Added Lua parser implementation and Lua BNF through macro_rules!;
Added a windowed application shell from a tutorial using wgpu;
This commit is contained in:
@@ -1,4 +1,5 @@
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[package]
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[package]
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#![recursion_limit = "256"]
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name = "game"
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name = "game"
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version = "0.1.0"
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version = "0.1.0"
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edition = "2024"
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edition = "2024"
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@@ -18,6 +19,7 @@ log = "0.4"
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wgpu = "29.0.3"
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wgpu = "29.0.3"
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pollster = "0.4.0"
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pollster = "0.4.0"
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console_error_panic_hook = "0.1.7"
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console_error_panic_hook = "0.1.7"
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parse = { path = "./parse" }
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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console_error_panic_hook = "0.1.6"
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console_error_panic_hook = "0.1.6"
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+299
@@ -0,0 +1,299 @@
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macro_rules! definition {
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{@build ($n:ident structure) ($($t:tt)*) null () } => {
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struct $n ($($t)*);
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};
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{@build ($n:ident enumeration new ($($f:tt)*) ($m:ident($($mt:tt)*)$($r:tt)*)) () null ()} => {
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definition!{@build ($n enumeration ($($f)*) ($m($($mt)*)$($r)*)) () null () $($mt)*}
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};
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{@build ($n:ident enumeration ($($f:tt)*) ($m:ident($($mt:tt)*)$($r:tt)*)) ($($t:tt)*) null ()} => {
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definition!{@build ($n enumeration new ($($f)*$m($($t)*)) ($($r)*)) () null () }
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};
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{@build ($n:ident enumeration new ($($m:ident($($mt:tt)*))*) ()) () null () } => {
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definition!{@build ($n enumeration filter () ($($m($($mt)*))*))}
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};
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{@build ($n:ident enumeration filter ($($e:tt)*) ($m:ident($($mt:tt)+)$($t:tt)*))} => {
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definition!{@build ($n enumeration filter ($($e)*$m($($mt)*),) ($($t)*))}
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};
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{@build ($n:ident enumeration filter ($($e:tt)*) ($m:ident()$($t:tt)*))} => {
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definition!{@build ($n enumeration filter ($($e)*$m,) ($($t)*))}
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};
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{@build ($n:ident enumeration filter ($($e:tt)*) ())} => {
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enum $n {
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$($e)*
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}
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};
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{@build $m:tt ($($t:tt)*) null () $l:literal $($r:tt)*} => {
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definition!{@build $m ($($t)*) null () $($r)*}
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};
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{@build $m:tt ($($t:tt)*) null () $i:ident $($r:tt)*} => {
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definition!{@build $m ($($t)*Box<$i>,) null () $($r)*}
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};
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{@build $m:tt ($($t:tt)*) option ($a:tt) () $($r:tt)*} => {
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definition!{@build $m ($($t)*Option<$a>,) null () $($r)*}
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};
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{@build $m:tt ($($t:tt)*) vector ($a:tt) () $($r:tt)*} => {
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definition!{@build $m ($($t)*Vec<$a>,) null () $($r)*}
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};
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{@build $m:tt ($($t:tt)*) option ($($a:tt)*) () $($r:tt)*} => {
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definition!{@build $m ($($t)*Option<($($a),*)>,) null () $($r)*}
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};
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{@build $m:tt ($($t:tt)*) vector ($($a:tt)*) () $($r:tt)*} => {
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definition!{@build $m ($($t)*Vec<($($a),*)>,) null () $($r)*}
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};
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{@build $m:tt ($($t:tt)*) null () [$($b:tt)*] $($r:tt)*} => {
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definition!{@build $m ($($t)*) option () ($($b)*) $($r)*}
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};
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{@build $m:tt ($($t:tt)*) null () {$($b:tt)*} $($r:tt)*} => {
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definition!{@build $m ($($t)*) vector () ($($b)*) $($r)*}
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};
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{@build $m:tt ($($t:tt)*) $i:ident ($($a:tt)*) ($l:literal $($b:tt)*) $($r:tt)*} => {
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definition!{@build $m ($($t)*) $i ($($a)*) ($($b)*) $($r)*}
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};
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{@build $m:tt ($($t:tt)*) $i:ident ($($a:tt)*) ($n:ident $($b:tt)*) $($r:tt)*} => {
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definition!{@build $m ($($t)*) $i ($($a)*$n) ($($b)*) $($r)*}
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};
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}
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macro_rules! implement {
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{@begin $n:ident $i:ident $($t:tt)*} => {
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implement!{@build ($i $n) {} {} $($t)*}
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};
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{@build $m:tt $f:tt {$($f2:tt)*} $s:literal $($t:tt)*} => {
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implement!{@build $m $f {
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$($f2)*
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state = state.trim_start();
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if state.starts_with($s) {
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state = &state[$s.len()..]
