module: *World is no longer an injectable parameter
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
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3bfafe102d
commit
15d9efcf26
5 changed files with 44 additions and 38 deletions
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@ -55,7 +55,6 @@ fn init(
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sprite_mod: *Sprite.Mod,
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text_mod: *Text.Mod,
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game: *Mod,
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world: *mach.World,
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) !void {
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// The Mach .core is where we set window options, etc.
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core.setTitle("gfx.Sprite example");
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@ -65,17 +64,18 @@ fn init(
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// Tell sprite_mod to use the texture
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sprite_mod.send(.init, .{});
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world.dispatchNoError(); // TODO: no dispatch in user code
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engine.dispatchNoError(); // TODO: no dispatch in user code
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const texture = text_mod.state.texture;
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sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.text),
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.texture = text_mod.state.texture,
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.texture = texture,
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}});
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world.dispatchNoError(); // TODO: no dispatch in user code
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
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// type than the `.physics2d` module's `.location` component if you desire.
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engine.dispatchNoError(); // TODO: no dispatch in user code
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const r = text_mod.state.regions.get('?').?;
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const player = try engine.newEntity();
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try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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@ -68,7 +68,6 @@ fn init(
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engine: *mach.Engine.Mod,
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text_mod: *Text.Mod,
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game: *Mod,
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world: *mach.World,
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) !void {
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// The Mach .core is where we set window options, etc.
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core.setTitle("gfx.Text example");
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@ -113,7 +112,7 @@ fn init(
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text_mod.send(.initPipeline, .{Text.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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}});
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world.dispatchNoError(); // TODO: no dispatch in user code
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engine.dispatchNoError(); // TODO: no dispatch in user code
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game.state = .{
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.timer = try mach.Timer.start(),
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@ -19,8 +19,6 @@ pub fn World(comptime mods: anytype) type {
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const Modules = mach.Modules(mods);
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pub const IsInjectedArgument = void;
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const WorldT = @This();
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pub fn Mod(comptime M: anytype) type {
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const module_tag = M.name;
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@ -76,6 +74,18 @@ pub fn World(comptime mods: anytype) type {
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world.modules.sendToModule(module_tag, event_name, args);
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}
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pub inline fn sendGlobal(m: *@This(), comptime event_name: anytype, args: anytype) void {
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const mod_ptr: *Mods = @alignCast(@fieldParentPtr(Mods, @tagName(module_tag), m));
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const world = @fieldParentPtr(WorldT, "mod", mod_ptr);
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world.modules.send(event_name, args);
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}
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pub fn dispatchNoError(m: *@This()) void {
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const mod_ptr: *Mods = @alignCast(@fieldParentPtr(Mods, @tagName(module_tag), m));
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const world = @fieldParentPtr(WorldT, "mod", mod_ptr);
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world.modules.dispatch(world.injectable()) catch |err| @panic(@errorName(err));
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}
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/// Returns a new entity.
