examples/core: building without ECS

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-09-22 13:25:49 -07:00 committed by Emi Gutekanst
parent 2a13c07d9e
commit 0e12857154
35 changed files with 1365 additions and 4176 deletions

View file

@ -6,6 +6,8 @@ const mach = @import("main.zig");
const gpu = mach.gpu;
const log = std.log.scoped(.mach);
const Core = @This();
// Whether or not you can drive the main loop in a non-blocking fashion, or if the underlying
// platform must take control and drive the main loop itself.
pub const supports_non_blocking = switch (build_options.core_platform) {
@ -26,102 +28,45 @@ const EventQueue = std.fifo.LinearFifo(Event, .Dynamic);
/// A panic will occur if `supports_non_blocking == false` for the platform.
pub var non_blocking = false;
pub const name = .mach_core;
pub const mach_module = .mach_core;
pub const Mod = mach.Mod(@This());
pub const mach_systems = .{ .main, .init, .presentFrame, .deinit };
pub const systems = .{
.init = .{ .handler = init, .description =
\\ Initialize mach.Core
},
windows: mach.Objects(struct {
// Window title string
// TODO: document how to set this using a format string
// TODO: allocation/free strategy
title: []const u8,
.start = .{ .handler = start, .description =
\\ Indicates mach.Core should start its loop and begin scheduling your .app.tick system to run.
\\
\\ You should register core.state().on_tick and core.state().on_exit callbacks before scheduling
\\ this to run.
},
// Texture format of the framebuffer (read-only)
framebuffer_format: gpu.Texture.Format,
.update = .{ .handler = update, .description =
\\ TODO
},
// Width of the framebuffer in texels (read-only)
framebuffer_width: u32,
.present_frame = .{ .handler = presentFrame, .description =
\\ Send this when rendering has finished and the swapchain should be presented.
},
// Height of the framebuffer in texels (read-only)
framebuffer_height: u32,
.exit = .{ .handler = exit, .description =
\\ Send this when you would like to exit the application.
\\
\\ When the next .present_frame runs, then core.state().on_exit will be scheduled to run giving
\\ your app a chance to deinitialize itself after the last frame has been rendered, and
\\ core.state().on_tick will no longer be sent.
\\
\\ When core.state().on_exit runs, it must schedule .mach_core.deinit to run which will cause
\\ the app to finish.
},
// Width of the window in virtual pixels (read-only)
width: u32,
.deinit = .{ .handler = deinit, .description =
\\ Send this once your app is fully deinitialized and you are ready for mach.Core to exit for
\\ good.
},
// Height of the window in virtual pixels (read-only)
height: u32,
.started = .{ .handler = fn () void, .description =
\\ An interrupt signal that mach.Core sends once it has started. This is an interrupt signal to
\\ be used by the application entrypoint.
},
/// Whether the window is fullscreen (read-only)
fullscreen: bool,
}),
.frame_finished = .{ .handler = fn () void, .description =
\\ An interrupt signal that mach.Core sends once a frame has been finished. This is an interrupt
\\ signal to be used by the application entrypoint.
},
};
pub const components = .{
.title = .{ .type = [:0]u8, .description =
\\ Window title slice. Can be set with a format string and arguments via:
\\
\\ ```
\\ try core.state().printTitle(core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
\\ ```
\\
\\ If setting this component yourself, ensure the buffer is allocated using core.state().allocator
\\ as it will be freed for you as part of the .deinit event.
