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jak-project/goal_src/jak1/pc/util/font-encode-test.gc
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Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00

98 lines
3.0 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(require "kernel/gstate.gc")
(require "engine/ps2/pad.gc")
;; This file is used for debugging and testing the large font encoding.
;; This file should *not* be included as part of any packages, it should be manually loaded by the user.
;; To run this:
#|
(mi) ;; build the game
(lt) ;; connect to the runtime
(ml "goal_src/jak1/pc/util/font-encode-test.gc") ;; build and load this file.
|#
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; constants
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defconstant FONT_ENCODE_TEXT_LEFT 56)
(defconstant FONT_ENCODE_TEXT_Y 80)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; functions
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(define *font-string* (new 'global 'string 64 (the string #f)))
(define *font-string-ex* (the string #f))
(define *font-string-val* #x96)
(defun-debug font-encode-test-start ()
"start the encode test proc"
(unless (process-by-name 'font-encode *active-pool*)
(process-spawn-function process :name 'font-encode
(lambda :behavior process ()
(let ((fnt (new 'stack 'font-context *font-default-matrix* FONT_ENCODE_TEXT_LEFT FONT_ENCODE_TEXT_Y 0.0
(font-color red) (font-flags shadow kerning large middle)))
)
(set-width! fnt 400)
(set-height! fnt 100)
(loop
(suspend)
(if (or (cpad-pressed? 0 left) (cpad-hold? 0 l1))
(-! *font-string-val* 1))
(if (or (cpad-pressed? 0 right) (cpad-hold? 0 r1))
(+! *font-string-val* 1))
(minmax! *font-string-val* 1 #x1ff)
(clear *font-string*)
(cond
((>= *font-string-val* #x100)
(set! (-> *font-string* data 0) (/ *font-string-val* 256))
(set! (-> *font-string* data 1) (logand *font-string-val* #xff))
(set! (-> *font-string* data 2) 0)
)
(else
(set! (-> *font-string* data 0) (logand *font-string-val* #xff))
(set! (-> *font-string* data 1) 0)
)
)
(set-origin! fnt FONT_ENCODE_TEXT_LEFT FONT_ENCODE_TEXT_Y)
(set-flags! fnt (font-flags shadow kerning large middle))
(print-game-text *font-string* fnt #f 128 24)
(when *font-string-ex*
(set-origin! fnt FONT_ENCODE_TEXT_LEFT (+ FONT_ENCODE_TEXT_Y 32))
(print-game-text *font-string-ex* fnt #f 128 24))
(set-origin! fnt FONT_ENCODE_TEXT_LEFT (- FONT_ENCODE_TEXT_Y 16))
(set-flags! fnt (font-flags shadow kerning middle))
(print-game-text (string-format "#x~x" *font-string-val*) fnt #f 128 12)
)
)
)
)
)
)
(defun-debug font-encode-test-stop ()
"stop the encode test proc"
(kill-by-name 'font-encode *active-pool*)
)