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pub fn newEntity(m: *@This()) !EntityID {
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const mod_ptr: *Mods = @alignCast(@fieldParentPtr(Mods, @tagName(module_tag), m));
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@ -115,7 +125,6 @@ pub fn World(comptime mods: anytype) type {
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const Injectable = blk: {
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var types: []const type = &[0]type{};
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types = types ++ [_]type{*@This()};
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for (@typeInfo(Mods).Struct.fields) |field| {
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const ModPtr = @TypeOf(@as(*field.type, undefined));
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types = types ++ [_]type{ModPtr};
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@ -125,10 +134,6 @@ pub fn World(comptime mods: anytype) type {
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fn injectable(world: *@This()) Injectable {
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var v: Injectable = undefined;
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outer: inline for (@typeInfo(Injectable).Struct.fields) |field| {
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if (field.type == *@This()) {
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@field(v, field.name) = world;
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continue :outer;
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} else {
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inline for (@typeInfo(Mods).Struct.fields) |injectable_field| {
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if (*injectable_field.type == field.type) {
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@field(v, field.name) = &@field(world.mod, injectable_field.name);
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@ -139,7 +144,6 @@ pub fn World(comptime mods: anytype) type {
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continue :outer;
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}
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}
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}
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@compileError("failed to initialize Injectable field (this is a bug): " ++ field.name ++ " " ++ @typeName(field.type));
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}
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return v;
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@ -149,10 +153,6 @@ pub fn World(comptime mods: anytype) type {
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try world.modules.dispatch(world.injectable());
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}
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pub fn dispatchNoError(world: *@This()) void {
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world.modules.dispatch(world.injectable()) catch |err| @panic(@errorName(err));
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}
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pub fn init(world: *@This(), allocator: mem.Allocator) !void {
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// TODO: switch Entities to stack allocation like Modules and World
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var entities = try Entities(ns_components).init(allocator);
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@ -29,34 +29,31 @@ pub const Engine = struct {
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.{ .global = .exit, .handler = fn () void },
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};
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fn init(world: *World) !void {
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fn init(engine: *Mod) !void {
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core.allocator = allocator;
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try core.init(.{});
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const state = &world.mod.engine.state;
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const state = &engine.state;
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state.device = core.device;
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state.queue = core.device.getQueue();
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state.should_exit = false;
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state.encoder = state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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.label = "engine.state.encoder",
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});
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world.modules.send(.init, .{});
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engine.sendGlobal(.init, .{});
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}
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fn deinit(world: *World, engine: *Mod) void {
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fn deinit(engine: *Mod) void {
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// TODO: this triggers a device loss error, which we should handle correctly
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// engine.state.device.release();
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engine.state.queue.release();
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world.modules.send(.deinit, .{});
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engine.sendGlobal(.deinit, .{});
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core.deinit();
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world.deinit();
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_ = gpa.deinit();
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}
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// Engine module's exit handler
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fn exit(world: *World) void {
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world.modules.send(.exit, .{});
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world.mod.engine.state.should_exit = true;
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fn exit(engine: *Mod) void {
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engine.sendGlobal(.exit, .{});
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engine.state.should_exit = true;
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}
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fn beginPass(engine: *Mod, clear_color: gpu.Color) void {
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@ -110,6 +107,10 @@ pub const App = struct {
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pub fn deinit(app: *@This()) void {
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app.world.modules.sendToModule(.engine, .deinit, .{});
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// TODO: improve error handling
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app.world.dispatch() catch |err| @panic(@errorName(err)); // dispatch .deinit
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app.world.deinit();
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_ = gpa.deinit();
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}
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pub fn update(app: *@This()) !bool {
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@ -134,5 +135,7 @@ fn modules() Modules() {
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if (!@hasDecl(@import("root"), "modules")) {
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@compileError("expected `pub const modules = .{};` in root file");
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}
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// TODO: verify modules (causes loop currently)
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// _ = @import("module.zig").Modules(@import("root").modules);
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return @import("root").modules;
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}
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@ -115,7 +115,11 @@ pub fn Modules(comptime mods: anytype) type {
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},
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else => unreachable,
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};
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return UninjectedArgsTuple(std.meta.Tuple, Handler);
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// TODO: passing std.meta.Tuple here instead of TupleHACK results in a compiler
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// segfault. The only difference is that TupleHACk does not produce a real tuple,
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// `@Type(.{.Struct = .{ .is_tuple = false }})` instead of `.is_tuple = true`.
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return UninjectedArgsTuple(TupleHACK, Handler);
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}
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}
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@compileError("No global event handler ." ++ @tagName(event_name) ++ " is defined in any module.");
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@ -986,7 +990,7 @@ test "dispatch" {
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// Global events which are not handled by anyone yet can be written as `pub const fooBar = fn() void;`
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// within a module, which allows pre-declaring that `fooBar` is a valid global event, and enables
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// its arguments to be inferred still like this:
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modules.send(.frame_done, .{1337});
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modules.send(.frame_done, .{ .@"0" = 1337 });
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// Local events
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modules.sendToModule(.engine_renderer, .update, .{});
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