feat(kotlin-compose): design system + 33 components + gallery_kt + e2e android emulator + scaffolder fixes

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-11 16:28:50 +02:00
parent 0bdb8454e1
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# miniaudio vendoring
- **Source**: https://github.com/mackron/miniaudio
- **Version pinned**: see `cpp/vendor/miniaudio/.version` (0.11.25 at vendoring time)
- **License**: Public domain / MIT-0 dual (`cpp/vendor/miniaudio/LICENSE`)
- **Header**: `cpp/vendor/miniaudio/miniaudio.h` (~4 MB texto, ~200 KB compilado strippable)
## Vendoring command
```
mkdir -p cpp/vendor/miniaudio && cd cpp/vendor/miniaudio && \
TAG=$(curl -s https://api.github.com/repos/mackron/miniaudio/releases/latest | grep -m1 '"tag_name"' | cut -d'"' -f4) && \
curl -fsSL "https://raw.githubusercontent.com/mackron/miniaudio/$TAG/miniaudio.h" -o miniaudio.h && \
curl -fsSL "https://raw.githubusercontent.com/mackron/miniaudio/$TAG/LICENSE" -o LICENSE && \
echo "$TAG" > .version
```
## Por qué miniaudio
- Single-header. Encaja con cultura del registry.
- Cubre TODAS las plataformas del stack gamedev (issue 0072): Win (WASAPI/DirectSound), Mac (CoreAudio), Linux (PulseAudio/ALSA/JACK), Android (AAudio/OpenSL ES), iOS (CoreAudio), Emscripten (Web Audio).
- Sin dependencias externas.
- API C limpia, facil de wrappear como funciones del registry.
- Decode wav/flac nativo. mp3 + ogg vorbis vienen via dependencias single-header opcionales (`stb_vorbis.c`, `dr_mp3.h`) o se enchufan como callback custom.
## Compilacion
`miniaudio.h` se incluye con `#define MINIAUDIO_IMPLEMENTATION` exactamente en UNA TU. Para apps que solo quieran la API, incluir sin el define.
Convencion del registry: la funcion `audio_init_cpp_gamedev` define `MINIAUDIO_IMPLEMENTATION` en su `.cpp`. Otras funciones del registry y consumidores solo incluyen `miniaudio.h` sin el define.
## Backends en WASM
Bajo emscripten, miniaudio usa Web Audio API. Requiere user gesture para arrancar (`navigator.userActivation`). Documentar en `cpp/GAMEDEV.md`: el primer click del usuario activa el audio context.
## Upgrade
```
cd cpp/vendor/miniaudio
TAG=$(curl -s https://api.github.com/repos/mackron/miniaudio/releases/latest | grep -m1 '"tag_name"' | cut -d'"' -f4)
curl -fsSL "https://raw.githubusercontent.com/mackron/miniaudio/$TAG/miniaudio.h" -o miniaudio.h
echo "$TAG" > .version
```
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0.11.25
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This software is available as a choice of the following licenses. Choose
whichever you prefer.
===============================================================================
ALTERNATIVE 1 - Public Domain (www.unlicense.org)
===============================================================================
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <http://unlicense.org/>
===============================================================================
ALTERNATIVE 2 - MIT No Attribution
===============================================================================
Copyright 2025 David Reid
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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Vendored Submodule
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# SDL3 vendoring
- **Source**: https://github.com/libsdl-org/SDL
- **Tag**: `release-3.4.8` (May 2026)
- **License**: Zlib (`cpp/vendor/sdl3/LICENSE.txt`)
- **Vendoring command**:
```
cd cpp/vendor && git clone --depth 1 --branch release-3.4.8 \
https://github.com/libsdl-org/SDL.git sdl3
```
- **Build**: SDL3 trae su propio `CMakeLists.txt`. Se incluye via `add_subdirectory(vendor/sdl3)` en apps que lo usen y se enlaza target `SDL3::SDL3` o `SDL3::SDL3-static`.
- **Tamaño en disco**: ~71 MB (incluye plataform-specifics que NO necesitamos en Linux/Web). Si crece excesivo, considerar mover a submodulo o purgar `Xcode/`, `VisualC*/`, `android-project/` cuando esten cubiertos por sus apps mobile.
## Por qué SDL3 (no SDL2 ni GLFW)
- Cubre todas las plataformas objetivo del stack gamedev: Win, Lin, Mac, Android, iOS, Emscripten.