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} else {
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return Err("error".into())
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}
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} $($t)*}
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};
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{@build $m:tt {$($f:tt)*} {$($f2:tt)*} $i:ident $($t:tt)*} => {
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implement!{@build $m {$($f)*{$($f2)*}} {
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let mut result;
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match $i::take(state) {
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Ok((r,s)) => {
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state = s;
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result = r;
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}
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Err(error) => {
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return Err(error);
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}
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}
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} $($t)*}
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};
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{@build ($($m:tt)*) {$($f:tt)*} {$($f2:tt)*} {$($r:tt)*} $($t:tt)*} => {
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implement!{@build (vector {$($f)*{$($f2)*}} ($($t)*) $($m)*) {} {} $($r)*}
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};
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{@build ($($m:tt)*) {$($f:tt)*} {$($f2:tt)*} [$($r:tt)*] $($t:tt)*} => {
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implement!{@build (option {$($f)*{$($f2)*}} ($($t)*) $($m)*) {} {} $($r)*}
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};
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{@finish (option {$($l:tt)*} ($($t:tt)*) $($m:tt)*) {{$($f:tt)*}$({$($r:tt)*})*} } => {
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implement!{@build ($($m)*) {$($l)*} {
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let mut result;
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let taker = |_state: &str| {
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let mut state: &str = _state;
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$($f)*
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Ok(($({$($r)*result}),*))
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};
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result = taker(state).ok();
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} $($t)*}
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};
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{@finish (vector {$($l:tt)*} ($($t:tt)*) $($m:tt)*) {{$($f:tt)*}$({$($r:tt)*})*} } => {
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implement!{@build ($($m)*) {$($l)*} {
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let mut result = Vec::new();
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let taker = |_state: &str| {
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let mut state: &str = _state;
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$($f)*
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Ok(($({$($r)*result}),*))
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};
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loop {
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match taker(state) {
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Ok((r,s)) => {
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state = s;
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result.push(r);
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}
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Err(error) => {
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break;
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}
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};
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}
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} $($t)*}
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};
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{@build $m:tt {$($r:tt)*} $r2:tt} => {
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implement!{@finish $m {$($r)*$r2}}
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};
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{@finish (structure $n:ident) {{$($f:tt)*}$({$($r:tt)*})*} } => {
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impl Parse for $n {
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fn take(_state: &str) -> Result<(Self, &str), Error> where Self: Sized {
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let mut state: &str = _state;
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$($f)*
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Ok(($n($({$($r)*result.into()}),*),state))
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}
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}
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};
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}
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macro_rules! class {
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($i:ident($($t:tt)*)) => {
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definition!{@build ($i structure) () null () $($t)*}
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implement!{@begin $i structure $($t)*}
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};
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($i:ident{$($n:ident($($t:tt)*)),*}) => {
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definition!{@build ($i enumeration new () ($($n($($t)*))*)) () null ()}
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}
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}
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macro_rules! parser {
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() => {};
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($i:ident$t:tt;$($tail:tt)*) => {
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class!($i$t);
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parser!($($tail)*);
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};
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}
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struct Number(String);
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struct Name(String);
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type Error = String;
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trait Parse {
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fn take(state: &str) -> Result<(Self, &str), Error>
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where Self: Sized;
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}
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impl Parse for String {
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fn take(state: &str) -> Result<(Self, &str), Error>
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where
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Self: Sized
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{
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todo!()
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}
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}
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fn g() -> Result<Chunk,()> {
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Ok(Chunk(
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{
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if 1 == 2 {
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Box::new(Block(Vec::new(),None))
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} else {
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return Err(())
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}
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}
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))
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}
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parser! {
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Chunk3 ( "Pookie" Block "Dookie" );
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}
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parser! {
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Block2 ( {Statement} [Return] );
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}
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parser! {
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// LiteralString -> "..."
