module: rename events -> systems, remove 'event arguments'
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
83d436ffa4
commit
22ac26b57e
19 changed files with 287 additions and 320 deletions
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@ -5,7 +5,7 @@ const gpu = mach.gpu;
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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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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.tick = .{ .handler = tick },
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@ -16,7 +16,7 @@ pipeline: *gpu.RenderPipeline,
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pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
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game.state().pipeline.release();
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core.send(.deinit, .{});
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core.schedule(.deinit);
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}
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fn init(game: *Mod, core: *mach.Core.Mod) !void {
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@ -59,7 +59,7 @@ fn init(game: *Mod, core: *mach.Core.Mod) !void {
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});
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try updateWindowTitle(core);
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core.send(.start, .{});
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core.schedule(.start);
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}
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// TODO(important): remove need for returning an error here
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@ -69,7 +69,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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var iter = mach.core.pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.close => core.send(.exit, .{}), // Tell mach.Core to exit the app
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.close => core.schedule(.exit), // Tell mach.Core to exit the app
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else => {},
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}
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}
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@ -111,7 +111,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.send(.present_frame, .{});
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core.schedule(.present_frame);
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// update the window title every second
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if (game.state().title_timer.read() >= 1.0) {
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@ -131,5 +131,5 @@ fn updateWindowTitle(core: *mach.Core.Mod) !void {
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mach.core.inputRate(),
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},
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);
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core.send(.update, .{});
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core.schedule(.update);
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}
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@ -22,7 +22,7 @@ pub const components = .{
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.follower = .{ .type = void },
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};
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pub const events = .{
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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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.tick = .{ .handler = tick },
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@ -39,8 +39,8 @@ pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
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renderer.send(.deinit, .{});
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core.send(.deinit, .{});
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renderer.schedule(.deinit);
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core.schedule(.deinit);
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}
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// TODO(important): remove need for returning an error here
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@ -53,7 +53,7 @@ fn init(
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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renderer.send(.init, .{});
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renderer.schedule(.init);
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// Create our player entity.
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const player = try entities.new();
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@ -77,7 +77,7 @@ fn init(
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.player = player,
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});
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core.send(.start, .{});
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core.schedule(.start);
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}
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// TODO(important): remove need for returning an error here
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@ -114,7 +114,7 @@ fn tick(
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else => {},
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}
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},
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.close => core.send(.exit, .{}), // Send an event telling mach to exit the app
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.close => core.schedule(.exit), // Send an event telling mach to exit the app
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else => {},
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}
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}
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@ -208,5 +208,5 @@ fn tick(
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}
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}
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renderer.send(.render_frame, .{});
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renderer.schedule(.render_frame);
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}
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@ -26,7 +26,7 @@ pub const components = .{
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.scale = .{ .type = f32 },
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};
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pub const events = .{
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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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.render_frame = .{ .handler = renderFrame },
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@ -185,5 +185,5 @@ fn renderFrame(
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.send(.present_frame, .{});
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core.schedule(.present_frame);
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}
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@ -32,7 +32,7 @@ frame_render_pass: *gpu.RenderPassEncoder = undefined,
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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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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.tick = .{ .handler = tick },
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@ -41,22 +41,22 @@ pub const events = .{
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};
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fn deinit(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void {
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sprite_pipeline.send(.deinit, .{});
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glyphs.send(.deinit, .{});
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core.send(.deinit, .{});
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sprite_pipeline.schedule(.deinit);
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glyphs.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, game: *Mod) !void {
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sprite_pipeline.send(.init, .{});
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glyphs.send(.init, .{});
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sprite_pipeline.schedule(.init);
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glyphs.schedule(.init);
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// Prepare which glyphs we will render
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glyphs.send(.prepare, .{});
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glyphs.schedule(.prepare);
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// Run our init code after glyphs module is initialized.
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game.send(.after_init, .{});
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game.schedule(.after_init);
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core.send(.start, .{});
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core.schedule(.start);
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}
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fn afterInit(
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@ -71,7 +71,7 @@ fn afterInit(
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const pipeline = try entities.new();
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texture.reference();
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try sprite_pipeline.set(pipeline, .texture, texture);
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sprite_pipeline.send(.update, .{});
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sprite_pipeline.schedule(.update);
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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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@ -83,7 +83,7 @@ fn afterInit(
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try sprite.set(player, .pipeline, pipeline);
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try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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sprite.send(.update, .{});
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sprite.schedule(.update);
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game.init(.{
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.timer = try mach.Timer.start(),
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@ -133,7 +133,7 @@ fn tick(
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else => {},
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}
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},
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.close => core.send(.exit, .{}),
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.close => core.schedule(.exit),
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else => {},
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}
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}
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@ -199,10 +199,10 @@ fn tick(
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&Mat4x4.scale(Vec3.splat(1.0)),
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);
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try sprite.set(game.state().player, .transform, player_transform);
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sprite.send(.update, .{});
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sprite.schedule(.update);
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// Perform pre-render work
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sprite_pipeline.send(.pre_render, .{});
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sprite_pipeline.schedule(.pre_render);
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// Create a command encoder for this frame
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const label = @tagName(name) ++ ".tick";
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@ -228,10 +228,10 @@ fn tick(
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// Render our sprite batch
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sprite_pipeline.state().render_pass = game.state().frame_render_pass;
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sprite_pipeline.send(.render, .{});
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sprite_pipeline.schedule(.render);
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// Finish the frame once rendering is done.
