From ed031c9b8c21e87ecb7797a0c2d2118d3b9a9cc9 Mon Sep 17 00:00:00 2001 From: Dendy Faist Date: Fri, 21 Apr 2023 00:00:14 +0200 Subject: [PATCH] Update to make it work with zig 0.11.0-dev-2680 --- build.zig | 42 +++++++++++++++++++++------------------ lib/SDL.zig | 2 +- lib/zgl | 2 +- lib/zlm | 2 +- src/Game/Bag.zig | 8 ++++---- src/Game/Grid.zig | 10 +++++----- src/Game/Piece.zig | 9 ++++----- src/Game/Renderer.zig | 18 ++++++++--------- src/Game/movement.zig | 19 +++++++++--------- src/MainMenu/Renderer.zig | 6 +++--- 10 files changed, 60 insertions(+), 58 deletions(-) diff --git a/build.zig b/build.zig index 9e48054..f2c39de 100644 --- a/build.zig +++ b/build.zig @@ -1,7 +1,7 @@ const std = @import("std"); -const Sdk = @import("lib/SDL.zig/Sdk.zig"); +const Sdk = @import("lib/SDL.zig/build.zig"); -pub fn build(b: *std.build.Builder) void { +pub fn build(b: *std.Build) void { // Standard target options allows the person running `zig build` to choose // what target to build for. Here we do not override the defaults, which // means any target is allowed, and the default is native. Other options @@ -10,34 +10,38 @@ pub fn build(b: *std.build.Builder) void { // Standard release options allow the person running `zig build` to select // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. - const mode = b.standardReleaseOptions(); + const optimize = b.standardOptimizeOption(.{}); - const exe = b.addExecutable("usg", "src/main.zig"); + const exe = b.addExecutable(.{ + .name = "usg", + .root_source_file = .{ .path = "src/main.zig" }, + .target = target, + .optimize = optimize, + }); - const sdk = Sdk.init(b); + const sdk = Sdk.init(b, null); sdk.link(exe, .dynamic); - - exe.addPackagePath("zgl", "lib/zgl/zgl.zig"); - exe.addPackagePath("zlm", "lib/zlm/zlm.zig"); - exe.addPackage(sdk.getWrapperPackage("sdl2")); - + exe.linkSystemLibrary("sdl2_ttf"); + exe.linkSystemLibrary("sdl2_image"); exe.linkSystemLibrary("gl"); exe.linkSystemLibrary("epoxy"); - exe.setTarget(target); - exe.setBuildMode(mode); - exe.install(); + const relative = std.Build.FileSource.relative; + exe.addModule("zgl", b.createModule(.{ .source_file = relative("lib/zgl/zgl.zig") })); + exe.addModule("zlm", b.createModule(.{ .source_file = relative("lib/zlm/zlm.zig") })); + exe.addModule("sdl2", sdk.getWrapperModule()); - const run_cmd = exe.run(); + b.installArtifact(exe); + + const run_cmd = b.addRunArtifact(exe); run_cmd.step.dependOn(b.getInstallStep()); + + // Allow the user to pass arguments to the applecation if (b.args) |args| { run_cmd.addArgs(args); } + + // Create the build step const run_step = b.step("run", "Run the app"); run_step.dependOn(&run_cmd.step); - const exe_tests = b.addTest("src/main.zig"); - exe_tests.setTarget(target); - exe_tests.setBuildMode(mode); - const test_step = b.step("test", "Run unit tests"); - test_step.dependOn(&exe_tests.step); } diff --git a/lib/SDL.zig b/lib/SDL.zig index 21b63f7..36e192a 160000 --- a/lib/SDL.zig +++ b/lib/SDL.zig @@ -1 +1 @@ -Subproject commit 21b63f7abbe8e5b76ea11aaa6b17342548e30154 +Subproject commit 36e192a74f3be878766e1aa3e6f13ba5f92650cb diff --git a/lib/zgl b/lib/zgl index cac42e0..b40eff5 160000 --- a/lib/zgl +++ b/lib/zgl @@ -1 +1 @@ -Subproject commit cac42e0692374742036f14d44379dd085c084caa +Subproject commit b40eff53f384ced9481d1c8754651976de22588c diff --git a/lib/zlm b/lib/zlm index dff2959..2dc8c0d 160000 --- a/lib/zlm +++ b/lib/zlm @@ -1 +1 @@ -Subproject commit dff2959b5fff0aa7697fdf1a2843a15210aab695 +Subproject commit 2dc8c0db2e92529bb618ca639bb891b6187fa579 diff --git a/src/Game/Bag.zig b/src/Game/Bag.zig index fba1206..20fff09 100644 --- a/src/Game/Bag.zig +++ b/src/Game/Bag.zig @@ -13,13 +13,13 @@ pub fn init() Self { .prng = std.rand.DefaultPrng.init(@intCast(u64, std.time.milliTimestamp())), }; // We must fill all of the array - for (ret.contents[0..7]) |_, i| { + for (ret.contents[0..7], 0..) |_, i| { ret.contents[i] = @intToEnum(Piece.Type, i); } // Then we shuffle