},
.framebuffer_format = .{ .type = gpu.Texture.Format, .description =
\\ The texture format of the framebuffer
},
.framebuffer_width = .{ .type = u32, .description =
\\ The width of the framebuffer in texels
},
.framebuffer_height = .{ .type = u32, .description =
\\ The height of the framebuffer in texels
},
.width = .{ .type = u32, .description =
\\ The width of the window in virtual pixels
},
.height = .{ .type = u32, .description =
\\ The height of the window in virtual pixels
},
.fullscreen = .{ .type = bool, .description =
\\ Whether the window should be fullscreen (only respected at .start time)
},
};
global: mach.Object(struct {}),
/// Callback system invoked per tick (e.g. per-frame)
on_tick: ?mach.AnySystem = null,
on_tick: ?mach.FunctionID = null,
/// Callback system invoked when application is exiting
on_exit: ?mach.AnySystem = null,
on_exit: ?mach.FunctionID = null,
/// Main window of the application
main_window: mach.EntityID,
main_window: mach.ObjectID,
/// Current state of the application
state: enum {
@ -153,12 +98,7 @@ events: EventQueue,
input_state: InputState,
oom: std.Thread.ResetEvent = .{},
fn update(core: *Mod, entities: *mach.Entities.Mod) !void {
_ = core;
_ = entities;
}
fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
pub fn init(core: *Core) !void {
// TODO: this needs to be removed.
const options: InitOptions = .{
.allocator = std.heap.c_allocator,
@ -168,10 +108,15 @@ fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
// TODO: fix all leaks and use options.allocator
try mach.sysgpu.Impl.init(allocator, .{});
const main_window = try entities.new();
try core.set(main_window, .fullscreen, false);
try core.set(main_window, .width, 1920 / 2);
try core.set(main_window, .height, 1080 / 2);
const main_window = try core.windows.new(.{
.title = options.title, // TODO
.framebuffer_format = undefined, // TODO: null?
.framebuffer_width = undefined, // TODO: null?
.framebuffer_height = undefined, // TODO: null?
.width = 1920 / 2,
.height = 1080 / 2,
.fullscreen = false,
});
// Copy window title into owned buffer.
var title: [256:0]u8 = undefined;
@ -185,7 +130,12 @@ fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
// TODO: remove undefined initialization (disgusting!)
const platform: Platform = undefined;
core.init(.{
core.* = .{
// TODO: this is a good example of why not *all* state fields should be allowed, must copy
// the ones mach initialized
.windows = core.windows,
.global = core.global,
.allocator = allocator,
.main_window = main_window,
.events = events,
@ -204,20 +154,19 @@ fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
.surface = undefined,
.swap_chain = undefined,
.descriptor = undefined,
});
const state = core.state();
};
try Platform.init(&state.platform, core, options);
try Platform.init(&core.platform, core, options);
state.instance = gpu.createInstance(null) orelse {
core.instance = gpu.createInstance(null) orelse {
log.err("failed to create GPU instance", .{});
std.process.exit(1);
};
state.surface = state.instance.createSurface(&state.platform.surface_descriptor);
core.surface = core.instance.createSurface(&core.platform.surface_descriptor);
var response: RequestAdapterResponse = undefined;
state.instance.requestAdapter(&gpu.RequestAdapterOptions{
.compatible_surface = state.surface,
core.instance.requestAdapter(&gpu.RequestAdapterOptions{
.compatible_surface = core.surface,
.power_preference = options.power_preference,
.force_fallback_adapter = .false,
}, &response, requestAdapterCallback);
@ -241,10 +190,10 @@ fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
props.driver_description,
});
state.adapter = response.adapter.?;
core.adapter = response.adapter.?;
// Create a device with default limits/features.