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game.send(.end_frame, .{});
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game.schedule(.end_frame);
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game.state().time += delta_time;
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}
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@ -247,7 +247,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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game.state().frame_render_pass.release();
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// Present the frame
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core.send(.present_frame, .{});
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core.schedule(.present_frame);
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// Every second, update the window title with the FPS
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if (game.state().fps_timer.read() >= 1.0) {
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@ -257,7 +257,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
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);
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core.send(.update, .{});
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core.schedule(.update);
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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@ -8,7 +8,7 @@ const assets = @import("assets");
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pub const name = .glyphs;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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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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.prepare = .{ .handler = prepare },
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@ -23,7 +23,7 @@ var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.after_init = .{ .handler = afterInit },
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.deinit = .{ .handler = deinit },
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@ -38,8 +38,8 @@ pub const components = .{
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ghost_key_mode: bool = false,
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fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
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audio.send(.init, .{});
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app.send(.after_init, .{});
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audio.schedule(.init);
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app.schedule(.after_init);
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// Initialize piano module state
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app.init(.{});
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@ -50,18 +50,18 @@ fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
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std.debug.print("[arrow up] increase volume 10%\n", .{});
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std.debug.print("[arrow down] decrease volume 10%\n", .{});
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core.send(.start, .{});
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core.schedule(.start);
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}
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fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
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// Configure the audio module to send our app's .audio_state_change event when an entity's sound
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// finishes playing.
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audio.state().on_state_change = app.event(.audio_state_change);
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audio.state().on_state_change = app.system(.audio_state_change);
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}
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fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
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audio.send(.deinit, .{});
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core.send(.deinit, .{});
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audio.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn audioStateChange(
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@ -135,7 +135,7 @@ fn tick(
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},
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}
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},
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.close => core.send(.exit, .{}),
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.close => core.schedule(.exit),
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else => {},
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}
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}
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@ -175,7 +175,7 @@ fn tick(
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.send(.present_frame, .{});
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core.schedule(.present_frame);
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}
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fn fillTone(audio: *mach.Audio.Mod, frequency: f32) ![]const f32 {
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@ -18,7 +18,7 @@ var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.after_init = .{ .handler = afterInit },
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.deinit = .{ .handler = deinit },
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@ -38,8 +38,8 @@ fn init(
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audio: *mach.Audio.Mod,
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app: *Mod,
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) !void {
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audio.send(.init, .{});
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app.send(.after_init, .{});
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audio.schedule(.init);
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app.schedule(.after_init);
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const bgm_fbs = std.io.fixedBufferStream(assets.bgm.bit_bit_loop);
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const sfx_fbs = std.io.fixedBufferStream(assets.sfx.sword1);
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@ -65,18 +65,18 @@ fn init(
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std.debug.print("[arrow up] increase volume 10%\n", .{});
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std.debug.print("[arrow down] decrease volume 10%\n", .{});
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core.send(.start, .{});
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core.schedule(.start);
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}
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fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
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// Configure the audio module to send our app's .audio_state_change event when an entity's sound
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// finishes playing.
