code style example, setup instructions and bastd.c
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54
LICENSE.md
54
LICENSE.md
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Copyright 2025 Abdulmujeeb Raji
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors
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may be used to endorse or promote products derived from this software without
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specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Copyright 2025 Abdulmujeeb Raji
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors
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may be used to endorse or promote products derived from this software without
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specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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145
README.md
145
README.md
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@ -1,60 +1,87 @@
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# Bravely Arranged Standard Library
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`bastd` is my own custom standard library for C, made to aid in the development
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of games, 3D software, 2D development tools and more.
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It strays heavily from what is supported in the
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[lackluster](https://nullprogram.com/blog/2023/02/11/) C standard library and
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aims to be a sufficient and even superior replacement.
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`bastd`'s design goals include:
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- Simplifying the build system
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- Providing a full framework for Graphical and Console Applications
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- Giving clear errors and debugging tools to the Programmer
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- Making C a more "tolerable" language
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`bastd`'s features include:
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- [ ] No header files. They cause more harm than good in my opinion, and I prefer a
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single translation unit in my builds. You just include `bastd.c` at the top of
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your main C file and you start writing code.
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- [ ] Memory Allocators. The premier one is the
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[Arena Allocator](https://www.rfleury.com/p/untangling-lifetimes-the-arena-allocator),
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which acts as our generic allocator in place of `malloc`, providing a unfirom
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interface that simplifies memory management and groups allocations together
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into clearly defined lifetimes
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- [ ] A Length-Based String Type + String Builder. This replaces whatever the hell
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`string.h` was meant to be, by introducing a length to strings, which allows
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for simple slicing of the string and modification.
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- [ ] Generic data-structures. The premier one is the
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[Dynamic Array](https://dylanfalconer.com/articles/dynamic-arrays-in-c), which
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brings the power of C++'s `std::vector` to C
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- [ ] A simple I/O system that supports both standard input/output and file
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input/output. It's built on a basic buffer type that you can flush to output
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data.
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- [ ] A logging system built ontop of this I/O system. You can either log out to
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a file or to stdout.
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- [ ] A simple GUI initialization system that gets you an Direct3D 11 or OpenGL
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window with immediate-mode input.
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- [ ] A basic 2D renderer built ontop of this graphics initializater, that can
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draw shapes and textures to the screen. The shaders used can be customized for
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added effect. It features a simple camera system to seperate which parts of
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the screen use which shaders and viewports.
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- [ ] An audio library. Windows implementation uses WASAPI, Linux uses ALSA.
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---
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- [x] implemented
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- [ ] planned
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---
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The only currently supported platform is Windows, though once the APIs are
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finished, a Linux and FreeBSD port are planned.
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## Why C?
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Cuz I like C. It's the closest "high-level" language to assembly, so I have
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maximum control. It is *really simple*, which in some ways is to its detriment.
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Almost all OS libraries, Graphics libraries, Audio libraries, etc. are written
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in C.
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C is great. Don't let anyone tell you it's not.
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## LICENSE
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# Bravely Arranged Standard Library
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`bastd` is my own custom standard library for C, made to aid in the development
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of games, 3D software, 2D development tools and more.
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|
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It strays heavily from what is supported in the
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[lackluster](https://nullprogram.com/blog/2023/02/11/) C standard library and
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aims to be a sufficient and even superior replacement.
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|
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`bastd`'s design goals include:
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- Simplifying the build system
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- Providing a full framework for Graphical and Console Applications
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- Giving clear errors and debugging tools to the Programmer
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- Making C a more "tolerable" language
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`bastd`'s features include:
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- [ ] No header files. They cause more harm than good in my opinion, and I prefer a
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single translation unit in my builds. You just include `bastd.c` at the top of
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your main C file and you start writing code.
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- [ ] Memory Allocators. The premier one is the
|
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[Arena Allocator](https://www.rfleury.com/p/untangling-lifetimes-the-arena-allocator),
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which acts as our generic allocator in place of `malloc`, providing a unfirom
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interface that simplifies memory management and groups allocations together
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into clearly defined lifetimes
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- [ ] A Length-Based String Type + String Builder. This replaces whatever the hell
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`string.h` was meant to be, by introducing a length to strings, which allows
|
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for simple slicing of the string and modification.
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- [ ] Generic data-structures. The premier one is the
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[Dynamic Array](https://dylanfalconer.com/articles/dynamic-arrays-in-c), which
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brings the power of C++'s `std::vector` to C
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- [ ] A simple I/O system that supports both standard input/output and file
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input/output. It's built on a basic buffer type that you can flush to output
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data.
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- [ ] A logging system built ontop of this I/O system. You can either log out to
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a file or to stdout.