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// LiteralNumber -> 0x... 123.456
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Chunk ( Block );
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Block ( {Statement} [Return] );
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|
Statement {
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|
Semicolon (";"),
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|
Assignment (Variables "=" Expressions),
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|
Call (FunctionCall),
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|
Label (Label),
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|
Break ("break"),
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|
Goto ("goto" Name),
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|
Do ("do" Block "end"),
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|
While ("while" Expression "do" Block "end"),
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|
Repeat ("repeat" Block "until" Expression),
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|
If ("if" Expression "then" Block {"elseif" Expression "then" Block} ["else" Block] "end"),
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||||||
|
ForRange ("for" Name "=" Expression "," Expression ["," Expression] "do" Block "end"),
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|
ForIn ("for" Names "in" Expressions "do" Block "end"),
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|
Function ("function" FunctionName FunctionBody),
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|
LocalFunction ("local" "function" Name FunctionBody),
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|
GlobalFunction ("global" "function" Name FunctionBody),
|
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|
Declaration ("local" Names ["=" Expressions]),
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||||||
|
Global ("global" Names)
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||||||
|
};
|
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|
Return( "return" [Expressions] [";"] );
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|
Label( "::" Name "::" );
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|
FunctionName( Name {"." Name} [":" Name] );
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|
Variables( Variable {"," Variable} );
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|
Variable {
|
||||||
|
Name (Name),
|
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|
Index (PrefixExpression "[" Expression "]"),
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|
DotIndex (PrefixExpression "." Name)
|
||||||
|
};
|
||||||
|
Names( Name {"," Name} );
|
||||||
|
Expressions( Expression {"," Expression} );
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|
Expression {
|
||||||
|
Nil ("nil"),
|
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|
False ("false"),
|
||||||
|
True ("true"),
|
||||||
|
Number (Number),
|
||||||
|
String (String),
|
||||||
|
VarArg ("..."),
|
||||||
|
FunctionDef (FunctionDef),
|
||||||
|
PrefixExpression (PrefixExpression),
|
||||||
|
Table (Table),
|
||||||
|
Binary (Expression BinaryOp Expression),
|
||||||
|
Unary (UnaryOp Expression)
|
||||||
|
};
|
||||||
|
PrefixExpression {
|
||||||
|
Variable (Variable),
|
||||||
|
Call (FunctionCall),
|
||||||
|
Expression ("(" Expression ")")
|
||||||
|
};
|
||||||
|
FunctionCall {
|
||||||
|
Normal (PrefixExpression Arguments),
|
||||||
|
Instanced (PrefixExpression ":" Name Arguments)
|
||||||
|
};
|
||||||
|
Arguments {
|
||||||
|
Expressions ("(" [Expressions] ")"),
|
||||||
|
Table (Table),
|
||||||
|
String (String)
|
||||||
|
};
|
||||||
|
FunctionDef( "function" FunctionBody );
|
||||||
|
FunctionBody( "(" [Parameters] ")" Block "end" );
|
||||||
|
Parameters {
|
||||||
|
Names (Names ["," VarArg]),
|
||||||
|
VarArg (VarArg)
|
||||||
|
};
|
||||||
|
VarArg( "..." [Name] );
|
||||||
|
Table( "{" [Fields] "}" );
|
||||||
|
Fields( Field {FieldSep Field} [FieldSep] );
|
||||||
|
Field {
|
||||||
|
ExpressionIndex ("[" Expression "]" "=" Expression),
|
||||||
|
Name (Name "=" Expression),
|
||||||
|
Expression (Expression)
|
||||||
|
};
|
||||||
|
FieldSep {
|
||||||
|
Comma (","),
|
||||||
|
Semicolon (";")
|
||||||
|
};
|
||||||
|
BinaryOp {
|
||||||
|
Plus ("+"),
|
||||||
|
Minus ("-"),
|
||||||
|
Mul ("*"),
|
||||||
|
Divide ("/"),
|
||||||
|
DivFloor ("//"),
|
||||||
|
Caret ("^"),
|
||||||
|
Modulo ("%"),
|
||||||
|
Ampersand ("&"),
|
||||||
|
Tilde ("~"),
|
||||||
|
Pipe ("|"),