ret.prng.random().shuffle(?Piece.Type, ret.contents[0..7]); - for (ret.contents[7..14]) |_, i| { + for (ret.contents[7..14], 0..) |_, i| { ret.contents[i + 7] = @intToEnum(Piece.Type, i); } // Then we shuffle @@ -34,7 +34,7 @@ pub fn pop(self: *Self) Piece { if (self.contents[0]) |head| { ret_type = head; // Reorganize the bag - for (self.contents) |_, i| { + for (self.contents, 0..) |_, i| { if (i + 1 >= self.contents.len) { break; } @@ -45,7 +45,7 @@ pub fn pop(self: *Self) Piece { } // Get more pieces if needed if (self.contents[7] == null) { - for (self.contents[7..14]) |_, i| { + for (self.contents[7..14], 0..) |_, i| { self.contents[i + 7] = @intToEnum(Piece.Type, i); } self.updateSeed(); diff --git a/src/Game/Grid.zig b/src/Game/Grid.zig index e4cec63..8ce1a9f 100644 --- a/src/Game/Grid.zig +++ b/src/Game/Grid.zig @@ -21,8 +21,8 @@ pub fn init() Self { .cells = undefined, }; - for (self.cells) |_, i| { - for (self.cells[i]) |_, j| { + for (self.cells, 0..) |_, i| { + for (self.cells[i], 0..) |_, j| { self.cells[i][j] = Cell.init(); } } @@ -31,15 +31,15 @@ pub fn init() Self { } pub fn clearLines(self: *Self) void { - for (self.cells) |_, y| { - for (self.cells[y]) |cell_x, x| { + for (self.cells, 0..) |_, y| { + for (self.cells[y], 0..) |cell_x, x| { if (cell_x.free) { break; } else { // Reached the end of the column? if (x == self.cells[y].len - 1) { // Delete current row and bring the others down - for (self.cells[1..y]) |_, i| { + for (self.cells[1..y], 0..) |_, i| { self.cells[y - i] = self.cells[y - i - 1]; } } diff --git a/src/Game/Piece.zig b/src/Game/Piece.zig index 36f4022..768ab59 100644 --- a/src/Game/Piece.zig +++ b/src/Game/Piece.zig @@ -136,7 +136,7 @@ pub fn rotate(self: Self, dir: Rot) Self { new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) + 1), 4)); // Rotate structure CW inline for (sequences) |seq| { - inline for (seq) |_, i| { + inline for (seq, 0..) |_, i| { const refi = @mod((@intCast(i32, i) - 1), 4); new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]]; } @@ -146,7 +146,7 @@ pub fn rotate(self: Self, dir: Rot) Self { new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) - 1), 4)); // Rotate structure CCW inline for (sequences) |seq| { - inline for (seq) |_, i| { + inline for (seq, 0..) |_, i| { const refi = @mod((@intCast(i32, i) + 1), 4); new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]]; } @@ -160,7 +160,7 @@ pub fn rotate(self: Self, dir: Rot) Self { new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) + 1), 4)); // Rotate structure CW inline for (sequences) |seq| { - inline for (seq) |_, i| { + inline for (seq, 0..) |_, i| { const refi = @mod((@intCast(i32, i) - 1), 4); new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]]; } @@ -170,7 +170,7 @@ pub fn rotate(self: Self, dir: Rot) Self { new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) - 1), 4)); // Rotate structure CCW inline for (sequences) |seq| { - inline for (seq) |_, i| { + inline for (seq, 0..) |_, i| { const refi = @mod((@intCast(i32, i) + 1), 4); new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]]; } @@ -184,4 +184,3 @@ pub fn rotate(self: Self, dir: Rot) Self { return new_piece; } - diff --git a/src/Game/Renderer.zig b/src/Game/Renderer.zig index 78a4e0a..9b130ff 100644 --- a/src/Game/Renderer.zig +++ b/src/Game/Renderer.zig @@ -38,12 +38,12 @@ pub fn renderBag(self: *Self, game: Game) void { var b: u8 = 0; var a: u8 = 255; - for (game.bag.contents[0..5]) |_, i| { + for (game.bag.contents[0..5], 0..) |_, i| { if (game.bag.contents[i]) |piece_type| { var piece = Piece.init(piece_type); - for (piece.structure) |_, y| { - for (piece.structure[y]) |_, x| { + for (piece.structure, 0..) |_, y| { + for (piece.structure[y], 0..) |_, x| { if (piece.structure[y][x]) { r = piece.color.r; g = piece.color.g; @@ -81,8 +81,8 @@ pub fn renderHeld(self: *Self, game: Game) void { if (game.held) |held_type| { var held = Piece.init(held_type); - for (held.structure) |_, y| { - for (held.structure[y]) |_, x| { + for (held.structure, 