state.device = response.adapter.?.createDevice(&.{
core.device = response.adapter.?.createDevice(&.{
.required_features_count = if (options.required_features) |v| @as(u32, @intCast(v.len)) else 0,
.required_features = if (options.required_features) |v| @as(?[*]const gpu.FeatureName, v.ptr) else null,
.required_limits = if (options.required_limits) |limits| @as(?*const gpu.RequiredLimits, &gpu.RequiredLimits{
@ -256,10 +205,10 @@ fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
log.err("failed to create GPU device\n", .{});
std.process.exit(1);
};
state.device.setUncapturedErrorCallback({}, printUnhandledErrorCallback);
state.queue = state.device.getQueue();
core.device.setUncapturedErrorCallback({}, printUnhandledErrorCallback);
core.queue = core.device.getQueue();
state.descriptor = gpu.SwapChain.Descriptor{
core.descriptor = gpu.SwapChain.Descriptor{
.label = "main swap chain",
.usage = options.swap_chain_usage,
.format = .bgra8_unorm,
@ -271,30 +220,34 @@ fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
.triple => .mailbox,
},
};
state.swap_chain = state.device.createSwapChain(state.surface, &state.descriptor);
core.swap_chain = core.device.createSwapChain(core.surface, &core.descriptor);
// TODO(important): update this information upon framebuffer resize events
try core.set(state.main_window, .framebuffer_format, state.descriptor.format);
try core.set(state.main_window, .framebuffer_width, state.descriptor.width);
try core.set(state.main_window, .framebuffer_height, state.descriptor.height);
try core.set(state.main_window, .width, state.platform.size.width);
try core.set(state.main_window, .height, state.platform.size.height);
var w = core.windows.get(core.main_window).?;
w.framebuffer_format = core.descriptor.format;
w.framebuffer_width = core.descriptor.width;
w.framebuffer_height = core.descriptor.height;
w.width = core.platform.size.width;
w.height = core.platform.size.height;
core.windows.set(core.main_window, w);
state.frame = .{ .target = 0 };
state.input = .{ .target = 1 };
try state.frame.start();
try state.input.start();
core.frame = .{ .target = 0 };
core.input = .{ .target = 1 };
try core.frame.start();
try core.input.start();
}
pub fn start(core: *Mod) !void {
if (core.state().on_tick == null) @panic("core.state().on_tick callback system must be registered");
if (core.state().on_exit == null) @panic("core.state().on_exit callback system must be registered");
pub fn tick(core: *Core, present_frame: mach.Call(Core, .present_frame), runner: mach.Runner) void {
runner.run(core.on_tick.?);
runner.run(present_frame.id);
}
// Signal that mach.Core has started.
core.schedule(.started);
pub fn main(core: *Core, present_frame: mach.Call(Core, .presentFrame), runner: mach.Runner) !void {
if (core.on_tick == null) @panic("core.on_tick callback must be set");
if (core.on_exit == null) @panic("core.on_exit callback must be set");
// Schedule the next app tick to run.
core.scheduleAny(core.state().on_tick.?);
runner.run(core.on_tick.?);
runner.run(present_frame.id);
// If the user doesn't want mach.Core to take control of the main loop, we bail out - the next
// app tick is already scheduled to run in the future and they'll .present_frame to return
@ -310,14 +263,16 @@ pub fn start(core: *Mod) !void {
// The user wants mach.Core to take control of the main loop.
if (supports_non_blocking) {
while (core.state().state != .exited) {
dispatch();
runner.run(core.on_tick.?);
runner.run(present_frame.id);
}
// Don't return, because Platform.run wouldn't either (marked noreturn due to underlying
// platform APIs never returning.)
std.process.exit(0);
} else {
// Platform drives the main loop.
Platform.run(platform_update_callback, .{&mach.mods.mod.mach_core});
Platform.run(platform_update_callback, .{ core, present_frame.id, runner });
// Platform.run should be marked noreturn, so this shouldn't ever run. But just in case we
// accidentally introduce a different Platform.run in the future, we put an exit here for
@ -326,46 +281,39 @@ pub fn start(core: *Mod) !void {
}
}
fn dispatch() void {
mach.mods.dispatchUntil(.mach_core, .frame_finished) catch {
@panic("Dispatch in Core failed");
};
fn platform_update_callback(core: *Core, present_frame: mach.FunctionID, runner: mach.Runner) !bool {
runner.run(core.on_tick.?);
runner.run(present_frame);
return core.state != .exited;
}
fn platform_update_callback(core: *Mod) !bool {
// Execute systems until .mach_core.frame_finished is dispatched, signalling a frame was
// finished.