- API oficial estable desde finales 2024.
- Touch input + virtual gamepad nativos.
- Audio integrado.
- ImGui ya tiene backend `imgui_impl_sdl3.{h,cpp}` en `cpp/vendor/imgui/backends/`.
- Compatible con sokol_gfx (manual GL context creation).
## Upgrade
Re-clonar con nuevo tag. SDL3 sigue semver, breaking changes solo entre majors.
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# sokol vendoring
- **Source**: https://github.com/floooh/sokol
- **Commit pinned**: `5cc3e913258fb63d87c7728569f14005f638e315` (ver `cpp/vendor/sokol/.commit-sha`)
- **License**: Zlib (`cpp/vendor/sokol/LICENSE`)
- **Headers vendoreados** (single-header):
- `sokol_gfx.h` — graphics abstraction (GL/GLES/WebGL2/Metal/D3D11)
- `sokol_log.h` — logger callback
- `sokol_glue.h` — helpers para integracion contexto
- `sokol_app.h` — windowing/input. **NO se usa**: usamos SDL3 para windowing. Vendoreado por si una app standalone lo quiere.
- **Vendoring command**:
```
mkdir -p cpp/vendor/sokol && cd cpp/vendor/sokol && \
SHA=$(curl -s https://api.github.com/repos/floooh/sokol/commits/master | \
grep -m1 '"sha"' | cut -d'"' -f4) && \
for f in sokol_gfx.h sokol_log.h sokol_glue.h sokol_app.h LICENSE; do
curl -fsSL "https://raw.githubusercontent.com/floooh/sokol/$SHA/$f" -o "$f"
done && echo "$SHA" > .commit-sha
```
## Por qué sokol_gfx
- Single-header, ~1.2 MB texto, ~50 KB compilado strippable.
- Backends: GL 3.3, GLES3, WebGL2, Metal, D3D11. **Cubre las 4 plataformas + web** del stack gamedev (issue 0072).
- Sin dependencias externas.
- Determinista, sin estado global oculto.
- Encaja con cultura "single-file function" del registry.
## Compile-time backend selection
El backend se elige con macros:
| Macro | Backend |
|---|---|
| `SOKOL_GLCORE` | OpenGL 3.3 desktop |
| `SOKOL_GLES3` | OpenGL ES 3.0 (Android, iOS sin Metal) |
| `SOKOL_METAL` | Metal (iOS/macOS) |
| `SOKOL_D3D11` | D3D11 (Windows) |
| `SOKOL_WGPU` | WebGPU (alpha, no usar aun) |
Para WASM con `-sUSE_WEBGL2=1`: definir `SOKOL_GLES3`.
## Sokol_app NO se usa
Mantenemos `sokol_app.h` vendoreado por completitud pero el stack usa **SDL3** para windowing/input. Sokol_app duplicaria la responsabilidad y limita acceso a APIs SDL (audio, gamepad, WalletConnect deep links).
## Upgrade
```
cd cpp/vendor/sokol
SHA=$(curl -s https://api.github.com/repos/floooh/sokol/commits/master | grep -m1 '"sha"' | cut -d'"' -f4)
# Repetir el for loop del vendoring command
echo "$SHA" > .commit-sha
```
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5cc3e913258fb63d87c7728569f14005f638e315
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zlib/libpng license
Copyright (c) 2018 Andre Weissflog
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software in a
product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
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#if defined(SOKOL_IMPL) && !defined(SOKOL_GLUE_IMPL)
#define SOKOL_GLUE_IMPL
#endif
#ifndef SOKOL_GLUE_INCLUDED
/*
sokol_glue.h -- glue helper functions for sokol headers
Project URL: https://github.com/floooh/sokol
Do this:
#define SOKOL_IMPL or
#define SOKOL_GLUE_IMPL
before you include this file in *one* C or C++ file to create the
implementation.
...optionally provide the following macros to override defaults:
SOKOL_ASSERT(c) - your own assert macro (default: assert(c))
SOKOL_GLUE_API_DECL - public function declaration prefix (default: extern)
SOKOL_API_DECL - same as SOKOL_GLUE_API_DECL
SOKOL_API_IMPL - public function implementation prefix (default: -)
If sokol_glue.h is compiled as a DLL, define the following before
including the declaration or implementation:
SOKOL_DLL
On Windows, SOKOL_DLL will define SOKOL_GLUE_API_DECL as __declspec(dllexport)
or __declspec(dllimport) as needed.
