0 Programming Guide
+# * https://code.google.com/p/opengles-book-samples/source/browse/trunk/LinuxX11/Chapter_2/Hello_Triangle/Hello_Triangle.c
+module portable_triangle is
+ app_name "gamnit Triangle"
+ app_namespace "org.nitlanguage.triangle"
+ app_version(1, 0, git_revision)
+end
+
+import gamnit
+
+redef class App
+
+ # Our only program for the graphic card
+ var program: GLProgram is noautoinit
+
+ # The only vertex sharder
+ var vertex_shader: GLVertexShader is noautoinit
+
+ # The only fragment sharder
+ var fragment_shader: GLFragmentShader is noautoinit
+
+ # Vertex data for the triangle
+ var vertex_array: VertexArray is noautoinit
+
+ redef fun on_create
+ do
+ super
+
+ var display = display
+ assert display != null
+
+ print "Width: {display.width}"
+ print "Height: {display.height}"
+
+ assert_no_gl_error
+ assert gl.shader_compiler else print "Cannot compile shaders"
+
+ # GL program
+ program = new GLProgram
+ if not program.is_ok then
+ print "Program is not ok: {gl.error.to_s}\nLog:"
+ print program.info_log
+ abort
+ end
+ assert_no_gl_error
+
+ # Vertex shader
+ vertex_shader = new GLVertexShader
+ assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl.error}"
+ vertex_shader.source = """
+ attribute vec4 vPosition;
+ void main()
+ {
+ gl_Position = vPosition;
+ }
+ """@glsl_vertex_shader.to_cstring
+ vertex_shader.compile
+ assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
+ assert_no_gl_error
+
+ # Fragment shader
+ fragment_shader = new GLFragmentShader
+ assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl.error}"
+ fragment_shader.source = """
+ precision mediump float;
+ void main()
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ """@glsl_fragment_shader.to_cstring
+ fragment_shader.compile
+ assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
+ assert_no_gl_error
+
+ # Attach to program
+ program.attach_shader vertex_shader
+ program.attach_shader fragment_shader
+ program.bind_attrib_location(0, "vPosition")
+ program.link
+ assert program.is_linked else print "Linking failed: {program.info_log}"
+ assert_no_gl_error
+
+ # Draw!
+ var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
+ vertex_array = new VertexArray(0, 3, vertices)
+ vertex_array.attrib_pointer
+ end
+
+ redef fun frame_core
+ do
+ var display = display
+ if display != null then
+ gl.clear_color(0.5, 0.0, 0.5, 1.0)
+
+ assert_no_gl_error
+ gl.viewport(0, 0, display.width, display.height)
+ gl.clear((new GLBuffer).color)
+ program.use
+ vertex_array.enable
+
+ glDrawArrays(new GLDrawMode.triangles, 0, 3)
+
+ display.flip
+ end
+ end
+
+ redef fun on_stop
+ do
+ # Clean up
+ program.delete
+ vertex_shader.delete
+ fragment_shader.delete
+
+ # Close gamnit
+ var display = display
+ if display != null then display.close
+ end
+end
+
+if "NIT_TESTING".environ == "true" then exit(0)
+super
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Example of using `GamnitDisplay` to setup a screen for custom calls to OpenGL ES 2.0
+#
+# This example does not support the lifecycle of mobile platforms, as such it only works on desktop computers.
+#
+# References:
+# * The book OpenGL ES 2.0 Programming Guide
+# * https://code.google.com/p/opengles-book-samples/source/browse/trunk/LinuxX11/Chapter_2/Hello_Triangle/Hello_Triangle.c
+module standalone_triangle
+
+import app
+import gamnit::display
+
+if "NIT_TESTING".environ == "true" then exit(0)
+
+# Setup gamnit
+var display = new GamnitDisplay
+display.setup
+
+var width = display.width
+var height = display.height
+print "Width: {width}"
+print "Height: {height}"
+
+# Custom calls to OpenGL ES 2.0
+assert_no_gl_error
+assert gl.shader_compiler else print "Cannot compile shaders"
+
+# GL program
+print gl.error.to_s
+var program = new GLProgram
+if not program.is_ok then
+ print "Program is not ok: {gl.error.to_s}\nLog:"
+ print program.info_log
+ abort
+end
+assert_no_gl_error
+
+# Vertex shader
+var vertex_shader = new GLVertexShader
+assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl.error}"
+vertex_shader.source = """
+attribute vec4 vPosition;
+void main()
+{
+ gl_Position = vPosition;
+}
+"""@glsl_vertex_shader.to_cstring
+vertex_shader.compile
+assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
+assert_no_gl_error
+
+# Fragment shader
+var fragment_shader = new GLFragmentShader
+assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl.error}"
+fragment_shader.source = """
+precision mediump float;
+void main()
+{
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+"""@glsl_fragment_shader.to_cstring
+fragment_shader.compile
+assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
+assert_no_gl_error
+
+# Attach to program
+program.attach_shader vertex_shader
+program.attach_shader fragment_shader
+program.bind_attrib_location(0, "vPosition")
+program.link
+assert program.is_linked else print "Linking failed: {program.info_log}"
+assert_no_gl_error
+
+# Draw!
