examples: try send() -> send()

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-03-16 22:02:17 -07:00 committed by Stephen Gutekanst
parent fcf6be9e6d
commit 03454decdf
5 changed files with 33 additions and 33 deletions

View file

@ -87,7 +87,7 @@ pub fn tick(
else => {}, else => {},
} }
}, },
.close => try engine.send(.exit, .{}), .close => engine.send(.exit, .{}),
else => {}, else => {},
} }
} }

View file

@ -55,11 +55,11 @@ pub fn init(
core.setTitle("gfx.Sprite example"); core.setTitle("gfx.Sprite example");
// Initialize mach.gfx.Text module // Initialize mach.gfx.Text module
try text_mod.send(.init, .{}); text_mod.send(.init, .{});
// Tell sprite_mod to use the texture // Tell sprite_mod to use the texture
try sprite_mod.send(.init, .{}); sprite_mod.send(.init, .{});
try sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{ sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.text), .pipeline = @intFromEnum(Pipeline.text),
.texture = text_mod.state.texture, .texture = text_mod.state.texture,
}}); }});
@ -74,7 +74,7 @@ pub fn init(
try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height))); try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y)))); try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text)); try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)}); sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
game.state = .{ game.state = .{
.timer = try mach.Timer.start(), .timer = try mach.Timer.start(),
@ -120,7 +120,7 @@ pub fn tick(
else => {}, else => {},
} }
}, },
.close => try engine.send(.exit, .{}), .close => engine.send(.exit, .{}),
else => {}, else => {},
} }
} }
@ -189,16 +189,16 @@ pub fn tick(
); );
try sprite_mod.set(game.state.player, .transform, player_transform); try sprite_mod.set(game.state.player, .transform, player_transform);
try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)}); sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
// Perform pre-render work // Perform pre-render work
try sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.text)}); sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.text)});
// Render a frame // Render a frame
try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }}); engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
try sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)}); sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)});
try engine.send(.endPass, .{}); engine.send(.endPass, .{});
try engine.send(.present, .{}); // Present the frame engine.send(.present, .{}); // Present the frame
// Every second, update the window title with the FPS // Every second, update the window title with the FPS
if (game.state.fps_timer.read() >= 1.0) { if (game.state.fps_timer.read() >= 1.0) {

View file

@ -62,7 +62,7 @@ pub const local = struct {
s.ft = try ft.Library.init(); s.ft = try ft.Library.init();
s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0); s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
try text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }}); text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
} }
pub fn prepare( pub fn prepare(

View file

@ -63,12 +63,12 @@ pub fn init(
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0))); try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default)); try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
try sprite_mod.send(.init, .{}); sprite_mod.send(.init, .{});
try sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{ sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.default), .pipeline = @intFromEnum(Pipeline.default),
.texture = try loadTexture(engine), .texture = try loadTexture(engine),
}}); }});
try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)}); sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
game.state = .{ game.state = .{
.timer = try mach.Timer.start(), .timer = try mach.Timer.start(),
@ -113,7 +113,7 @@ pub fn tick(
else => {}, else => {},
} }
}, },
.close => try engine.send(.exit, .{}), .close => engine.send(.exit, .{}),
else => {}, else => {},
} }
} }
@ -172,16 +172,16 @@ pub fn tick(
player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time;
try sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos)); try sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)}); sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
// Perform pre-render work // Perform pre-render work
try sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.default)}); sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.default)});
// Render a frame // Render a frame
try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }}); engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
try sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)}); sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)});
try engine.send(.endPass, .{}); engine.send(.endPass, .{});
try engine.send(.present, .{}); // Present the frame engine.send(.present, .{}); // Present the frame
// Every second, update the window title with the FPS // Every second, update the window title with the FPS
if (game.state.fps_timer.read() >= 1.0) { if (game.state.fps_timer.read() >= 1.0) {

View file

@ -87,11 +87,11 @@ pub fn init(
}, },
}); });
try text_mod.send(.init, .{}); text_mod.send(.init, .{});
try text_mod.send(.initPipeline, .{Text.PipelineOptions{ text_mod.send(.initPipeline, .{Text.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.default), .pipeline = @intFromEnum(Pipeline.default),
}}); }});
try text_mod.send(.updated, .{@intFromEnum(Pipeline.default)}); text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
game.state = .{ game.state = .{
.timer = try mach.Timer.start(), .timer = try mach.Timer.start(),
@ -140,7 +140,7 @@ pub fn tick(
else => {}, else => {},
} }
}, },
.close => try engine.send(.exit, .{}), .close => engine.send(.exit, .{}),
else => {}, else => {},
} }
} }
@ -212,16 +212,16 @@ pub fn tick(
player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time;
try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos))); try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
try text_mod.send(.updated, .{@intFromEnum(Pipeline.default)}); text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
// Perform pre-render work // Perform pre-render work
try text_mod.send(.preRender, .{@intFromEnum(Pipeline.default)}); text_mod.send(.preRender, .{@intFromEnum(Pipeline.default)});
// Render a frame // Render a frame
try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }}); engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
try text_mod.send(.render, .{@intFromEnum(Pipeline.default)}); text_mod.send(.render, .{@intFromEnum(Pipeline.default)});
try engine.send(.endPass, .{}); engine.send(.endPass, .{});
try engine.send(.present, .{}); // Present the frame engine.send(.present, .{}); // Present the frame
// Every second, update the window title with the FPS // Every second, update the window title with the FPS
if (game.state.fps_timer.read() >= 1.0) { if (game.state.fps_timer.read() >= 1.0) {