try mach.mods.dispatchUntil(.mach_core, .frame_finished);
pub fn deinit(core: *Core) !void {
core.state = .exited;
return core.state().state != .exited;
}
pub fn deinit(entities: *mach.Entities.Mod, core: *Mod) !void {
const state = core.state();
state.state = .exited;
var q = try entities.query(.{
.titles = Mod.read(.title),
});
while (q.next()) |v| {
for (v.titles) |title| {
state.allocator.free(title);
}
}
// TODO(object)(window-title)
// var q = try entities.query(.{
// .titles = Mod.read(.title),
// });
// while (q.next()) |v| {
// for (v.titles) |title| {
// state.allocator.free(title);
// }
// }
// GPU backend must be released BEFORE platform deinit, otherwise we may enter a race
// where the GPU might try to present to the window server.
state.swap_chain.release();
state.queue.release();
state.device.release();
state.surface.release();
state.adapter.release();
state.instance.release();
core.swap_chain.release();
core.queue.release();
core.device.release();
core.surface.release();
core.adapter.release();
core.instance.release();
// Deinit the platform
state.platform.deinit();
core.platform.deinit();
state.events.deinit();
core.events.deinit();
}
/// Returns the next event until there are no more available. You should check for events during
@ -409,42 +357,49 @@ pub fn outOfMemory(core: *@This()) bool {
return true;
}
/// Sets the window title. The string must be owned by Core, and will not be copied or freed. It is
/// advised to use the `core.title` buffer for this purpose, e.g.:
///
/// ```
/// const title = try std.fmt.bufPrintZ(&core.title, "Hello, world!", .{});
/// core.setTitle(title);
/// ```
pub inline fn setTitle(core: *@This(), value: [:0]const u8) void {
return core.platform.setTitle(value);
}
// TODO(object)
// /// Sets the window title. The string must be owned by Core, and will not be copied or freed. It is
// /// advised to use the `core.title` buffer for this purpose, e.g.:
// ///
// /// ```
// /// const title = try std.fmt.bufPrintZ(&core.title, "Hello, world!", .{});
// /// core.setTitle(title);
// /// ```
// pub inline fn setTitle(core: *@This(), value: [:0]const u8) void {
// return core.platform.setTitle(value);
// }
/// Set the window mode
pub inline fn setDisplayMode(core: *@This(), mode: DisplayMode) void {
return core.platform.setDisplayMode(mode);
}
// TODO(object)
// /// Set the window mode
// pub inline fn setDisplayMode(core: *@This(), mode: DisplayMode) void {
// return core.platform.setDisplayMode(mode);
// }
/// Returns the window mode
pub inline fn displayMode(core: *@This()) DisplayMode {
return core.platform.display_mode;
}
// TODO(object)
// /// Returns the window mode
// pub inline fn displayMode(core: *@This()) DisplayMode {
// return core.platform.display_mode;
// }
pub inline fn setBorder(core: *@This(), value: bool) void {
return core.platform.setBorder(value);
}
// TODO(object)
// pub inline fn setBorder(core: *@This(), value: bool) void {
// return core.platform.setBorder(value);
// }
pub inline fn border(core: *@This()) bool {
return core.platform.border;
}
// TODO(object)
// pub inline fn border(core: *@This()) bool {
// return core.platform.border;
// }
pub inline fn setHeadless(core: *@This(), value: bool) void {
return core.platform.setHeadless(value);
}
// TODO(object)
// pub inline fn setHeadless(core: *@This(), value: bool) void {
// return core.platform.setHeadless(value);
// }
pub inline fn headless(core: *@This()) bool {
return core.platform.headless;
}
// TODO(object)
// pub inline fn headless(core: *@This()) bool {
// return core.platform.headless;
// }
pub fn keyPressed(core: *@This(), key: Key) bool {
return core.input_state.isKeyPressed(key);
@ -466,230 +421,246 @@ pub fn mousePosition(core: *@This()) Position {
return core.input_state.mouse_position;
}
/// Set refresh rate synchronization mode. Default `.triple`
///
/// Calling this function also implicitly calls setFrameRateLimit for you:
/// ```
/// .none => setFrameRateLimit(0) // unlimited
/// .double => setFrameRateLimit(0) // unlimited
/// .triple => setFrameRateLimit(2 * max_monitor_refresh_rate)
/// ```
pub inline fn setVSync(core: *@This(), mode: VSyncMode) void {
return core.platform.setVSync(mode);
}
// TODO(object)
// /// Set refresh rate synchronization mode. Default `.triple`
// ///
// /// Calling this function also implicitly calls setFrameRateLimit for you:
// /// ```
// /// .none => setFrameRateLimit(0) // unlimited
// /// .double => setFrameRateLimit(0) // unlimited
// /// .triple => setFrameRateLimit(2 * max_monitor_refresh_rate)
// /// ```
// pub inline fn setVSync(core: *@This(), mode: VSyncMode) void {
// return core.platform.setVSync(mode);
// }
/// Returns refresh rate synchronization mode.
