docs: add comprehensive usage examples and API reference to README

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`stk` is a lightweight, modular toolkit for building games and game engines. It provides a **portable foundation** for dynamically loading modules, native or WASM, without enforcing any architecture or design choices.
It is designed to run on modern systems running POSIX and Windows.
It is designed to run on modern systems running POSIX and Windows using C89.
---
## Key Features
- **Dynamic module loading** (native `.so` / `.dll`)
- **Dynamic module loading** (native `.so` / `.dll` / `.dylib`)
- **Hot-swapping** of modules at runtime
- **Optional WASM support** for multi-language modules
- **Developer tools**: lightweight metadata, logging/tracing, and dependency management
- **Cross-platform** (Linux, BSD, Windows, macOS)
- **Optional WASM support** for multi-language modules (planned)
- **Developer tools**: lightweight metadata, logging/tracing, and dependency management (in progress)
- **Minimal, portable API**
---
## Philosophy
`stk` is **non-opinionated**: developers control architecture, engine design, and game logic while relying on a predictable, lean foundation.
See [docs/design.md](docs/design.md) for the full design philosophy and roadmap.
---
## Quick Start
### Building
```bash
# Unix (Linux/BSD/macOS)
./build.sh debug release
# Windows
build.bat debug release
```
### Installation
#### Unix (Linux/BSD/macOS)
```bash
sudo ./build.sh install
```
Installs to `/usr/local` by default. Use `PREFIX` to customize:
```bash
sudo ./build.sh PREFIX=$HOME/.local install
```
#### Windows
```
build.bat release
```
* Once finished building, copy `include/stk.h` and `bin/release/stk.dll` to your project directory.
---
## Usage
### Basic Example
```c
#include <stk.h>
#include <stdio.h>
int main(void)
{
int running = 1;
size_t events;
/* Initialize stk */
if (stk_init() != STK_INIT_SUCCESS) {
fprintf(stderr, "Failed to initialize stk\n");
return 1;
}
/* Main loop - poll for module changes */
while (running) {
events = stk_poll();
if (events > 0) {
printf("Detected %zu module event(s)\n", events);
}
/* Your game/application logic here */
}
/* Shutdown stk systems*/
stk_shutdown();
return 0;
}
```
### Creating a Module
Modules are simple shared libraries with `stk_mod_init` and `stk_mod_shutdown` functions:
```c
/* my_module.c */
#include <stdio.h>
int stk_mod_init(void)
{
printf("Module loaded!\n");
return 0; /* Return 0 on success */
}
void stk_mod_shutdown(void)
{
printf("Module unloaded!\n");
}
```
Build as a shared library:
```bash
# Linux/BSD
cc -shared -fPIC -o my_module.so my_module.c
# macOS
cc -shared -fPIC -o my_module.dylib my_module.c
# Windows (MSVC)
cl /LD my_module.c /Fe:my_module.dll
# Windows (MinGW)
cc -shared -o my_module.dll my_module.c
```
Place the compiled module in the `mods/` directory (default), and `stk` will automatically load it and watch for changes.
### Configuration
```c
/* Set custom module directory (default: "mods") */
stk_set_mod_dir("custom_mods");
/* Set custom temp directory name (default: ".tmp") */
stk_set_tmp_dir_name(".my_tmp");
/* Set custom init function name (default: "stk_mod_init") */
stk_set_module_init_fn("my_init");
/* Set custom shutdown function name (default: "stk_mod_shutdown") */
stk_set_module_shutdown_fn("my_shutdown");
/*
* All the above functions must be called before stk_init()
* if the defaults need to be changed.
*/
stk_init();
```
### API Reference
#### Initialization
- `uint8_t stk_init(void)` - Initialize stk, returns `STK_INIT_SUCCESS` on success
- `void stk_shutdown(void)` - Shutdown and cleanup all modules
#### Runtime
- `size_t stk_poll(void)` - Poll for module changes, returns number of events processed
- `size_t stk_module_count(void)` - Get number of currently loaded modules
#### Configuration
- `void stk_set_mod_dir(const char *path)` - Set module directory
- `void stk_set_tmp_dir_name(const char *name)` - Set temp directory name
- `void stk_set_module_init_fn(const char *name)` - Set module init function name
- `void stk_set_module_shutdown_fn(const char *name)` - Set module shutdown function name
---
## Project Status
**Current Version:** 0.0.1 (Pre-release)
This is an early release proving the core hot-reload foundation. Phase 1 is still in progress.
### What Works
- Cross-platform module loading and hot-reloading
- File watching (inotify/kqueue/FindFirstFile)
- Basic error handling
### In Progress (Phase 1)
- Complete logging system (log levels, verbosity, output configuration)
- Module metadata (name, version, description)
- Dependency management and versioning
See [CHANGELOG.md](CHANGELOG.md) for detailed release notes.
---
## Testing
Run the included test suite:
```bash
./build.sh test # Unix
build.bat test # Windows
```
The test will watch the `modules/` directory and report when modules are loaded, reloaded, or unloaded.
---
## License
Mozilla Public License 2.0 (MPL-2.0)
---
## Contributing
Contributions welcome! Please ensure code follows C89 standard and works across all supported platforms.