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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@ -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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