pub inline fn vsync(core: *@This()) VSyncMode {
return core.platform.vsync_mode;
}
// TODO(object)
// /// Returns refresh rate synchronization mode.
// pub inline fn vsync(core: *@This()) VSyncMode {
// return core.platform.vsync_mode;
// }
/// Sets the frame rate limit. Default 0 (unlimited)
///
/// This is applied *in addition* to the vsync mode.
pub inline fn setFrameRateLimit(core: *@This(), limit: u32) void {
core.frame.target = limit;
}
// TODO(object)
// /// Sets the frame rate limit. Default 0 (unlimited)
// ///
// /// This is applied *in addition* to the vsync mode.
// pub inline fn setFrameRateLimit(core: *@This(), limit: u32) void {
// core.frame.target = limit;
// }
/// Returns the frame rate limit, or zero if unlimited.
pub inline fn frameRateLimit(core: *@This()) u32 {
return core.frame.target;
}
// TODO(object)
// /// Returns the frame rate limit, or zero if unlimited.
// pub inline fn frameRateLimit(core: *@This()) u32 {
// return core.frame.target;
// }
/// Set the window size, in subpixel units.
pub inline fn setSize(core: *@This(), value: Size) void {
return core.platform.setSize(value);
}
// TODO(object)
// /// Set the window size, in subpixel units.
// pub inline fn setSize(core: *@This(), value: Size) void {
// return core.platform.setSize(value);
// }
/// Returns the window size, in subpixel units.
pub inline fn size(core: *@This()) Size {
return core.platform.size;
}
// TODO(object)
// /// Returns the window size, in subpixel units.
// pub inline fn size(core: *@This()) Size {
// return core.platform.size;
// }
pub inline fn setCursorMode(core: *@This(), mode: CursorMode) void {
return core.platform.setCursorMode(mode);
}
// TODO(object)
// pub inline fn setCursorMode(core: *@This(), mode: CursorMode) void {
// return core.platform.setCursorMode(mode);
// }
pub inline fn cursorMode(core: *@This()) CursorMode {
return core.platform.cursorMode();
}
// TODO(object)
// pub inline fn cursorMode(core: *@This()) CursorMode {
// return core.platform.cursorMode();
// }
pub inline fn setCursorShape(core: *@This(), cursor: CursorShape) void {
return core.platform.setCursorShape(cursor);
}
// TODO(object)
// pub inline fn setCursorShape(core: *@This(), cursor: CursorShape) void {
// return core.platform.setCursorShape(cursor);
// }
pub inline fn cursorShape(core: *@This()) CursorShape {
return core.platform.cursorShape();
}
// TODO(object)
// pub inline fn cursorShape(core: *@This()) CursorShape {
// return core.platform.cursorShape();
// }
/// Sets the minimum target frequency of the input handling thread.
///
/// Input handling (the main thread) runs at a variable frequency. The thread blocks until there are
/// input events available, or until it needs to unblock in order to achieve the minimum target
/// frequency which is your collaboration point of opportunity with the main thread.
///
/// For example, by default (`setInputFrequency(1)`) mach-core will aim to invoke `updateMainThread`
/// at least once per second (but potentially much more, e.g. once per every mouse movement or
/// keyboard button press.) If you were to increase the input frequency to say 60hz e.g.
/// `setInputFrequency(60)` then mach-core will aim to invoke your `updateMainThread` 60 times per
/// second.
///
/// An input frequency of zero implies unlimited, in which case the main thread will busy-wait.
///
/// # Multithreaded mach-core behavior
///
/// On some platforms, mach-core is able to handle input and rendering independently for
/// improved performance and responsiveness.
///
/// | Platform | Threading |
/// |----------|-----------------|
/// | Desktop | Multi threaded |
/// | Browser | Single threaded |
/// | Mobile | TBD |
///
/// On single-threaded platforms, `update` and the (optional) `updateMainThread` callback are
/// invoked in sequence, one after the other, on the same thread.
///
/// On multi-threaded platforms, `init` and `deinit` are called on the main thread, while `update`
/// is called on a separate rendering thread. The (optional) `updateMainThread` callback can be
/// used in cases where you must run a function on the main OS thread (such as to open a native
/// file dialog on macOS, since many system GUI APIs must be run on the main OS thread.) It is
/// advised you do not use this callback to run any code except when absolutely neccessary, as
/// it is in direct contention with input handling.
///
/// APIs which are not accessible from a specific thread are declared as such, otherwise can be
/// called from any thread as they are internally synchronized.
pub inline fn setInputFrequency(core: *@This(), input_frequency: u32) void {
core.input.target = input_frequency;
}
// TODO(object)
// /// Sets the minimum target frequency of the input handling thread.
// ///
// /// Input handling (the main thread) runs at a variable frequency. The thread blocks until there are
// /// input events available, or until it needs to unblock in order to achieve the minimum target
// /// frequency which is your collaboration point of opportunity with the main thread.
// ///
// /// For example, by default (`setInputFrequency(1)`) mach-core will aim to invoke `updateMainThread`
// /// at least once per second (but potentially much more, e.g. once per every mouse movement or
// /// keyboard button press.) If you were to increase the input frequency to say 60hz e.g.
// /// `setInputFrequency(60)` then mach-core will aim to invoke your `updateMainThread` 60 times per
// /// second.
// ///
// /// An input frequency of zero implies unlimited, in which case the main thread will busy-wait.
// ///
// /// # Multithreaded mach-core behavior
// ///
// /// On some platforms, mach-core is able to handle input and rendering independently for
// /// improved performance and responsiveness.
// ///
// /// | Platform | Threading |
// /// |----------|-----------------|
// /// | Desktop | Multi threaded |
// /// | Browser | Single threaded |
// /// | Mobile | TBD |
// ///
// /// On single-threaded platforms, `update` and the (optional) `updateMainThread` callback are
// /// invoked in sequence, one after the other, on the same thread.
// ///
// /// On multi-threaded platforms, `init` and `deinit` are called on the main thread, while `update`
// /// is called on a separate rendering thread. The (optional) `updateMainThread` callback can be
// /// used in cases where you must run a function on the main OS thread (such as to open a native
// /// file dialog on macOS, since many system GUI APIs must be run on the main OS thread.) It is
// /// advised you do not use this callback to run any code except when absolutely neccessary, as
// /// it is in direct contention with input handling.
// ///
// /// APIs which are not accessible from a specific thread are declared as such, otherwise can be
// /// called from any thread as they are internally synchronized.
// pub inline fn setInputFrequency(core: *@This(), input_frequency: u32) void {
// core.input.target = input_frequency;
// }
/// Returns the input frequency, or zero if unlimited (busy-waiting mode)
pub inline fn inputFrequency(core: *@This()) u32 {
return core.input.target;
}
// TODO(object)
// /// Returns the input frequency, or zero if unlimited (busy-waiting mode)
// pub inline fn inputFrequency(core: *@This()) u32 {
// return core.input.target;
// }
/// Returns the actual number of frames rendered (`update` calls that returned) in the last second.
