Core: support configuring window before it opens
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
122a1ea9a7
commit
205a1f33db
10 changed files with 73 additions and 23 deletions
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@ -39,6 +39,7 @@ pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.after_init = .{ .handler = afterInit },
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.tick = .{ .handler = tick },
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.end_frame = .{ .handler = endFrame },
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};
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@ -52,14 +53,22 @@ fn deinit(
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}
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fn init(
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core: *mach.Core.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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game.schedule(.after_init);
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}
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fn afterInit(
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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sprite_pipeline.schedule(.init);
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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 `.mach_gfx_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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