|
||||||
|
ShiftRight (">>"),
|
||||||
|
ShiftLeft ("<<"),
|
||||||
|
Concat (".."),
|
||||||
|
Less ("<"),
|
||||||
|
LessEqual ("<="),
|
||||||
|
Greater (">"),
|
||||||
|
GreatEqual (">="),
|
||||||
|
Equivalent ("=="),
|
||||||
|
NotEqual ("~="),
|
||||||
|
And ("and"),
|
||||||
|
Or ("or")
|
||||||
|
};
|
||||||
|
UnaryOp {
|
||||||
|
Negate ("-"),
|
||||||
|
Not ("!"),
|
||||||
|
Ampersand ("#"),
|
||||||
|
Tilde ("~")
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|||||||
+56
-40
@@ -1,16 +1,22 @@
|
|||||||
|
#![recursion_limit = "256"]
|
||||||
mod lang;
|
mod lang;
|
||||||
|
mod neural;
|
||||||
|
|
||||||
// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I come from OpenGl not wgpu
|
// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I come from OpenGl not wgpu
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
|
|
||||||
use winit::{
|
|
||||||
application::ApplicationHandler, event::*, event_loop::{ActiveEventLoop, EventLoop}, keyboard::{KeyCode, PhysicalKey}, window::Window
|
|
||||||
};
|
|
||||||
use winit::dpi::{PhysicalPosition};
|
|
||||||
#[cfg(target_arch = "wasm32")]
|
#[cfg(target_arch = "wasm32")]
|
||||||
use wasm_bindgen::prelude::*;
|
use wasm_bindgen::prelude::*;
|
||||||
|
use winit::dpi::PhysicalPosition;
|
||||||
#[cfg(target_arch = "wasm32")]
|
#[cfg(target_arch = "wasm32")]
|
||||||
use winit::platform::web::EventLoopExtWebSys;
|
use winit::platform::web::EventLoopExtWebSys;
|
||||||
|
use winit::{
|
||||||
|
application::ApplicationHandler,
|
||||||
|
event::*,
|
||||||
|
event_loop::{ActiveEventLoop, EventLoop},
|
||||||
|
keyboard::{KeyCode, PhysicalKey},
|
||||||
|
window::Window,
|
||||||
|
};
|
||||||
|
|
||||||
// This will store the state of our game
|
// This will store the state of our game
|
||||||
pub struct State {
|
pub struct State {
|
||||||
@@ -76,7 +82,9 @@ impl State {
|
|||||||
// Shader code in this tutorial assumes an sRGB surface texture. Using a different
|
// Shader code in this tutorial assumes an sRGB surface texture. Using a different
|
||||||
// one will result in all the colors coming out darker. If you want to support non
|
// one will result in all the colors coming out darker. If you want to support non
|
||||||
// sRGB surfaces, you'll need to account for that when drawing to the frame.
|
// sRGB surfaces, you'll need to account for that when drawing to the frame.
|
||||||
let surface_format = surface_caps.formats.iter()
|
let surface_format = surface_caps
|
||||||
|
.formats
|
||||||
|
.iter()
|
||||||
.find(|f| f.is_srgb())
|
.find(|f| f.is_srgb())
|
||||||
.copied()
|
.copied()
|
||||||
.unwrap_or(surface_caps.formats[0]);
|
.unwrap_or(surface_caps.formats[0]);
|
||||||
@@ -106,13 +114,15 @@ impl State {
|
|||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader1,
|
module: &shader1,
|
||||||
entry_point: Some("vs_main"), // 1.
|
entry_point: Some("vs_main"), // 1.
|
||||||
buffers: &[], // 2.
|
buffers: &[], // 2.
|
||||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState { // 3.
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
// 3.
|
||||||
module: &shader1,
|
module: &shader1,
|
||||||
entry_point: Some("fs_main"),
|
entry_point: Some("fs_main"),
|
||||||
targets: &[Some(wgpu::ColorTargetState { // 4.
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
// 4.
|
||||||
format: config.format,
|
format: config.format,
|
||||||
blend: Some(wgpu::BlendState::REPLACE),
|
blend: Some(wgpu::BlendState::REPLACE),
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
@@ -133,12 +143,12 @@ impl State {
|
|||||||
},
|
},
|
||||||
depth_stencil: None, // 1.
|
depth_stencil: None, // 1.
|
||||||
multisample: wgpu::MultisampleState {
|
multisample: wgpu::MultisampleState {
|
||||||
count: 1, // 2.
|
count: 1, // 2.
|
||||||
mask: !0, // 3.
|
mask: !0, // 3.
|
||||||
alpha_to_coverage_enabled: false, // 4.
|
alpha_to_coverage_enabled: false, // 4.
|
||||||
},
|
},
|
||||||
multiview_mask: None, // 5.
|
multiview_mask: None, // 5.
|
||||||
cache: None, // 6.
|
cache: None, // 6.
|
||||||
});
|
});
|
||||||
|
|
||||||
let shader2 = device.create_shader_module(wgpu::include_wgsl!("shader2.wgsl"));
|
let shader2 = device.create_shader_module(wgpu::include_wgsl!("shader2.wgsl"));
|
||||||
@@ -156,13 +166,15 @@ impl State {
|
|||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader2,
|
module: &shader2,
|
||||||
entry_point: Some("vs_main"), // 1.
|
entry_point: Some("vs_main"), // 1.
|
||||||
buffers: &[], // 2.
|
buffers: &[], // 2.
|
||||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState { // 3.