///
/// This is updated once per second.
pub inline fn frameRate(core: *@This()) u32 {
return core.frame.rate;
}
// TODO(object)
// /// Returns the actual number of frames rendered (`update` calls that returned) in the last second.
// ///
// /// This is updated once per second.
// pub inline fn frameRate(core: *@This()) u32 {
// return core.frame.rate;
// }
/// Returns the actual number of input thread iterations in the last second. See setInputFrequency
/// for what this means.
///
/// This is updated once per second.
pub inline fn inputRate(core: *@This()) u32 {
return core.input.rate;
}
// TODO(object)
// /// Returns the actual number of input thread iterations in the last second. See setInputFrequency
// /// for what this means.
// ///
// /// This is updated once per second.
// pub inline fn inputRate(core: *@This()) u32 {
// return core.input.rate;
// }
/// Returns the underlying native NSWindow pointer
///
/// May only be called on macOS.
pub fn nativeWindowCocoa(core: *@This()) *anyopaque {
return core.platform.nativeWindowCocoa();
}
// TODO(object)
// /// Returns the underlying native NSWindow pointer
// ///
// /// May only be called on macOS.
// pub fn nativeWindowCocoa(core: *@This()) *anyopaque {
// return core.platform.nativeWindowCocoa();
// }
/// Returns the underlying native Windows' HWND pointer
///
/// May only be called on Windows.
pub fn nativeWindowWin32(core: *@This()) std.os.windows.HWND {
return core.platform.nativeWindowWin32();
}
// TODO(object)
// /// Returns the underlying native Windows' HWND pointer
// ///
// /// May only be called on Windows.
// pub fn nativeWindowWin32(core: *@This()) std.os.windows.HWND {
// return core.platform.nativeWindowWin32();
// }
fn presentFrame(core: *Mod, entities: *mach.Entities.Mod) !void {
const state: *@This() = core.state();
pub fn presentFrame(core: *Core, core_deinit: mach.Call(Core, .deinit), runner: mach.Runner) !void {
// TODO(object)(window-title)
// // Update windows title
// var num_windows: usize = 0;
// var q = try entities.query(.{
// .ids = mach.Entities.Mod.read(.id),
// .titles = Mod.read(.title),
// });
// while (q.next()) |v| {
// for (v.ids, v.titles) |_, title| {
// num_windows += 1;
// state.platform.setTitle(title);
// }
// }
// if (num_windows > 1) @panic("mach: Core currently only supports a single window");
// Update windows title
var num_windows: usize = 0;
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.titles = Mod.read(.title),
});
while (q.next()) |v| {
for (v.ids, v.titles) |_, title| {
num_windows += 1;
state.platform.setTitle(title);
}
}
if (num_windows > 1) @panic("mach: Core currently only supports a single window");
_ = try state.platform.update();
_ = try core.platform.update();
mach.sysgpu.Impl.deviceTick(state.device);
state.swap_chain.present();
core.swap_chain.present();
// Update swapchain for the next frame
if (state.swap_chain_update.isSet()) blk: {
state.swap_chain_update.reset();
if (core.swap_chain_update.isSet()) blk: {
core.swap_chain_update.reset();
switch (state.platform.vsync_mode) {
.triple => state.frame.target = 2 * state.platform.refresh_rate,
else => state.frame.target = 0,
switch (core.platform.vsync_mode) {
.triple => core.frame.target = 2 * core.platform.refresh_rate,
else => core.frame.target = 0,
}
if (state.platform.size.width == 0 or state.platform.size.height == 0) break :blk;
if (core.platform.size.width == 0 or core.platform.size.height == 0) break :blk;
state.descriptor.present_mode = switch (state.platform.vsync_mode) {
core.descriptor.present_mode = switch (core.platform.vsync_mode) {
.none => .immediate,
.double => .fifo,
.triple => .mailbox,
};
state.descriptor.width = @intCast(state.platform.size.width);
state.descriptor.height = @intCast(state.platform.size.height);
state.swap_chain.release();
state.swap_chain = state.device.createSwapChain(state.surface, &state.descriptor);
core.descriptor.width = @intCast(core.platform.size.width);
core.descriptor.height = @intCast(core.platform.size.height);
core.swap_chain.release();
core.swap_chain = core.device.createSwapChain(core.surface, &core.descriptor);
}
// TODO(important): update this information in response to resize events rather than
// after frame submission
try core.set(state.main_window, .framebuffer_format, state.descriptor.format);
try core.set(state.main_window, .framebuffer_width, state.descriptor.width);
try core.set(state.main_window, .framebuffer_height, state.descriptor.height);
try core.set(state.main_window, .width, state.platform.size.width);
try core.set(state.main_window, .height, state.platform.size.height);
var win = core.windows.get(core.main_window).?;
win.framebuffer_format = core.descriptor.format;
win.framebuffer_width = core.descriptor.width;
win.framebuffer_height = core.descriptor.height;
win.width = core.platform.size.width;
win.height = core.platform.size.height;
core.windows.set(core.main_window, win);
// Signal that the frame was finished.
