module: write components using a struct pattern
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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8 changed files with 45 additions and 62 deletions
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@ -19,13 +19,13 @@ pub const name = .mach_gfx_sprite;
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pub const Mod = mach.Mod(@This());
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pub const components = .{
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.{ .name = .pipeline, .type = u8, .description =
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.pipeline = .{ .type = u8, .description =
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\\ The ID of the pipeline this sprite belongs to. By default, zero.
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\\
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\\ This determines which shader, textures, etc. are used for rendering the sprite.
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},
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.{ .name = .transform, .type = Mat4x4, .description =
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.transform = .{ .type = Mat4x4, .description =
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\\ The sprite model transformation matrix. A sprite is measured in pixel units, starting from
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\\ (0, 0) at the top-left corner and extending to the size of the sprite. By default, the world
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\\ origin (0, 0) lives at the center of the window.
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@ -34,11 +34,11 @@ pub const components = .{
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\\ cover the top-right hand corner of the window.
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},
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.{ .name = .uv_transform, .type = Mat3x3, .description =
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.uv_transform = .{ .type = Mat3x3, .description =
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\\ UV coordinate transformation matrix describing top-left corner / origin of sprite, in pixels.
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},
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.{ .name = .size, .type = Vec2, .description =
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.size = .{ .type = Vec2, .description =
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\\ The size of the sprite, in pixels.
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},
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};
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