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
// 3.
|
||||||
module: &shader2,
|
module: &shader2,
|
||||||
entry_point: Some("fs_main"),
|
entry_point: Some("fs_main"),
|
||||||
targets: &[Some(wgpu::ColorTargetState { // 4.
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
// 4.
|
||||||
format: config.format,
|
format: config.format,
|
||||||
blend: Some(wgpu::BlendState::REPLACE),
|
blend: Some(wgpu::BlendState::REPLACE),
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
@@ -183,12 +195,12 @@ impl State {
|
|||||||
},
|
},
|
||||||
depth_stencil: None, // 1.
|
depth_stencil: None, // 1.
|
||||||
multisample: wgpu::MultisampleState {
|
multisample: wgpu::MultisampleState {
|
||||||
count: 1, // 2.
|
count: 1, // 2.
|
||||||
mask: !0, // 3.
|
mask: !0, // 3.
|
||||||
alpha_to_coverage_enabled: false, // 4.
|
alpha_to_coverage_enabled: false, // 4.
|
||||||
},
|
},
|
||||||
multiview_mask: None, // 5.
|
multiview_mask: None, // 5.
|
||||||
cache: None, // 6.
|
cache: None, // 6.
|
||||||
});
|
});
|
||||||
|
|
||||||
Ok(Self {
|
Ok(Self {
|
||||||
@@ -206,7 +218,7 @@ impl State {
|
|||||||
g: 0.2,
|
g: 0.2,
|
||||||
b: 0.3,
|
b: 0.3,
|
||||||
a: 1.0,
|
a: 1.0,
|
||||||
}
|
},
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -254,10 +266,14 @@ impl State {
|
|||||||
anyhow::bail!("Lost device");
|
anyhow::bail!("Lost device");
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
let view = output
|
||||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
.texture
|
||||||
label: Some("Render Encoder"),
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
});
|
let mut encoder = self
|
||||||
|
.device
|
||||||
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||||
|
label: Some("Render Encoder"),
|
||||||
|
});
|
||||||
{
|
{
|
||||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
label: Some("Render Pass"),
|
label: Some("Render Pass"),
|
||||||
@@ -304,8 +320,8 @@ impl State {
|
|||||||
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
|
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
|
||||||
self.sky = wgpu::Color {
|
self.sky = wgpu::Color {
|
||||||
r: 0.3,
|
r: 0.3,
|
||||||
g: position.x/1000.0,
|
g: position.x / 1000.0,
|
||||||
b: position.y/1000.0,
|
b: position.y / 1000.0,
|
||||||
a: 1.0,
|
a: 1.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -363,13 +379,15 @@ impl ApplicationHandler<State> for App {
|
|||||||
// proxy to send the results to the event loop
|
// proxy to send the results to the event loop
|
||||||
if let Some(proxy) = self.proxy.take() {
|
if let Some(proxy) = self.proxy.take() {
|
||||||
wasm_bindgen_futures::spawn_local(async move {
|
wasm_bindgen_futures::spawn_local(async move {
|
||||||
assert!(proxy
|
assert!(
|
||||||
.send_event(
|
proxy
|
||||||
State::new(window)
|
.send_event(
|
||||||
.await
|
State::new(window)
|
||||||
.expect("Unable to create canvas!!!")
|
.await
|
||||||
)
|
.expect("Unable to create canvas!!!")
|
||||||
.is_ok())
|
)
|
||||||
|
.is_ok()
|
||||||
|
)
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -414,16 +432,14 @@ impl ApplicationHandler<State> for App {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
WindowEvent::CursorMoved {
|
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
|
||||||
position: pos, ..
|
|
||||||
} => state.handle_mouse_moved(pos),
|
|
||||||
WindowEvent::KeyboardInput {
|
WindowEvent::KeyboardInput {
|
||||||
event:
|
event:
|
||||||
KeyEvent {
|
KeyEvent {
|
||||||
physical_key: PhysicalKey::Code(code),
|
physical_key: PhysicalKey::Code(code),
|
||||||
state: key_state,
|
state: key_state,
|
||||||
..
|
..
|
||||||
},
|
},
|
||||||
..
|
..
|
||||||
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
||||||
_ => {}
|
_ => {}
|
||||||
@@ -463,4 +479,4 @@ pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
|
|||||||
run().unwrap_throw();
|
run().unwrap_throw();
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|||||||
+3
-1
@@ -1,5 +1,7 @@
|
|||||||
|
#![recursion_limit = "256"]
|
||||||
|
|
||||||
use game::run;
|
use game::run;
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
run().unwrap();
|
run().unwrap();
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user