core.schedule(.frame_finished);
// Record to frame rate frequency monitor that a frame was finished.
core.frame.tick();
switch (core.state().state) {
.running => core.scheduleAny(core.state().on_tick.?),
switch (core.state) {
.running => {},
.exiting => {
core.scheduleAny(core.state().on_exit.?);
core.state().state = .deinitializing;
core.state = .deinitializing;
runner.run(core.on_exit.?);
runner.run(core_deinit.id);
},
.deinitializing => {},
.exited => @panic("application not running"),
}
// Record to frame rate frequency monitor that a frame was finished.
state.frame.tick();
}
/// Prints into the window title buffer using a format string and arguments. e.g.
///
/// ```
/// try core.state().printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
/// ```
pub fn printTitle(
core: *@This(),
window_id: mach.EntityID,
comptime fmt: []const u8,
args: anytype,
) !void {
_ = window_id;
// Allocate and assign a new window title slice.
const slice = try std.fmt.allocPrintZ(core.allocator, fmt, args);
defer core.allocator.free(slice);
core.setTitle(slice);
// TODO(object)(window-title)
// /// Prints into the window title buffer using a format string and arguments. e.g.
// ///
// /// ```
// /// try core.state().printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
// /// ```
// pub fn printTitle(
// core: *@This(),
// window_id: mach.EntityID,
// comptime fmt: []const u8,
// args: anytype,
// ) !void {
// _ = window_id;
// // Allocate and assign a new window title slice.
// const slice = try std.fmt.allocPrintZ(core.allocator, fmt, args);
// defer core.allocator.free(slice);
// core.setTitle(slice);
// TODO: This function does not have access to *core.Mod to update
// try core.Mod.set(window_id, .title, slice);
// // TODO: This function does not have access to *core.Mod to update
// // try core.Mod.set(window_id, .title, slice);
// }
pub fn exit(core: *Core) void {
core.state = .exiting;
}
fn exit(core: *Mod) void {
core.state().state = .exiting;
}
pub inline fn requestAdapterCallback(
inline fn requestAdapterCallback(
context: *RequestAdapterResponse,
status: gpu.RequestAdapterStatus,
adapter: ?*gpu.Adapter,
@ -755,7 +726,8 @@ const Platform = switch (build_options.core_platform) {
.null => @import("core/Null.zig"),
};
// TODO: this needs to be removed.
// TODO(object): this struct should not exist
// TODO: this should not be here, it is exposed because the platform implementations need it.
pub const InitOptions = struct {
allocator: std.mem.Allocator,
is_app: bool = false,
@ -1072,7 +1044,7 @@ pub const Position = struct {
y: f64,
};
pub const RequestAdapterResponse = struct {
const RequestAdapterResponse = struct {
status: gpu.RequestAdapterStatus,
adapter: ?*gpu.Adapter,
message: ?[*:0]const u8,