OVERVIEW
========
sokol_glue.h provides glue helper functions between sokol_gfx.h and sokol_app.h,
so that sokol_gfx.h doesn't need to depend on sokol_app.h but can be
used with different window system glue libraries.
PROVIDED FUNCTIONS
==================
sg_environment sglue_environment(void)
Returns an sg_environment struct initialized by calling sokol_app.h
functions. Use this in the sg_setup() call like this:
sg_setup(&(sg_desc){
.environment = sglue_environment(),
...
});
sg_swapchain sglue_swapchain(void)
Returns an sg_swapchain struct initialized by calling sokol_app.h
functions. Use this in sg_begin_pass() for a 'swapchain pass' like
this:
sg_begin_pass(&(sg_pass){ .swapchain = sglue_swapchain(), ... });
LICENSE
=======
zlib/libpng license
Copyright (c) 2018 Andre Weissflog
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software in a
product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#define SOKOL_GLUE_INCLUDED
#if defined(SOKOL_API_DECL) && !defined(SOKOL_GLUE_API_DECL)
#define SOKOL_GLUE_API_DECL SOKOL_API_DECL
#endif
#ifndef SOKOL_GLUE_API_DECL
#if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_GLUE_IMPL)
#define SOKOL_GLUE_API_DECL __declspec(dllexport)
#elif defined(_WIN32) && defined(SOKOL_DLL)
#define SOKOL_GLUE_API_DECL __declspec(dllimport)
#else
#define SOKOL_GLUE_API_DECL extern
#endif
#endif
#ifndef SOKOL_GFX_INCLUDED
#error "Please include sokol_gfx.h before sokol_glue.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
SOKOL_GLUE_API_DECL sg_environment sglue_environment(void);
SOKOL_GLUE_API_DECL sg_swapchain sglue_swapchain(void);
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* SOKOL_GLUE_INCLUDED */
/*-- IMPLEMENTATION ----------------------------------------------------------*/
#ifdef SOKOL_GLUE_IMPL
#define SOKOL_GLUE_IMPL_INCLUDED (1)
#include <string.h> /* memset */
#ifndef SOKOL_APP_INCLUDED
#error "Please include sokol_app.h before the sokol_glue.h implementation"
#endif
#ifndef SOKOL_API_IMPL
#define SOKOL_API_IMPL
#endif
#ifndef _SOKOL_PRIVATE
#if defined(__GNUC__) || defined(__clang__)
#define _SOKOL_PRIVATE __attribute__((unused)) static
#else
#define _SOKOL_PRIVATE static
#endif
#endif
#ifndef SOKOL_ASSERT
#include <assert.h>
#define SOKOL_ASSERT(c) assert(c)
#endif
#ifndef SOKOL_UNREACHABLE
#define SOKOL_UNREACHABLE SOKOL_ASSERT(false)
#endif
_SOKOL_PRIVATE sg_pixel_format _sglue_to_sgpixelformat(sapp_pixel_format fmt) {
switch (fmt) {
case SAPP_PIXELFORMAT_NONE: return SG_PIXELFORMAT_NONE;
case SAPP_PIXELFORMAT_RGBA8: return SG_PIXELFORMAT_RGBA8;
case SAPP_PIXELFORMAT_SRGB8A8: return SG_PIXELFORMAT_SRGB8A8;
case SAPP_PIXELFORMAT_BGRA8: return SG_PIXELFORMAT_BGRA8;
case SAPP_PIXELFORMAT_DEPTH_STENCIL: return SG_PIXELFORMAT_DEPTH_STENCIL;
case SAPP_PIXELFORMAT_DEPTH: return SG_PIXELFORMAT_DEPTH;
case SAPP_PIXELFORMAT_SBGRA8: // FIXME!
default:
SOKOL_UNREACHABLE;
return SG_PIXELFORMAT_NONE;
}
}
SOKOL_API_IMPL sg_environment sglue_environment(void) {
sg_environment res;
memset(&res, 0, sizeof(res));
const sapp_environment env = sapp_get_environment();
res.defaults.color_format = _sglue_to_sgpixelformat(env.defaults.color_format);
res.defaults.depth_format = _sglue_to_sgpixelformat(env.defaults.depth_format);
res.defaults.sample_count = env.defaults.sample_count;
res.metal.device = env.metal.device;
res.d3d11.device = env.d3d11.device;
res.d3d11.device_context = env.d3d11.device_context;
res.wgpu.device = env.wgpu.device;
res.vulkan.instance = env.vulkan.instance;
res.vulkan.physical_device = env.vulkan.physical_device;
res.vulkan.device = env.vulkan.device;
res.vulkan.queue = env.vulkan.queue;
res.vulkan.queue_family_index = env.vulkan.queue_family_index;
return res;
}
SOKOL_API_IMPL sg_swapchain sglue_swapchain(void) {
sg_swapchain res;
memset(&res, 0, sizeof(res));
const sapp_swapchain sc = sapp_get_swapchain();
res.width = sc.width;
res.height = sc.height;
res.sample_count = sc.sample_count;
res.color_format = _sglue_to_sgpixelformat(sc.color_format);
res.depth_format = _sglue_to_sgpixelformat(sc.depth_format);
res.metal.current_drawable = sc.metal.current_drawable;
res.metal.depth_stencil_texture = sc.metal.depth_stencil_texture;
res.metal.msaa_color_texture = sc.metal.msaa_color_texture;
res.d3d11.render_view = sc.d3d11.render_view;
res.d3d11.resolve_view = sc.d3d11.resolve_view;
res.d3d11.depth_stencil_view = sc.d3d11.depth_stencil_view;
res.wgpu.render_view = sc.wgpu.render_view;
res.wgpu.resolve_view = sc.wgpu.resolve_view;
res.wgpu.depth_stencil_view = sc.wgpu.depth_stencil_view;
res.vulkan.render_image = sc.vulkan.render_image;
res.vulkan.render_view = sc.vulkan.render_view;
res.vulkan.resolve_image = sc.vulkan.resolve_image;
res.vulkan.resolve_view = sc.vulkan.resolve_view;
res.vulkan.depth_stencil_image = sc.vulkan.depth_stencil_image;
res.vulkan.depth_stencil_view = sc.vulkan.depth_stencil_view;
res.vulkan.render_finished_semaphore = sc.vulkan.render_finished_semaphore;
res.vulkan.present_complete_semaphore = sc.vulkan.present_complete_semaphore;
res.gl.framebuffer = sc.gl.framebuffer;
return res;
}
#endif /* SOKOL_GLUE_IMPL */
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#if defined(SOKOL_IMPL) && !defined(SOKOL_LOG_IMPL)
#define SOKOL_LOG_IMPL
#endif
#ifndef SOKOL_LOG_INCLUDED
/*
sokol_log.h -- common logging callback for sokol headers
Project URL: https://github.com/floooh/sokol
Example code: https://github.com/floooh/sokol-samples
Do this:
#define SOKOL_IMPL or
#define SOKOL_LOG_IMPL
before you include this file in *one* C or C++ file to create the
implementation.
Optionally provide the following defines when building the implementation:
SOKOL_ASSERT(c) - your own assert macro (default: assert(c))
SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false))
SOKOL_LOG_API_DECL - public function declaration prefix (default: extern)
SOKOL_API_DECL - same as SOKOL_GFX_API_DECL
SOKOL_API_IMPL - public function implementation prefix (default: -)
Optionally define the following for verbose output:
SOKOL_DEBUG - by default this is defined if NDEBUG is not defined
OVERVIEW
========
sokol_log.h provides a default logging callback for other sokol headers.
To use the default log callback, just include sokol_log.h and provide
a function pointer to the 'slog_func' function when setting up the
sokol library:
For instance with sokol_audio.h:
#include "sokol_log.h"
...
saudio_setup(&(saudio_desc){ .logger.func = slog_func });
Logging output goes to stderr and/or a platform specific logging subsystem
(which means that in some scenarios you might see logging messages duplicated):
- Windows: stderr + OutputDebugStringA()
- macOS/iOS/Linux: stderr + syslog()
- Emscripten: console.info()/warn()/error()
- Android: __android_log_write()
On Windows with sokol_app.h also note the runtime config items to make
stdout/stderr output visible on the console for WinMain() applications
via sapp_desc.win32.console_attach or sapp_desc.win32.console_create,
however when running in a debugger on Windows, the logging output should
show up on the debug output UI panel.
