1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
//! <p align="center">
//!   <img alt="Cala" src="https://libcala.github.io/logo.svg">
//! </p>
//! <p align="center">
//! <a href="https://docs.rs/cala"><img src="https://docs.rs/cala/badge.svg"></a>
//! <a href="https://travis-ci.com/libcala/cala"><img src="https://api.travis-ci.com/libcala/cala.svg?branch=master" alt="Cala Build Status"></a>
//! <a href="https://crates.io/crates/cala"><img src="https://img.shields.io/crates/v/cala.svg" alt = "cala on crates.io"></a>
//! <a href="https://discord.gg/nXwF59K"><img src="https://img.shields.io/badge/discord-join%20server-green.svg" alt="Discord"></a>
//! 	  <br>
//!   <strong><a href="https://libcala.github.io">Website</a> | <a href="https://github.com/libcala/cala">GitHub</a> | <a href="https://libcala.github.io/changelog">Changelog</a> | <a href="https://libcala.github.io/tutorials">Tutorials</a> </strong>
//! </p>
//!
//! <p>
//! <h4>Note</h4>
//! <p>Cala is a complete redesign of previous library <a href="https://crates.io/crates/adi">ADI</a>.  It is still in it's early stages.
//! </p>
//! </p>
//! <h1>About</h1>
//! <p>Easily create cross-platform applications.  Some common tasks are not easily portable across different platforms, and this crate hopes to fix that.  That way you don't have to worry about how to port your GUI, audio, or bluetooth interface, etc. and can get straight to building your application's content!
//! </p>
//! <p>Cala is a platform-agnostic system interface for hardware IO.  This means that eventually, Cala should support all of the different hardware that's connected to your computer.  Cala is designed so that it talks to the operating system to interface with the hardware, so no special permissions are needed for your application.  Here's a list of all of the targeted platforms (<b>bold</b> means a port has been made, <i>italic</i> means the feature doesn't work on the platform):
//! <ul>
//! <li><b>Linux</b></li>
//! <li><b>MacOS</b> - missing <a href="https://github.com/libcala/cala/issues/5"><i>audio</i></a>, <a href="https://github.com/libcala/cala/issues/7"><i>controller</i></a>, <a href="https://github.com/libcala/cala/issues/9"><i>graphics</i></a></li>
//! <li><b>Windows</b> - missing <a href="https://github.com/libcala/cala/issues/4"><i>audio</i></a>, <a href="https://github.com/libcala/cala/issues/6"><i>controller</i></a>, <a href="https://github.com/libcala/cala/issues/8"><i>graphics</i></a></li>
//! <li><b>Web (WASM)</b> - missing audio, controller, graphics, files</li>
//! <li>Redox</li>
//! <li>Android</li>
//! <li>iOS</li>
//! <li>Nintendo Switch</li>
//! <li>XBox</li>
//! <li>PlayStation</li>
//! <li>FreeBSD</li>
//! <li>Maybe FreeDOS for fun 😉️</li>
//! <li>Others not on this list that you will make a pull request for adding them</li>
//! </ul>
//! </p>
//!
//! <h1>Motivation & Naming</h1>
//! <p>
//! The aim is to create a newer, better GTK + SDL in Rust!  Why GTK + SDL?  Because a lot of programs need to depend on both anyway (like <a href="https://en.wikipedia.org/wiki/Totem_Video_Player">totem</a>), and they do a lot of the same things; Usually one library does each specific task better than the other.  The goal of this library is to provide the common ground for video games and general GUI applications together.  The name cala is derived from the fungus known as calafate rust.
//!
//! <h1>Getting Started</h1>
//! <p>Each hardware interface can be enabled with a feature.  For example, If you
//! want to depend on the <code>audio</code> feature and the <code>clock</code>
//! feature, you might put this in your <code>Cargo.toml</code>:</p>
//! <p style="width:100%"><pre style="width:100%"><code style="width:100%"><span style="font-weight:bold;">[dependencies.cala]</span>
//! <span style="color:#0A0;font-weight:bold;">version</span> = <span style="color:#0A0">"0.5"</span>
//! <span style="color:#0A0;font-weight:bold;">features</span> = [<span style="color:#0A0">"audio"</span>, <span style="color:#0A0">"clock"</span>]</code></pre></p>
//!
//! <p>
//! There is a module for each feature (feature and module names match).  Module documentation may include simple tutorials.  More in depth tutorials may be
//! found <a href="https://libcala.github.io/tutorials">here</a>.
//! </p>

#![warn(missing_docs)]
#![doc(
    html_logo_url = "https://libcala.github.io/logo.svg",
    html_favicon_url = "https://libcala.github.io/icon.svg"
)]

mod run;

#[cfg(feature = "timer")]
mod timer;

#[cfg(feature = "user")]
pub mod user {
    //! API for getting user information.  Enable with the `user` feature.
    //!
    //! # Usage
    //! ```rust
    //! // Set the home loop to `run()`.
    //! cala::init!(run, ());
    //!
    //! // Function that runs while your app runs.
    //! pub fn run(_: &mut ()) -> cala::Loop<()> {
    //!     // Print out the user's information.
    //!     println!("{}", cala::user());
    //!     // Exit.
    //!     cala::Exit
    //! }
    //! ```

    include!("internal/whoami.rs");
}

#[cfg(feature = "controller")]
pub mod controller {
    //! API for getting joystick / controller / gamepad input.  Enable with the
    //! `controller` feature.
    //!
    //! # Usage
    //! ```rust
    //! // Set the home loop to `run()`.
    //! cala::init!(run, ());
    //!
    //! // Function that runs while your app runs.
    //! pub fn run(_: &mut ()) -> cala::Loop<()> {
    //!     let layout = cala::ControllerLayout::new().joy(false).lrt(false).abxy(false);
    //!
    //!     // Iterate through all of the controllers.
    //!     'a: for (id, state) in cala::controllers(&layout) {
    //!         println!("{}: {:?}", id, state.get());
    //!     }
    //!     std::thread::sleep(std::time::Duration::from_millis(16));
    //!     // Exit.
    //!     cala::Continue
    //! }
    //! ```

    include!("internal/stick.rs");
}

#[cfg(feature = "audio")]
pub mod audio {
    //! API for recording / playing audio.  Enable with the `audio` feature.
    //!
    //! # Usage
    //! The following example shows how to play audio as it's being recorded.  Headphones
    //! recommended.
    //!
    //! ```rust
    //! use std::collections::VecDeque;
    //!
    //! // The program data context.
    //! struct Data {
    //!     buffer: VecDeque<(i16, i16)>,
    //! }
    //!
    //! // Set the home loop to `run()`.
    //! cala::init!(run, Data {
    //!     buffer: VecDeque::new(),
    //! });
    //!
    //! fn run(data: &mut Data) -> cala::Loop<Data> {
    //!     // Record some sound.
    //!     cala::record(&mut |_whichmic, l, r| {
    //!         data.buffer.push_back((l, r));
    //!     });
    //!
    //!     // Play that sound.
    //!     cala::play(&mut || {
    //!         if let Some((lsample, rsample)) = data.buffer.pop_front() {
    //!             cala::AudioSample::stereo(lsample, rsample)
    //!         } else {
    //!             // Play silence if not enough has been recorded yet.
    //!             cala::AudioSample::stereo(0, 0)
    //!         }
    //!     });
    //!
    //!     cala::Continue
    //! }
    //! ```

    include!("internal/wavy.rs");
}

#[cfg(feature = "files")]
pub mod files {
    //! API for loading & saving files.  Enable with the `files` feature.
    //!
    //! # Usage
    //! ```rust
    //! // TODO
    //! ```

    include!("internal/stronghold.rs");
}

#[cfg(feature = "graphics")]
mod icons;

#[cfg(feature = "graphics")]
#[macro_use]
pub mod graphics {
    //! API for rendering graphics.  Enable with the `graphics` feature.
    //!
    //! # Getting Started
    //! This API is designed to be high-level without sacrificing optimization.
    //! Graphics are complicated though, so before you start, a few things need
    //! to be defined.
    //!
    //! ## Shader
    //! A Shader is a program that runs on the GPU for the purpose of drawing
    //! Shapes.  When you make your program, start by creating a shader.
    //! Shaders are built at compile time, so you'll need to make a build.rs and
    //! depend on the [`res`](https://crates.io/crates/res) crate.  Calling
    //! `generate()` in your build.rs will generate your shaders.
    //!
    //! ## Shape
    //! A shape is a collection of vertices that when connected make a 2D or 3D
    //! shape.  Shapes can only be used with one Shader because they may have
    //! shader-specific additional information attached to them like color or
    //! graphic coordinates.
    //!
    //! ## Instance
    //! Shapes themselves can't be drawn, first you must make an Instance of the
    //! Shape.  Instances can have position attached to them, and/or rotation
    //! and size.
    //!
    //! # Example
    //! ```rust
    //! // TODO
    //! ```

    include!("internal/barg.rs");

    pub use crate::timer::*;
}

#[cfg(feature = "clock")]
pub mod clock;

// Export all types to root.
pub use run::Loop;

#[cfg(feature = "user")]
#[doc(hidden)]
pub use user::*;

#[cfg(feature = "controller")]
#[doc(hidden)]
pub use controller::*;

#[cfg(feature = "audio")]
#[doc(hidden)]
pub use audio::*;

#[cfg(feature = "graphics")]
#[doc(hidden)]
pub use graphics::*;

#[cfg(feature = "clock")]
#[doc(hidden)]
pub use clock::*;

#[doc(hidden)]
pub use internal::start;
#[doc(hidden)]
pub use internal::info as __cala_internal_info__;
#[doc(hidden)]
pub use internal::warn as __cala_internal_warn__;
#[doc(hidden)]
pub use internal::note as __cala_internal_note__;
#[doc(hidden)]
pub use run::Loop::*;

pub use internal::delta;

//mod audio;
// mod dive;
mod internal;
// mod iolock;

// Others....
//pub use audio::AudioSample;

/// Define the entry point for your program.
///
/// Note that not only is the function an entry point, but also a loop.  Usually you'll
/// want to do your initialization in a block of code for the second parameter.  You can
/// also do additional intialization inside of the initial loop, and then at the end of
/// the function switch to your main loop.
///
/// See [`Loop`](enum.Loop.html) for more details.
///
/// # Usage
/// ```rust
/// // Set the home loop to `run()`.
/// cala::init!(run, ());
///
/// // Function that runs while your app runs.
/// pub fn run(_: &mut ()) -> cala::Loop<()> {
///     // Print out the user's information.
///     println!("{}", cala::user());
///     // Exit.
///     cala::Exit
/// }
/// ```
#[macro_export]
macro_rules! init {
    ($home_loop: expr, $init_data: expr) => {
        fn main() {
            let mut window_title = String::new();
            let mut cap = true;

            let fallback = env!("CARGO_PKG_NAME");

            for c in fallback.chars() {
                match c {
                    '.' | '-' | '_' => {
                        window_title.push(' ');
                        cap = true;
                    }
                    a => {
                        if cap {
                            cap = false;
                            for i in a.to_uppercase() {
                                window_title.push(i);
                            }
                        } else {
                            window_title.push(a);
                        }
                    }
                }
            }

            cala::start(window_title.as_str(), $home_loop, &|| $init_data);
        }
    };
}

/// Log an informative (stdout) message only in debug mode.
///
/// This is designed to be used for debugging.
#[macro_export]
macro_rules! note {
    () => {
        $crate::__cala_internal_note__("")
    };
    ($($arg:tt)*) => {
        $crate::__cala_internal_note__(&format!("{}", format_args!($($arg)*)))
    };
}

/// Log an informative (stdout) message in both release and debug mode.
///
/// Do not overuse this function.  Release builds should have few logs.
#[macro_export]
macro_rules! info {
    () => {
        $crate::__cala_internal_info__("")
    };
    ($($arg:tt)*) => {
        $crate::__cala_internal_info__(&format!("{}", format_args!($($arg)*)))
    };
}

/// Log a warning (stderr) message in both release and debug mode.
///
/// Do not overuse this function.  Release builds should have few logs.
#[macro_export]
macro_rules! warn {
    () => {
        $crate::__cala_internal_warn__("")
    };
    ($($arg:tt)*) => {
        $crate::__cala_internal_warn__(&format!("{}", format_args!($($arg)*)))
    };
}