Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.
Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.
Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.
Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).
Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.
Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.
Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.
VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.
Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.
7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
61 lines
1.3 KiB
Go
61 lines
1.3 KiB
Go
package sdl
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/*
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#include <stdlib.h>
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#include "aego_sdl.h"
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bool aego_set_clipboard_items(char **mimes, void **data, size_t *lens, int n);
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*/
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import "C"
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import (
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"unsafe"
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"aego/platform"
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)
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func (w *Window) SetClipboardItems(items []platform.ClipItem) bool {
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n := 0
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for _, it := range items {
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if it.Mime != "" && len(it.Data) > 0 {
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n++
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}
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}
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if n == 0 {
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return false
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}
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ptr := C.size_t(unsafe.Sizeof(uintptr(0)))
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mimes := (**C.char)(C.malloc(C.size_t(n) * ptr))
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datas := (*unsafe.Pointer)(C.malloc(C.size_t(n) * ptr))
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lens := (*C.size_t)(C.malloc(C.size_t(n) * C.size_t(unsafe.Sizeof(C.size_t(0)))))
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ms, ds, ls := unsafe.Slice(mimes, n), unsafe.Slice(datas, n), unsafe.Slice(lens, n)
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i := 0
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for _, it := range items {
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if it.Mime == "" || len(it.Data) == 0 {
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continue
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}
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ms[i] = C.CString(it.Mime)
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ds[i] = C.CBytes(it.Data)
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ls[i] = C.size_t(len(it.Data))
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i++
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}
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return bool(C.aego_set_clipboard_items(mimes, datas, lens, C.int(n)))
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}
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func (w *Window) ClipboardMimes() []string {
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var n C.size_t
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p := C.SDL_GetClipboardMimeTypes(&n)
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if p == nil {
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return nil
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}
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defer C.SDL_free(unsafe.Pointer(p))
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list := unsafe.Slice(p, int(n))
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out := make([]string, len(list))
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for i, s := range list {
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out[i] = C.GoString(s)
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}
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return out
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}
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var _ platform.ClipboardItems = (*Window)(nil)
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