In debug mode, a log message might look like this:
[sspine][error][id:12] /Users/floh/projects/sokol/util/sokol_spine.h:3472:0:
SKELETON_DESC_NO_ATLAS: no atlas object provided in sspine_skeleton_desc.atlas
The source path and line number is formatted like compiler errors, in some IDEs (like VSCode)
such error messages are clickable.
In release mode, logging is less verbose as to not bloat the executable with string data, but you still get
enough information to identify the type and location of an error:
[sspine][error][id:12][line:3472]
RULES FOR WRITING YOUR OWN LOGGING FUNCTION
===========================================
- must be re-entrant because it might be called from different threads
- must treat **all** provided string pointers as optional (can be null)
- don't store the string pointers, copy the string data instead
- must not return for log level panic
LICENSE
=======
zlib/libpng license
Copyright (c) 2023 Andre Weissflog
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software in a
product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#define SOKOL_LOG_INCLUDED (1)
#include <stdint.h>
#if defined(SOKOL_API_DECL) && !defined(SOKOL_LOG_API_DECL)
#define SOKOL_LOG_API_DECL SOKOL_API_DECL
#endif
#ifndef SOKOL_LOG_API_DECL
#if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_LOG_IMPL)
#define SOKOL_LOG_API_DECL __declspec(dllexport)
#elif defined(_WIN32) && defined(SOKOL_DLL)
#define SOKOL_LOG_API_DECL __declspec(dllimport)
#else
#define SOKOL_LOG_API_DECL extern
#endif
#endif
#ifdef __cplusplus
extern "C" {
#endif
/*
Plug this function into the 'logger.func' struct item when initializing any of the sokol
headers. For instance for sokol_audio.h it would look like this:
saudio_setup(&(saudio_desc){
.logger = {
.func = slog_func
}
});
*/
SOKOL_LOG_API_DECL void slog_func(const char* tag, uint32_t log_level, uint32_t log_item, const char* message, uint32_t line_nr, const char* filename, void* user_data);
#ifdef __cplusplus
} // extern "C"
#endif
#endif // SOKOL_LOG_INCLUDED
// ██ ███ ███ ██████ ██ ███████ ███ ███ ███████ ███ ██ ████████ █████ ████████ ██ ██████ ███ ██
// ██ ████ ████ ██ ██ ██ ██ ████ ████ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██
// ██ ██ ████ ██ ██████ ██ █████ ██ ████ ██ █████ ██ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ██ ██
// ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
// ██ ██ ██ ██ ███████ ███████ ██ ██ ███████ ██ ████ ██ ██ ██ ██ ██ ██████ ██ ████
//
// >>implementation
#ifdef SOKOL_LOG_IMPL
#define SOKOL_LOG_IMPL_INCLUDED (1)
#ifndef SOKOL_API_IMPL
#define SOKOL_API_IMPL
#endif
#ifndef SOKOL_DEBUG
#ifndef NDEBUG
#define SOKOL_DEBUG
#endif
#endif
#ifndef SOKOL_ASSERT
#include <assert.h>
#define SOKOL_ASSERT(c) assert(c)
#endif
#ifndef _SOKOL_PRIVATE
#if defined(__GNUC__) || defined(__clang__)
#define _SOKOL_PRIVATE __attribute__((unused)) static
#else
#define _SOKOL_PRIVATE static
#endif
#endif
#ifndef _SOKOL_UNUSED
#define _SOKOL_UNUSED(x) (void)(x)
#endif
// platform detection
#if defined(__APPLE__)
#define _SLOG_APPLE (1)
#elif defined(__EMSCRIPTEN__)
#define _SLOG_EMSCRIPTEN (1)
#elif defined(_WIN32)
#define _SLOG_WINDOWS (1)
#elif defined(__ANDROID__)
#define _SLOG_ANDROID (1)
#elif defined(__linux__) || defined(__unix__)
#define _SLOG_LINUX (1)
#else
#error "sokol_log.h: unknown platform"
#endif
#include <stdlib.h> // abort
#include <stdio.h> // fputs
#include <stddef.h> // size_t
#if defined(_SLOG_EMSCRIPTEN)
#include <emscripten/emscripten.h>
#elif defined(_SLOG_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <windows.h>
