core: refactor
This commit is contained in:
parent
c254337e4b
commit
266e7a548b
38 changed files with 4119 additions and 4836 deletions
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@ -7,25 +7,18 @@ pub const Mod = mach.Mod(@This());
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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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.tick = .{ .handler = tick },
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.update = .{ .handler = update },
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};
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title_timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
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pub fn deinit(game: *Mod) void {
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game.state().pipeline.release();
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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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core.schedule(.init);
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game.schedule(.after_init);
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}
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fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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// Create our shader module
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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@ -64,14 +57,12 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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.pipeline = pipeline,
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});
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try updateWindowTitle(core);
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core.schedule(.start);
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}
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fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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fn update(core: *mach.Core.Mod, game: *Mod) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
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// TODO(Core)
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var iter = mach.core.pollEvents();
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var iter = core.state().pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.close => core.schedule(.exit), // Tell mach.Core to exit the app
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@ -81,7 +72,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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@ -115,9 +106,6 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the 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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game.state().title_timer.reset();
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@ -126,15 +114,13 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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}
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fn updateWindowTitle(core: *mach.Core.Mod) !void {
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try mach.Core.printTitle(
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core,
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try core.state().printTitle(
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core.state().main_window,
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"core-custom-entrypoint [ {d}fps ] [ Input {d}hz ]",
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.{
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// TODO(Core)
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mach.core.frameRate(),
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mach.core.inputRate(),
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core.state().frameRate(),
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core.state().inputRate(),
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},
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);
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core.schedule(.update);
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}
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@ -1,3 +1,4 @@
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const std = @import("std");
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const mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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@ -7,9 +8,11 @@ pub const modules = .{
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};
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pub fn main() !void {
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// Initialize mach.Core
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try mach.core.initModule();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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defer _ = gpa.deinit();
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const allocator = gpa.allocator();
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// Main loop
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while (try mach.core.tick()) {}
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var app = try mach.App.init(allocator, .app);
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defer app.deinit(allocator);
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try app.run(.{ .allocator = allocator });
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}
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@ -7,25 +7,18 @@ pub const Mod = mach.Mod(@This());
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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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.tick = .{ .handler = tick },
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.update = .{ .handler = update },
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};
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title_timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
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pub fn deinit(game: *Mod) void {
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game.state().pipeline.release();
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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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core.schedule(.init);
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game.schedule(.after_init);
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}
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fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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// Create our shader module
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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@ -63,15 +56,11 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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.title_timer = try mach.Timer.start(),
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.pipeline = pipeline,
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});
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try updateWindowTitle(core);
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core.schedule(.start);
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// try updateWindowTitle(core);
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}
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fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
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// TODO(Core)
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var iter = mach.core.pollEvents();
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fn update(core: *mach.Core.Mod, game: *Mod) !void {
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var iter = core.state().pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.close => core.schedule(.exit), // Tell mach.Core to exit the app
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@ -81,11 +70,11 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(name) ++ ".tick";
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const label = @tagName(name) ++ ".update";
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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@ -115,9 +104,6 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the 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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game.state().title_timer.reset();
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@ -126,15 +112,13 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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}
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fn updateWindowTitle(core: *mach.Core.Mod) !void {
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try mach.Core.printTitle(
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core,
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try core.state().printTitle(
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core.state().main_window,
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"core-custom-entrypoint [ {d}fps ] [ Input {d}hz ]",
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.{
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// TODO(Core)
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mach.core.frameRate(),
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mach.core.inputRate(),
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core.state().frameRate(),
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core.state().inputRate(),
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},
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);
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core.schedule(.update);
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}
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@ -1,3 +1,4 @@
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const std = @import("std");
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const mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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@ -7,9 +8,11 @@ pub const modules = .{
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};
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pub fn main() !void {
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// Initialize mach.Core
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try mach.core.initModule();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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defer _ = gpa.deinit();
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const allocator = gpa.allocator();
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// Main loop
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while (try mach.core.tick()) {}
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var app = try mach.App.init(allocator, .app);
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defer app.deinit(allocator);
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try app.run(.{ .allocator = allocator });
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}
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@ -25,7 +25,7 @@ pub const components = .{
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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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.update = .{ .handler = update },
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};
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// Define the globally unique name of our module. You can use any name here, but keep in mind no
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@ -38,9 +38,8 @@ pub const name = .app;
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// Note that Mod.state() returns an instance of our module struct.
