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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@ -37,7 +37,7 @@ 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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@ -58,8 +58,8 @@ fn deinit(
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core: *mach.Core.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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) !void {
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text_pipeline.send(.deinit, .{});
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core.send(.deinit, .{});
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text_pipeline.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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@ -70,7 +70,7 @@ fn init(
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text_style: *gfx.TextStyle.Mod,
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game: *Mod,
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) !void {
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text_pipeline.send(.init, .{});
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text_pipeline.schedule(.init);
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// TODO: a better way to initialize entities with default values
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// TODO(text): most of these style options are not respected yet.
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@ -98,7 +98,7 @@ fn init(
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// Create a text rendering pipeline
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const pipeline = try entities.new();
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try text_pipeline.set(pipeline, .is_pipeline, {});
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text_pipeline.send(.update, .{});
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text_pipeline.schedule(.update);
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// Create some text
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const player = try entities.new();
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@ -129,7 +129,7 @@ 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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@ -166,7 +166,7 @@ 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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@ -225,10 +225,10 @@ fn tick(
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player_pos.v[1] += direction.y() * speed * delta_time;
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try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text.set(game.state().player, .dirty, true);
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text.send(.update, .{});
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text.schedule(.update);
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// Perform pre-render work
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text_pipeline.send(.pre_render, .{});
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text_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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@ -254,10 +254,10 @@ fn tick(
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// Render our text batch
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text_pipeline.state().render_pass = game.state().frame_render_pass;
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text_pipeline.send(.render, .{});
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text_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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@ -277,7 +277,7 @@ fn endFrame(
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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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@ -300,7 +300,7 @@ fn endFrame(
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"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
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.{ game.state().frame_count, num_texts, num_glyphs },
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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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