#elif defined(_SLOG_ANDROID)
#include <android/log.h>
#elif defined(_SLOG_LINUX) || defined(_SLOG_APPLE)
#include <syslog.h>
#endif
// size of line buffer (on stack!) in bytes including terminating zero
#define _SLOG_LINE_LENGTH (512)
_SOKOL_PRIVATE char* _slog_append(const char* str, char* dst, char* end) {
if (str) {
char c;
while (((c = *str++) != 0) && (dst < (end - 1))) {
*dst++ = c;
}
}
*dst = 0;
return dst;
}
_SOKOL_PRIVATE char* _slog_itoa(uint32_t x, char* buf, size_t buf_size) {
const size_t max_digits_and_null = 11;
if (buf_size < max_digits_and_null) {
return 0;
}
char* p = buf + max_digits_and_null;
*--p = 0;
do {
*--p = '0' + (x % 10);
x /= 10;
} while (x != 0);
return p;
}
#if defined(_SLOG_EMSCRIPTEN)
EM_JS(void, slog_js_log, (uint32_t level, const char* c_str), {
const str = UTF8ToString(c_str);
switch (level) {
case 0: console.error(str); break;
case 1: console.error(str); break;
case 2: console.warn(str); break;
default: console.info(str); break;
}
})
#endif
SOKOL_API_IMPL void slog_func(const char* tag, uint32_t log_level, uint32_t log_item, const char* message, uint32_t line_nr, const char* filename, void* user_data) {
_SOKOL_UNUSED(user_data);
const char* log_level_str;
switch (log_level) {
case 0: log_level_str = "panic"; break;
case 1: log_level_str = "error"; break;
case 2: log_level_str = "warning"; break;
default: log_level_str = "info"; break;
}
// build log output line
char line_buf[_SLOG_LINE_LENGTH];
char* str = line_buf;
char* end = line_buf + sizeof(line_buf);
char num_buf[32];
if (tag) {
str = _slog_append("[", str, end);
str = _slog_append(tag, str, end);
str = _slog_append("]", str, end);
}
str = _slog_append("[", str, end);
str = _slog_append(log_level_str, str, end);
str = _slog_append("]", str, end);
str = _slog_append("[id:", str, end);
str = _slog_append(_slog_itoa(log_item, num_buf, sizeof(num_buf)), str, end);
str = _slog_append("]", str, end);
// if a filename is provided, build a clickable log message that's compatible with compiler error messages
if (filename) {
str = _slog_append(" ", str, end);
#if defined(_MSC_VER)
// MSVC compiler error format
str = _slog_append(filename, str, end);
str = _slog_append("(", str, end);
str = _slog_append(_slog_itoa(line_nr, num_buf, sizeof(num_buf)), str, end);
str = _slog_append("): ", str, end);
#else
// gcc/clang compiler error format
str = _slog_append(filename, str, end);
str = _slog_append(":", str, end);
str = _slog_append(_slog_itoa(line_nr, num_buf, sizeof(num_buf)), str, end);
str = _slog_append(":0: ", str, end);
#endif
}
else {
str = _slog_append("[line:", str, end);
str = _slog_append(_slog_itoa(line_nr, num_buf, sizeof(num_buf)), str, end);
str = _slog_append("] ", str, end);
}
if (message) {
str = _slog_append("\n\t", str, end);
str = _slog_append(message, str, end);
}
str = _slog_append("\n\n", str, end);
if (0 == log_level) {
str = _slog_append("ABORTING because of [panic]\n", str, end);
(void)str;
}
// print to stderr?
#if defined(_SLOG_LINUX) || defined(_SLOG_WINDOWS) || defined(_SLOG_APPLE)
fputs(line_buf, stderr);
#endif
// platform specific logging calls
#if defined(_SLOG_WINDOWS)
OutputDebugStringA(line_buf);
#elif defined(_SLOG_ANDROID)
int prio;
switch (log_level) {
case 0: prio = ANDROID_LOG_FATAL; break;
case 1: prio = ANDROID_LOG_ERROR; break;
case 2: prio = ANDROID_LOG_WARN; break;
default: prio = ANDROID_LOG_INFO; break;
}
__android_log_write(prio, "SOKOL", line_buf);
#elif defined(_SLOG_EMSCRIPTEN)
slog_js_log(log_level, line_buf);
#endif
if (0 == log_level) {
abort();
}
}
#endif // SOKOL_LOG_IMPL