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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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pub fn deinit(renderer: *Renderer.Mod) void {
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renderer.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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@ -48,11 +47,9 @@ fn init(
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// of the program we can have these types injected here, letting us work with other modules in
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// our program seamlessly and with a type-safe API:
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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// Create our player entity.
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@ -76,11 +73,9 @@ fn init(
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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});
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core.schedule(.start);
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}
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fn tick(
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fn update(
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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@ -88,7 +83,7 @@ fn tick(
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
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// TODO(Core)
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var iter = mach.core.pollEvents();
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var iter = core.state().pollEvents();
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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while (iter.next()) |event| {
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@ -125,11 +125,11 @@ fn renderFrame(
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) !void {
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(name) ++ ".tick";
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const label = @tagName(name) ++ ".renderFrame";
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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@ -178,7 +178,4 @@ fn renderFrame(
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.schedule(.present_frame);
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}
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@ -9,11 +9,12 @@ pub const modules = .{
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@import("Renderer.zig"),
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};
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// TODO: move this to a mach "entrypoint" zig module
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pub fn main() !void {
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// Initialize mach core
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try mach.core.initModule();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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defer _ = gpa.deinit();
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const allocator = gpa.allocator();
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// Main loop
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while (try mach.core.tick()) {}
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var app = try mach.App.init(allocator, .app);
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defer app.deinit(allocator);
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try app.run(.{ .allocator = allocator });
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}
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@ -35,19 +35,17 @@ 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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.tick = .{ .handler = tick },
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.update = .{ .handler = update },
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.after_init = .{ .handler = afterInit },
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.end_frame = .{ .handler = endFrame },
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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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fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void {
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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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core.schedule(.init);
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fn init(sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, game: *Mod) !void {
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sprite_pipeline.schedule(.init);
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glyphs.schedule(.init);
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@ -64,7 +62,6 @@ fn afterInit(
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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game: *Mod,
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core: *mach.Core.Mod,
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) !void {
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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@ -96,11 +93,9 @@ fn afterInit(
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.time = 0,
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.pipeline = pipeline,
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});
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core.schedule(.start);
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}
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fn tick(
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fn update(
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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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@ -110,7 +105,7 @@ fn tick(
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
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// TODO(Core)
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var iter = mach.core.pollEvents();
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var iter = core.state().pollEvents();
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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while (iter.next()) |event| {
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@ -177,7 +172,7 @@ fn tick(
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var location = entity_transform.translation();
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// TODO: formatting
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// TODO(Core)
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if (location.x() < -@as(f32, @floatFromInt(mach.core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(mach.core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(mach.core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(mach.core.size().height)) / 1.5) {
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if (location.x() < -@as(f32, @floatFromInt(core.state().size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.state().size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.state().size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.state().size().height)) / 1.5) {
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try entities.remove(id);
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game.state().sprites -= 1;
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continue;
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@ -212,7 +207,7 @@ fn tick(
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Begin render pass
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@ -253,13 +248,11 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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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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try mach.Core.printTitle(
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core,
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try core.state().printTitle(
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core.state().main_window,
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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.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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@ -1,3 +1,4 @@
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const std = @import("std");
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const mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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@ -10,9 +11,11 @@ pub const modules = .{
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// TODO(important): use standard entrypoint instead
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pub fn main() !void {
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// Initialize mach.Core
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try mach.core.initModule();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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defer _ = gpa.deinit();
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const allocator = gpa.allocator();
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// Main loop
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while (try mach.core.tick()) {}
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var app = try mach.App.init(allocator, .app);
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defer app.deinit(allocator);
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try app.run(.{ .allocator = allocator });
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}
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@ -44,20 +44,18 @@ 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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.tick = .{ .handler = tick },
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.update = .{ .handler = update },
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.end_frame = .{ .handler = endFrame },
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.audio_state_change = .{ .handler = audioStateChange },
|
||||
};
|
||||
|
||||
fn deinit(
|
||||
core: *mach.Core.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
) !void {
|
||||
text_pipeline.schedule(.deinit);
|
||||
sprite_pipeline.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
audio.schedule(.deinit);
|
||||
}
|
||||
|
||||
|
|
@ -66,13 +64,11 @@ fn init(
|
|||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
// If you want to try fullscreen:
|
||||
// try core.set(core.state().main_window, .fullscreen, true);
|
||||
|
||||
core.schedule(.init);
|
||||
audio.schedule(.init);
|
||||
text.schedule(.init);
|
||||
text_pipeline.schedule(.init);
|
||||
|
|
@ -150,7 +146,6 @@ fn afterInit(
|
|||
.pipeline = pipeline,
|
||||
.sfx = sfx,
|
||||
});
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn audioStateChange(entities: *mach.Entities.Mod) !void {
|
||||
|
|
@ -169,7 +164,7 @@ fn audioStateChange(entities: *mach.Entities.Mod) !void {
|
|||
}
|
||||
}
|
||||
|
||||
fn tick(
|
||||
fn update(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
sprite: *gfx.Sprite.Mod,
|
||||
|
|
@ -181,7 +176,7 @@ fn tick(
|
|||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = mach.core.pollEvents();
|
||||
var iter = core.state().pollEvents();
|
||||
var gotta_go_fast = game.state().gotta_go_fast;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
|
|
@ -286,7 +281,7 @@ fn tick(
|
|||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Begin render pass
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
|
|
@ -11,9 +12,11 @@ pub const modules = .{
|
|||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
var app = try mach.App.init(allocator, .app);
|
||||
defer app.deinit(allocator);
|
||||
try app.run(.{ .allocator = allocator });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ pub const systems = .{
|
|||
.init = .{ .handler = init },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
.update = .{ .handler = update },
|
||||
.audio_state_change = .{ .handler = audioStateChange },
|
||||
};
|
||||
|
||||
|
|
@ -37,8 +37,7 @@ pub const components = .{
|
|||
|
||||
ghost_key_mode: bool = false,
|
||||
|
||||
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
core.schedule(.init);
|
||||
fn init(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
audio.schedule(.init);
|
||||
app.schedule(.after_init);
|
||||
|
||||
|
|
@ -50,8 +49,6 @@ fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
|||
std.debug.print("[spacebar] enable ghost-key mode (demonstrate seamless back-to-back sound playback)\n", .{});
|
||||
std.debug.print("[arrow up] increase volume 10%\n", .{});
|
||||
std.debug.print("[arrow down] decrease volume 10%\n", .{});
|
||||
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
|
|
@ -60,9 +57,8 @@ fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
|||
audio.state().on_state_change = app.system(.audio_state_change);
|
||||
}
|
||||
|
||||
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
|
||||
fn deinit(audio: *mach.Audio.Mod) void {
|
||||
audio.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn audioStateChange(
|
||||
|
|
@ -94,14 +90,14 @@ fn audioStateChange(
|
|||
}
|
||||
}
|
||||
|
||||
fn tick(
|
||||
fn update(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
// TODO(Core)
|
||||
var iter = mach.core.pollEvents();
|
||||
var iter = core.state().pollEvents();
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -143,7 +139,7 @@ fn tick(
|
|||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Create a command encoder
|
||||
|
|
@ -208,7 +204,7 @@ fn fillTone(audio: *mach.Audio.Mod, frequency: f32) ![]const f32 {
|
|||
}
|
||||
|
||||
// TODO(Core)
|
||||
fn keyToFrequency(key: mach.core.Key) f32 {
|
||||
fn keyToFrequency(key: mach.Core.Key) f32 {
|
||||
// The frequencies here just come from a piano frequencies chart. You can google for them.
|
||||
return switch (key) {
|
||||
// First row of piano keys, the highest.
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
|
|
@ -9,9 +10,11 @@ pub const modules = .{
|
|||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
var app = try mach.App.init(allocator, .app);
|
||||
defer app.deinit(allocator);
|
||||
try app.run(.{ .allocator = allocator });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@ pub const systems = .{
|
|||
.init = .{ .handler = init },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
.update = .{ .handler = update },
|
||||
.audio_state_change = .{ .handler = audioStateChange },
|
||||
};
|
||||
|
||||
|
|
@ -33,11 +33,9 @@ sfx: mach.Audio.Opus,
|
|||
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.schedule(.init);
|
||||
audio.schedule(.init);
|
||||
app.schedule(.after_init);
|
||||
|
||||
|
|
@ -63,8 +61,6 @@ fn init(
|
|||
std.debug.print("[typing] Play SFX\n", .{});
|
||||
std.debug.print("[arrow up] increase volume 10%\n", .{});
|
||||
std.debug.print("[arrow down] decrease volume 10%\n", .{});
|
||||
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
|
|
@ -104,14 +100,14 @@ fn audioStateChange(
|
|||
}
|
||||
}
|
||||
|
||||
fn tick(
|
||||
fn update(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
// TODO(Core)
|
||||
var iter = mach.core.pollEvents();
|
||||
var iter = core.state().pollEvents();
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| switch (ev.key) {
|
||||
|
|
@ -141,7 +137,7 @@ fn tick(
|
|||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Create a command encoder
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
|
|
@ -9,9 +10,11 @@ pub const modules = .{
|
|||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
var app = try mach.App.init(allocator, .app);
|
||||
defer app.deinit(allocator);
|
||||
try app.run(.{ .allocator = allocator });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ pub const systems = .{
|
|||
.init = .{ .handler = init },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.tick = .{ .handler = tick },
|
||||
.update = .{ .handler = update },
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
};
|
||||
|
||||
|
|
@ -53,11 +53,9 @@ fn deinit(
|
|||
}
|
||||
|
||||
fn init(
|
||||
core: *mach.Core.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
core.schedule(.init);
|
||||
sprite_pipeline.schedule(.init);
|
||||
game.schedule(.after_init);
|
||||
}
|
||||
|
|
@ -99,11 +97,9 @@ fn afterInit(
|
|||
.allocator = allocator,
|
||||
.pipeline = pipeline,
|
||||
});
|
||||
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn tick(
|
||||
fn update(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
sprite: *gfx.Sprite.Mod,
|
||||
|
|
@ -112,7 +108,7 @@ fn tick(
|
|||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = mach.core.pollEvents();
|
||||
var iter = core.state().pollEvents();
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
|
|
@ -201,7 +197,7 @@ fn tick(
|
|||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Begin render pass
|
||||
|
|
@ -242,13 +238,11 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
|||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
try mach.Core.printTitle(
|
||||
core,
|
||||
try core.state().printTitle(
|
||||
core.state().main_window,
|
||||
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
|
||||
.{ game.state().frame_count, game.state().sprites },
|
||||
);
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
|
|
@ -9,9 +10,11 @@ pub const modules = .{
|
|||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
var app = try mach.App.init(allocator, .app);
|
||||
defer app.deinit(allocator);
|
||||
try app.run(.{ .allocator = allocator });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ pub const systems = .{
|
|||
.init = .{ .handler = init },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.tick = .{ .handler = tick },
|
||||
.update = .{ .handler = update },
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
};
|
||||
|
||||
|
|
@ -52,21 +52,15 @@ const text1: []const []const u8 = &.{
|
|||
|
||||
const text2: []const []const u8 = &.{"$!?"};
|
||||
|
||||
fn deinit(
|
||||
core: *mach.Core.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
) !void {
|
||||
fn deinit(text_pipeline: *gfx.TextPipeline.Mod) !void {
|
||||
text_pipeline.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn init(
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
core.schedule(.init);
|
||||
text.schedule(.init);
|
||||
text_pipeline.schedule(.init);
|
||||
game.schedule(.after_init);
|
||||
|
|
@ -74,7 +68,6 @@ fn init(
|
|||
|
||||
fn afterInit(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
text_style: *gfx.TextStyle.Mod,
|
||||
|
|
@ -112,11 +105,9 @@ fn afterInit(
|
|||
.style1 = style1,
|
||||
.pipeline = pipeline,
|
||||
});
|
||||
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn tick(
|
||||
fn update(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
|
|
@ -125,7 +116,7 @@ fn tick(
|
|||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = mach.core.pollEvents();
|
||||
var iter = core.state().pollEvents();
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
|
|
@ -214,7 +205,7 @@ fn tick(
|
|||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Begin render pass
|
||||
|
|
@ -272,13 +263,11 @@ fn endFrame(
|
|||
}
|
||||
}
|
||||
|
||||
try mach.Core.printTitle(
|
||||
core,
|
||||
try core.state().printTitle(
|
||||
core.state().main_window,
|
||||
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
|
||||
.{ game.state().frame_count, num_texts, num_glyphs },
|
||||
);
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
|
|
@ -9,9 +10,11 @@ pub const modules = .{
|
|||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
var app = try mach.App.init(allocator, .app);
|
||||
defer app.deinit(allocator);
|
||||
try app.run(.{ .allocator = allocator });
|
||||
}
|
||||
|
|
|
|||
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Reference in a new issue