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- [ ] A simple GUI initialization system that gets you an Direct3D 11 or OpenGL
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window with immediate-mode input.
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- [ ] A basic 2D renderer built ontop of this graphics initializater, that can
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draw shapes and textures to the screen. The shaders used can be customized for
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added effect. It features a simple camera system to seperate which parts of
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the screen use which shaders and viewports.
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- [ ] An audio library. Windows implementation uses WASAPI, Linux uses ALSA.
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---
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- [x] implemented
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- [ ] planned
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---
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The only currently supported platform is Windows, though once the APIs are
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finished, a Linux and FreeBSD port are planned.
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## Why C?
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Cuz I like C. It's the closest "high-level" language to assembly, so I have
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maximum control. It is *really simple*, which in some ways is to its detriment.
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Almost all OS libraries, Graphics libraries, Audio libraries, etc. are written
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in C.
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C is great. Don't let anyone tell you it's not.
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## Setup
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Download the [latest release](https://github.com/midnadimple/bastd/releases/latest)
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whenever you want to start a new project.
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All of your code is going to go in the root of this folder, and all the `bastd`
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code has been kept in the `bastd` folder. FOr convenience, the `bastd.c` file,
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which includes all other C files in the folder, stays in the top level
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directory, so you can easily include the file.
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So, open `main.c` and have a scroll through it to see some example code. Then,
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delete everything in the file and enter this basic skeleton:
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```c
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#include "bastd.c"
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CALLBACK Error
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start(Slice_S8 args, Buffer stdin, Buffer stdout)
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{
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return Error_success;
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}
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```
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Now, you can compile the program with `build.bat` or `build.sh` to get an
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executable.
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Note that since you make a new copy of `bastd` for every project, the library
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is completely vendored and you can modify it however you'd like.
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## LICENSE
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`bastd` is licensed under the 3-clause BSD license. See [LICENSE.md](LICENSE.md).
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bastd.c
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31
bastd.c
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#ifndef BASTD_C
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#define BASTD_C
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#include <stdint.h>
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typedef int8_t I8;
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typedef int16_t I16;
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typedef int32_t I32;
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typedef int64_t I64;
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typedef uint8_t U8;
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typedef uint16_t U16;
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typedef uint32_t U32;
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typedef uint64_t U64;
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typedef float F32;
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typedef double F64;
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typedef U32 B32;
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#define TRUE 1
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#define FALSE 0
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#define FUNCTION static
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#define GLOBAL_VAR static
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#define LOCAL_PERSIST static
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#define STMNT(s) do{ s }while(0)
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// TODO: Add Linux Version
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#define ASSERT(x, msg) STMNT(if (!x) __debugbreak();)
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#endif //BASTD_C
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60
main.c
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60
main.c
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#include "bastd.c"
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// Single line
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/* Multi
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Line */
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// "GLOBAL_VAR" macro expands to "static"
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GLOBAL_VAR F32 evil_number = 666 // variables names use snake_case
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typedef struct RenderVertex RenderVertex; // typedefs come before structs
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struct RenderVertex { // struct names use PascalCase
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F32 x, y, z
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}
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// Generic pattern. the output type will be "Slice_RenderVertex"
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#define SLICE_TYPE RenderVertex
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#include "slice.h"
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// all functions prefixed with "FUNCTION" macro, which expands to "static"
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FUNCTION I8 // primitive types follow rust style
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addTwo(I8 a, I8 b) // Function names use camelCase
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{
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I8 res = a + b;
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ASSERT(res != 666, "Ah! The Devil!"); // All macros, regardless of usage, are MACRO_CASE
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return res;
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}
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/* Functions called by other functions are prefixed with CALLBACK, which is not
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defined as "static" , incase you decide to move it to a different
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compilation unit
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*/
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CALLBACK Error
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start(Slice_S8 args, Buffer stdin, Buffer stdout)
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{
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/* all functions that belong to a type or a module are styled
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"m_TypeName_functionName". "m" is a lower-case shortened version of the
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module's name (usually 1-3 letters).
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*/
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Buffer_appendS8(&stdout, args[0]);
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Buffer_flush(&stdout);
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r_Window window = r_Window_create(1280, 720, "Bastd Example");
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I32 frame_number = 0;
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for (!window.should_close) {
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frame_number += 1;
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// if there is no module, function is styled "TypeName_functionName"
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Buffer_appendS8(&stdout, "Current frame: ");
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Buffer_appendI32(&stdout, frame_number);
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Buffer_appendChar(&stdout, '\n');
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Buffer_flush(&stdout);
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r_Window_tick(&window);
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}
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/* Enum names are styled with PascalCase. Enum values are styled
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"TypeName_value_name"*/
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return Error_success;
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}
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