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audio.state().on_state_change = app.event(.audio_state_change);
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audio.state().on_state_change = app.system(.audio_state_change);
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}
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fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
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audio.send(.deinit, .{});
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core.send(.deinit, .{});
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audio.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn audioStateChange(
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@ -135,7 +135,7 @@ fn tick(
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try audio.set(e, .playing, true);
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},
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},
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.close => core.send(.exit, .{}),
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.close => core.schedule(.exit),
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else => {},
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}
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}
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@ -175,5 +175,5 @@ fn tick(
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.send(.present_frame, .{});
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core.schedule(.present_frame);
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}
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@ -36,7 +36,7 @@ frame_render_pass: *gpu.RenderPassEncoder = undefined,
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const events = .{
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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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.tick = .{ .handler = tick },
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@ -47,8 +47,8 @@ fn deinit(
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core: *mach.Core.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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) !void {
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sprite_pipeline.send(.deinit, .{});
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core.send(.deinit, .{});
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sprite_pipeline.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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@ -58,7 +58,7 @@ fn init(
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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.send(.init, .{});
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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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@ -68,7 +68,7 @@ fn init(
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const allocator = gpa.allocator();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.send(.update, .{});
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sprite_pipeline.schedule(.update);
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// Create our player sprite
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const player = try entities.new();
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@ -76,7 +76,7 @@ fn init(
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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sprite.send(.update, .{});
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sprite.schedule(.update);
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game.init(.{
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.timer = try mach.Timer.start(),
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@ -91,7 +91,7 @@ fn init(
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.pipeline = pipeline,
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});
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core.send(.start, .{});
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core.schedule(.start);
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}
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fn tick(
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@ -128,7 +128,7 @@ fn tick(
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else => {},
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}
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},
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.close => core.send(.exit, .{}),
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.close => core.schedule(.exit),
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else => {},
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}
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}
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@ -181,10 +181,10 @@ fn tick(
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try sprite.set(game.state().player, .transform, Mat4x4.translate(player_pos));
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sprite.send(.update, .{});
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sprite.schedule(.update);
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// Perform pre-render work
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sprite_pipeline.send(.pre_render, .{});
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sprite_pipeline.schedule(.pre_render);
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||||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
|
|
@ -210,10 +210,10 @@ fn tick(
|
|||
|
||||
// Render our sprite batch
|
||||
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
sprite_pipeline.send(.render, .{});
|
||||
sprite_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.send(.end_frame, .{});
|
||||
game.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
}
|
||||
|
|
@ -229,7 +229,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
|||
game.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.send(.present_frame, .{});
|
||||
core.schedule(.present_frame);
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
|
|
@ -239,7 +239,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
|||
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
|
||||
.{ game.state().frame_count, game.state().sprites },
|
||||
);
|
||||
core.send(.update, .{});
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ frame_render_pass: *gpu.RenderPassEncoder = undefined,
|
|||
pub const name = .app;
|
||||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const events = .{
|
||||
pub const systems = .{
|
||||
.init = .{ .handler = init },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
|
|
@ -58,8 +58,8 @@ fn deinit(
|
|||
core: *mach.Core.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
) !void {
|
||||
text_pipeline.send(.deinit, .{});
|
||||
core.send(.deinit, .{});
|
||||
text_pipeline.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn init(
|
||||
|
|
@ -70,7 +70,7 @@ fn init(
|
|||
text_style: *gfx.TextStyle.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
text_pipeline.send(.init, .{});
|
||||
text_pipeline.schedule(.init);
|
||||
|
||||
// TODO: a better way to initialize entities with default values
|
||||
// TODO(text): most of these style options are not respected yet.
|
||||
|
|
@ -98,7 +98,7 @@ fn init(
|
|||
// Create a text rendering pipeline
|
||||
const pipeline = try entities.new();
|
||||
try text_pipeline.set(pipeline, .is_pipeline, {});
|
||||
text_pipeline.send(.update, .{});
|
||||
text_pipeline.schedule(.update);
|
||||
|
||||
// Create some text
|
||||
const player = try entities.new();
|
||||
|
|
@ -129,7 +129,7 @@ fn init(
|
|||
.pipeline = pipeline,
|
||||
});
|
||||
|
||||
core.send(.start, .{});
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn tick(
|
||||
|
|
@ -166,7 +166,7 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
},
|
||||
.close => core.send(.exit, .{}),
|
||||
.close => core.schedule(.exit),
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
|
|
@ -225,10 +225,10 @@ fn tick(
|
|||
player_pos.v[1] += direction.y() * speed * delta_time;
|
||||
try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
|
||||
try text.set(game.state().player, .dirty, true);
|
||||
text.send(.update, .{});
|
||||
text.schedule(.update);
|
||||
|
||||
// Perform pre-render work
|
||||
text_pipeline.send(.pre_render, .{});
|
||||
text_pipeline.schedule(.pre_render);
|
||||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
|
|
@ -254,10 +254,10 @@ fn tick(
|
|||
|
||||
// Render our text batch
|
||||
text_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
text_pipeline.send(.render, .{});
|
||||
text_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.send(.end_frame, .{});
|
||||
game.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
}
|
||||
|
|
@ -277,7 +277,7 @@ fn endFrame(
|
|||
game.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.send(.present_frame, .{});
|
||||
core.schedule(.present_frame);
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
|
|
@ -300,7 +300,7 @@ fn endFrame(
|
|||
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
|
||||
.{ game.state().frame_count, num_texts, num_glyphs },
|
||||
);
|
||||
core.send(.update, .{});
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue