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Inochi2D SDK for C ABIs

This repository contains the neccesary code to use the reference Inochi2D implementation outside of DLang, as well as with non-Inochi2D renderers.

Initializing and Closing Inochi2D

You will need to pass a function with the signature double timingFunc() to Inochi2D on initialization.

double timingFunc() {
    return glfwGetTime();
}

To initialize Inochi2D itself you will need to call inInit passing your timing function in.
Remember to run inCleanup when you're done using Inochi2D to unload the DLang runtime!

inInit(&timingFunc);
    // Game and Inochi2D goodness happens here
inCleanup();

Loading a puppet

Use inLoadPuppet to load a puppet, you will need to pass an UTF-8 encoded null-terminated string to this function.
Use inDestroyPuppet to destroy a puppet when it no longer is needed.

    InPuppet* puppet = inLoadPuppet("myPuppet.inp");
    // Do stuff

    inDestroyPuppet(puppet);

Getting arrays from Inochi2D

Such functions take arguments including two: Type** arr_ptr, size_t* len_ptr:

  1. If arr_ptr == null, length is written into *len_ptr. End.
  2. If *arr_ptr == null, an array allocated by D is written into *arr_ptr.
  3. Otherwise, fill the buffer passed by 'arr_ptr' with length.

User can use these in following way.

  1. D manages the memory: Call function with *arr_ptr==NULL.

  2. C manages the memory:

    1. call function with arr_ptr==NULL. function returns length of the buffer.
    2. call function with array pre-allocated (*buff != NULL) given the length. function fills values to provided array.

Example:

struct {
    size_t len;
    InParameter **cont;
} parameters;
// let D allocate memory
parameters.cont = NULL;
inPuppetGetParameters(myPuppet, &parameters.cont, &parameters.len);
for (size_t i = 0; i < parameters.len; i++) {
    char *name = inParameterGetName(parameters.cont[i]);
    bool isVec2 = inParameterIsVec2(parameters.cont[i]);
    printf("Parameter #%zu: %s is%s vec2.\n", i, name, isVec2 ? "" : " not");
}

Using Inochi2D with your own renderer

Inochi2D requires the following GPU accellerated features to be present:

Optionally the following features may be present