0..) |_, y| { + for (held.structure[y], 0..) |_, x| { if (held.structure[y][x]) { r = held.color.r; g = held.color.g; @@ -119,8 +119,8 @@ pub fn renderPiece(self: *Self, piece: Piece) void { const pos_x = self.grid_pos_x; const pos_y = self.grid_pos_y; - for (piece.structure) |_, y| { - for (piece.structure[y]) |_, x| { + for (piece.structure, 0..) |_, y| { + for (piece.structure[y], 0..) |_, x| { // We don't want to paint void cells if (piece.structure[y][x] == false) { continue; @@ -148,8 +148,8 @@ pub fn renderGrid(self: *Self, grid: Grid) void { const lg = color.light_grey; var visible = grid.cells[Grid.buffer..]; - for (visible) |_, y| { - for (visible[y]) |_, x| { + for (visible, 0..) |_, y| { + for (visible[y], 0..) |_, x| { var r = visible[y][x].color.r; var g = visible[y][x].color.g; var b = visible[y][x].color.b; diff --git a/src/Game/movement.zig b/src/Game/movement.zig index 2ae4ff1..aabd004 100644 --- a/src/Game/movement.zig +++ b/src/Game/movement.zig @@ -65,8 +65,8 @@ pub fn hardDrop(grid: Grid, piece: Piece) Piece { pub fn drop(grid: Grid, piece: Piece) Grid { var new_grid = grid; - for (piece.structure) |_, y| { - for (piece.structure[y]) |_, x| { + for (piece.structure, 0..) |_, y| { + for (piece.structure[y], 0..) |_, x| { if (piece.structure[y][x]) { new_grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].free = false; new_grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].color = piece.color; @@ -83,8 +83,8 @@ pub fn shadow(grid: Grid, piece: Piece) Piece { } fn checkCollision(grid: Grid, piece: Piece) bool { - for (piece.structure) |_, y| { - for (piece.structure[y]) |_, x| { + for (piece.structure, 0..) |_, y| { + for (piece.structure[y], 0..) |_, x| { if (piece.structure[y][x] and ((@intCast(i32, x) + piece.col > Grid.ncolumns - 1) or (@intCast(i32, x) + piece.col < 0) or @@ -215,7 +215,7 @@ fn checkTTwist(grid: Grid, piece: Piece) bool { // const rows = [_]i32{ 0, 2, 0, 2 }; const cols = [_]i32{ 0, 0, 2, 2 }; - for (rows) |_, i| { + for (rows, 0..) |_, i| { var row = piece.row + rows[i]; var col = piece.col + cols[i]; if ((row > 0 and row < Grid.nrows and col > 0 and col < Grid.ncolumns) and @@ -252,10 +252,10 @@ pub fn isToppedOut(grid: Grid) bool { // rows 20, 21, 22, 23, columns 3, 4, 5, 6 // const cells_to_check = .{ - .{7, 3},.{7, 4},.{7, 5},.{7, 6}, - .{8, 3},.{8, 4},.{8, 5},.{8, 6}, - .{9, 3},.{9, 4},.{9, 5},.{9, 6}, - .{10, 3},.{10, 4},.{10, 5},.{10, 6}, + .{ 7, 3 }, .{ 7, 4 }, .{ 7, 5 }, .{ 7, 6 }, + .{ 8, 3 }, .{ 8, 4 }, .{ 8, 5 }, .{ 8, 6 }, + .{ 9, 3 }, .{ 9, 4 }, .{ 9, 5 }, .{ 9, 6 }, + .{ 10, 3 }, .{ 10, 4 }, .{ 10, 5 }, .{ 10, 6 }, }; inline for (cells_to_check) |cell| { const row = cell[0]; @@ -265,5 +265,4 @@ pub fn isToppedOut(grid: Grid) bool { } } return false; - } diff --git a/src/MainMenu/Renderer.zig b/src/MainMenu/Renderer.zig index bbaff85..f00124d 100644 --- a/src/MainMenu/Renderer.zig +++ b/src/MainMenu/Renderer.zig @@ -35,7 +35,7 @@ pub fn render(self: Self, main_menu: MainMenu) void { const screen_width = @intCast(i32, wsize.width); const screen_height = @intCast(i32, wsize.height); - for (tabs) |u_tab, u_tab_i| { + for (tabs, 0..) |u_tab, u_tab_i| { //const tab = @intCast(i32, u_tab); const tab_i = @intCast(i32, u_tab_i); const curr_tab = main_menu.tab_list[u_tab]; @@ -77,14 +77,14 @@ pub fn render(self: Self, main_menu: MainMenu) void { self.renderMenu(x, y, curr_tab, curr_tab.sel, alpha, true); } - for (range(n_sel_below)) |_, i| { + for (range(n_sel_below), 0..) |_, i| { const aux_sel: i32 = @intCast(i32, i + 1); const curr_sel: usize = main_menu.getSelIdx(aux_sel); const y = @intCast(i32, sel_y_offset + ((y_spacing + height) * (aux_sel))); self.renderMenu(x - ((skew + 8) * aux_sel), y, curr_tab, curr_sel, alpha, false); } - for (range(n_sel_above)) |_, i| { + for (range(n_sel_above), 0..) |_, i| { const aux_sel: i32 = -@intCast(i32, i + 1); const curr_sel: usize = main_menu.getSelIdx(aux_sel); const y = @intCast(i32, sel_y_offset + ((y_spacing + height) * (aux_sel)));