+var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
+var vertex_array = new VertexArray(0, 3, vertices)
+vertex_array.attrib_pointer
+gl.clear_color(0.5, 0.0, 0.5, 1.0)
+for i in [0..1000[ do
+ printn "."
+ assert_no_gl_error
+ gl.viewport(0, 0, width, height)
+ gl.clear((new GLBuffer).color)
+ program.use
+ vertex_array.enable
+
+ glDrawArrays(new GLDrawMode.triangles, 0, 3)
+
+ display.flip
+end
+
+# Clean up
+program.delete
+vertex_shader.delete
+fragment_shader.delete
+
+# Close gamnit
+display.close
# Game and multimedia framework for Nit
module gamnit
+
+import app
+
+import display
+
+import gamnit_android is conditional(android)
+
+redef class App
+
+ # Main `GamnitDisplay` initialized by `on_create`
+ var display: nullable GamnitDisplay = null
+
+ redef fun on_create
+ do
+ super
+
+ var display = new GamnitDisplay
+ display.setup
+ self.display = display
+ end
+
+ # Core of the frame logic, executed only when the display is visible
+ #
+ # This method should be redefined by user modules to customize the behavior of the game.
+ protected fun frame_core do end
+
+ # Full frame logic, executed even if the display is not visible
+ #
+ # This method wraps `frame_core` and other services to be executed in the main app loop.
+ #
+ # To customize the behavior on each turn, it is preferable to redefined `frame_core`.
+ # Still, `frame_full` can be redefined with care for more control.
+ protected fun frame_full
+ do
+ var display = display
+ if display != null then frame_core
+
+ feed_events
+ end
+
+ redef fun run
+ do
+ # TODO manage exit condition
+ loop frame_full
+ end
+
+ # Loop on available events and feed them back to the app
+ #
+ # The implementation varies per platform.
+ private fun feed_events do end
+end
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Support services for Gamnit on Android
+module gamnit_android
+
+import android
+
+intrude import gamnit
+
+redef class App
+ redef fun feed_events do app.poll_looper 0
+end
gl.clear((new GLBuffer).color)
program.use
vertex_array.enable
- vertex_array.draw_arrays_triangles
+ glDrawArrays(new GLDrawMode.triangles, 0, 3)
egl_display.swap_buffers(surface)
end
end
import android::aware
+intrude import c
in "C Header" `{
#include <GLES2/gl2.h>
# Number of data per vertex
var count: Int
- protected var glfloat_array: GLfloatArray
+ protected var glfloat_array: NativeGLfloatArray
init(index, count: Int, array: Array[Float])
do
self.index = index
self.count = count
- self.glfloat_array = new GLfloatArray(array)
+ self.glfloat_array = new NativeGLfloatArray(array.length)
+ for k in [0..array.length[ do
+ glfloat_array[k] = array[k]
+ end
end
fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array)
- private fun attrib_pointer_intern(index, count: Int, array: GLfloatArray) `{
+ private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{
glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
`}
- fun enable do enable_intern(index)
- private fun enable_intern(index: Int) `{ glEnableVertexAttribArray(index); `}
+ # Enable this vertex attribute array
+ fun enable do glEnableVertexAttribArray(index)
- fun draw_arrays_triangles do draw_arrays_triangles_intern(index, count)
- private fun draw_arrays_triangles_intern(index, count: Int) `{
- glDrawArrays(GL_TRIANGLES, index, count);
- `}
+ # Disable this vertex attribute array
+ fun disable do glDisableVertexAttribArray(index)
end
+# Enable the generic vertex attribute array at `index`
+fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `}
+
+# Disable the generic vertex attribute array at `index`
+fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
+
+# Render primitives from array data
+fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
+
+# Define an array of generic vertex attribute data
+fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
+ glVertexAttribPointer(index, size, typ, normalized, stride, array);
+`}
+
+# Specify the value of a generic vertex attribute
+fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
+
+# Specify the value of a generic vertex attribute
+fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `}
+
+# Specify the value of a generic vertex attribute
+fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
+
+# Specify the value of a generic vertex attribute
+fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `}
+
+# TODO glUniform*f
+
# Low level array of `Float`
-extern class GLfloatArray `{GLfloat *`}
- new (array: Array[Float]) import Array[Float].length, Array[Float].[] `{
- int i;
- int len = Array_of_Float_length(array);
- GLfloat *vertex_array = malloc(sizeof(GLfloat)*len);
- for (i = 0; i < len; i ++) vertex_array[i] = Array_of_Float__index(array, i);
- return vertex_array;
- `}
+class GLfloatArray
+ super CArray[Float]
+ redef type NATIVE: NativeGLfloatArray
+
+ init do native_array = new NativeGLfloatArray(length)
+
+ # Create with the content of `array`
+ new from(array: Array[Float])
+ do
+ var arr = new GLfloatArray(array.length)
+ arr.fill_from array
+ return arr
+ end
+
+ # Fill with the content of `array`
+ fun fill_from(array: Array[Float])
+ do
+ assert length >= array.length
+ for k in [0..array.length[ do
+ self[k] = array[k]
+ end
+ end
+end
+
+# An array of `GLfloat` in C (`GLfloat*`)
+extern class NativeGLfloatArray `{ GLfloat* `}
+ super NativeCArray
+ redef type E: Float
+
+ new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `}
+
+ redef fun [](index) `{ return self[index]; `}
+ redef fun []=(index, val) `{ self[index] = val; `}
+
+ redef fun +(offset) `{ return self + offset; `}
end
# General type for OpenGL enumerations
end
end
-# Texture minifying function
-#
-# Used by: `GLES::tex_parameter_min_filter`
-extern class GLTextureMinFilter
- super GLEnum
+# Does `name` corresponds to a texture?
+fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
- new nearest `{ return GL_NEAREST; `}
- new linear `{ return GL_LINEAR; `}
-end
+# Bind the named `texture` to a `target`
+fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
-# Texture magnification function
-#
-# Used by: `GLES::tex_parameter_mag_filter`
-extern class GLTextureMagFilter
+# Set pixel storage modes
+fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
+
+# Symbolic name of the parameter to be set with `glPixelStorei`
+extern class GLPack
super GLEnum
+end
+
+# Parameter to specify the alignment requirements for the start of each pixel row in memory
+fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
+
+# Parameter to specify the alignment requirements for the start of each pixel row in memory
+fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
+
+# TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
+# GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
- new nearest `{ return GL_NEAREST; `}
- new linear `{ return GL_LINEAR; `}
- new nearest_mipmap_nearest `{ return GL_NEAREST_MIPMAP_NEAREST; `}
- new linear_mipmap_nearest `{ return GL_LINEAR_MIPMAP_NEAREST; `}
- new nearest_mipmap_linear `{ return GL_NEAREST_MIPMAP_LINEAR; `}
- new linear_mipmap_linear `{ return GL_LINEAR_MIPMAP_LINEAR; `}
+# Specify a two-dimensional texture image
+fun glTexImage2D(target: GLTextureTarget, level, internalformat, width, height, border: Int,
+ format: GLPixelFormat, typ: GLPixelType, data: NativeCByteArray) `{
+ glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
+`}
+
+# Texture minifying and magnifying function
+extern class GLTextureFilter
+ super GLEnum
end
+fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `}
+fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `}
+fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
+fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
+fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
+fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
+
# Wrap parameter of a texture
#
# Used by: `tex_parameter_wrap_*`
end
# Target texture
-#
-# Used by: `tex_parameter_*`
extern class GLTextureTarget
super GLEnum
-
- new flat `{ return GL_TEXTURE_2D; `}
- new cube_map `{ return GL_TEXTURE_CUBE_MAP; `}
end
+# Two-dimensional texture
+fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
+
+# Cube map texture
+fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
+
+# TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+# GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+
# A server-side capability
class GLCap
redef fun hash do return val
redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
end
+
+# Attach a renderbuffer object to a framebuffer object
+fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
+ renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
+ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+`}
+
+# Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
+fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
+ glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
+`}
+
+# Format for a renderbuffer
+extern class GLRenderbufferFormat
+ super GLEnum
+end
+
+# 4 red, 4 green, 4 blue, 4 alpha bits format
+fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
+
+# 5 red, 6 green, 5 blue bits format
+fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
+
+# 5 red, 5 green, 5 blue, 1 alpha bits format
+fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
+
+# 16 depth bits format
+fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
+
+# 8 stencil bits format
+fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
+
+# Renderbuffer attachment point to a framebuffer
+extern class GLAttachment
+ super GLEnum
+end
+
+# First color attachment point
+fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
+
+# Depth attachment point
+fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
+
+# Stencil attachment
+fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
+
redef class Sys
private var gles = new GLES is lazy
end
#
# Foreign: glReadPixel
fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{
- glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glReadPixels(x, y, width, height, format, typ, data);
`}
# Set the texture minifying function
#
# Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
- fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{
+ fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
`}
# Set the texture magnification function
#
# Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
- fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{
+ fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
`}
glHint(target, mode);
`}
+# Generate and fill set of mipmaps for the texture object `target`
+fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
+
+# Bind the named `buffer` object
+fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
+
+# Target to which bind the buffer with `glBindBuffer`
+extern class GLArrayBuffer
+ super GLEnum
+end
+
+# Array buffer target
+fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
+
+# Element array buffer
+fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
+
# Completeness status of a framebuffer object
fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
return glCheckFramebufferStatus(target);
# No preference
fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
+# Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
+fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
+ texture_target: GLTextureTarget, texture, level: Int) `{
+ glFramebufferTexture2D(target, attachment, texture_target, texture, level);
+`}
+
# Entry point to OpenGL server-side capabilities
class GLCapabilities
module linux
import app
+
+redef class App
+ redef fun setup
+ do
+ super
+
+ on_create
+ on_restore_state
+ on_start
+ on_resume
+ end
+
+ redef fun run
+ do
+ super
+
+ on_pause
+ on_save_state
+ on_stop
+ on_destroy
+ end
+end
display = new Opengles1Display
super
-
- on_create
- on_restore_state
- on_start
- on_resume
- end
-
- redef fun run
- do
- super
-
- on_pause
- on_save_state
- on_stop
- on_destroy
end
redef fun generate_input
# This file is part of NIT (http://www.nitlanguage.org).
#
-# Copyright 2014 Lucas Bajolet <r4pass@hotmail.com>
-#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
}
`}
-redef class String
-
- # Computes the SHA1 of the receiver
- #
- # Returns a digest of 20 bytes as a String,
- # note that all the characters are not necessarily ASCII.
- # If you want the hex string version of the digest, use
- # sha1_to_s.
- #
- # import base64
- # assert "The quick brown fox jumps over the lazy dog".sha1.encode_base64 == "L9ThxnotKPzthJ7hu3bnORuT6xI="
- fun sha1: String import String.to_cstring, String.length, NativeString.to_s_with_length `{
+redef class NativeString
+ private fun sha1_intern(len: Int): NativeString `{
sha1nfo s;
sha1_init(&s);
- sha1_write(&s, String_to_cstring(self), String_length(self));
+ sha1_write(&s, self, len);
uint8_t* digest = sha1_result(&s);
char* digested = malloc(21);
digested[20] = '\0';
- return NativeString_to_s_with_length(digested, 20);
+ return digested;
`}
+end
+
+redef class String
+
+ # Computes the SHA1 of the receiver
+ #
+ # Returns a digest of 20 bytes as a NativeString,
+ # note that all the characters are not necessarily ASCII.
+ # If you want the hex string version of the digest, use
+ # sha1_hexdigest.
+ #
+ # import base64
+ # assert "The quick brown fox jumps over the lazy dog".sha1 == [0x2Fu8, 0xD4u8, 0xE1u8, 0xC6u8, 0x7Au8, 0x2Du8, 0x28u8, 0xFCu8, 0xEDu8, 0x84u8, 0x9Eu8, 0xE1u8, 0xBBu8, 0x76u8, 0xE7u8, 0x39u8, 0x1Bu8, 0x93u8, 0xEBu8, 0x12u8]
+ fun sha1: Bytes do
+ return new Bytes(to_cstring.sha1_intern(bytelen), 20, 20)
+ end
# Computes the SHA1 of the receiver.
#
# Returns a 40 char String containing the Hexadecimal
# Digest in its Char form.
#
- # assert "The quick brown fox jumps over the lazy dog".sha1_to_s == "2FD4E1C67A2D28FCED849EE1BB76E7391B93EB12"
- fun sha1_to_s: String import String.to_cstring, String.length, NativeString.to_s_with_length `{
- sha1nfo s;
-
- sha1_init(&s);
- sha1_write(&s, String_to_cstring(self), String_length(self));
- uint8_t* digest = sha1_result(&s);
-
- char* ret_str = malloc(41);
- char* hexmap = "0123456789ABCDEF";
-
- int i;
- for(i=0;i<20;i++){
- uint8_t q = digest[i];
- ret_str[i*2] = hexmap[q >> 4];
- ret_str[(i*2)+1] = hexmap[q & 0x0F];
- }
- ret_str[40] = '\0';
-
- return NativeString_to_s_with_length(ret_str, 40);
- `}
-
+ # assert "The quick brown fox jumps over the lazy dog".sha1_hexdigest == "2FD4E1C67A2D28FCED849EE1BB76E7391B93EB12"
+ fun sha1_hexdigest: String do return sha1.hexdigest
end
-
resp_map["Connection:"] = "Upgrade"
var key = heads["Sec-WebSocket-Key"]
key += "258EAFA5-E914-47DA-95CA-C5AB0DC85B11"
- key = key.sha1.encode_base64
+ key = key.sha1.encode_base64.to_s
resp_map["Sec-WebSocket-Accept:"] = key
var resp = resp_map.join("\r\n", " ")
resp += "\r\n\r\n"
var from_var = nitni_visitor.var_from_c("from", from)
from_var = nitni_visitor.box_extern(from_var, from)
- var recv_var = nitni_visitor.type_test(from_var, to, "FFI isa")
+ var recv_var = nitni_visitor.type_test(from_var, to, "isa")
nitni_visitor.add("return {recv_var};")
nitni_visitor.add("\}")
from_var = nitni_visitor.box_extern(from_var, from)
## test type
- var check = nitni_visitor.type_test(from_var, to, "FFI cast")
+ var check = nitni_visitor.type_test(from_var, to, "as")
nitni_visitor.add("if (!{check}) \{")
nitni_visitor.add_abort("FFI cast failed")
nitni_visitor.add("\}")
var tsa_server= "TSA_SERVER".environ
if key_alias.is_empty then
- toolcontext.error(null,
- "Error: the environment variable `KEY_ALIAS` must be set to use the `--release` option on Android projects.")
+ toolcontext.warning(null, "key-alias",
+ "Warning: the environment variable `KEY_ALIAS` is not set, the APK file will not be signed.")
+
+ # Just move the unsigned APK to outname
+ args = ["mv", apk_path, outname]
+ toolcontext.exec_and_check(args, "Android project error")
return
end
+ # We have a key_alias, try to sign the APK
args = ["jarsigner", "-sigalg", "MD5withRSA", "-digestalg", "SHA1", apk_path, key_alias]
## Use a custom keystore
fatal error: 'endian.h' file not found
Error: package `glesv1_cm` unknown by `pkg-config`, make sure the development package is be installed
Error: package `glesv2` unknown by `pkg-config`, make sure the development package is be installed
+Error: package `egl` unknown by `pkg-config`, make sure the development package is be installed
fatal error: 'libintl.h' file not found
FlatString = 18
Calls to first_byte on FlatString 153
Calls to last_byte on FlatString 103
-FlatStrings allocated with length 81 (85.417%)
+FlatStrings allocated with length 82 (86.458%)
Length of travel for index distribution:
* null = 20 => occurences 83.333%, cumulative 83.333%
* 1 = 8 => occurences 21.053%, cumulative 73.684%
if name == "Array[nullable Object]" then return new Array[nullable Object].from_deserializer(self)
if name == "Array[Serializable]" then return new Array[Serializable].from_deserializer(self)
if name == "Array[Object]" then return new Array[Object].from_deserializer(self)
+ if name == "Array[Int]" then return new Array[Int].from_deserializer(self)
if name == "Array[Match]" then return new Array[Match].from_deserializer(self)
if name == "Array[nullable Match]" then return new Array[nullable Match].from_deserializer(self)
return super
FlatString = 18
Calls to first_byte on FlatString 153
Calls to last_byte on FlatString 103
-FlatStrings allocated with length 81 (85.417%)
+FlatStrings allocated with length 82 (86.458%)
Length of travel for index distribution:
* 0 = 20 => occurences 83.333%, cumulative 83.333%
* 1 = 8 => occurences 21.053%, cumulative 73.684%