all: rename parameters foo_mod -> foo

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-16 19:14:37 -07:00
parent f1dbc3955c
commit 3d8c28a361
5 changed files with 73 additions and 73 deletions

View file

@ -63,7 +63,7 @@ fn init(
}
fn afterInit(
sprite_mod: *gfx.Sprite.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
game: *Mod,
@ -82,12 +82,12 @@ fn afterInit(
// type than the `.physics2d` module's `.location` component if you desire.
const r = glyphs.state().regions.get('?').?;
const player = try sprite_mod.newEntity();
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite_mod.set(player, .pipeline, pipeline);
try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
sprite_mod.send(.update, .{});
const player = try sprite.newEntity();
try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite.set(player, .pipeline, pipeline);
try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
sprite.send(.update, .{});
game.init(.{
.timer = try mach.Timer.start(),
@ -104,7 +104,7 @@ fn afterInit(
fn tick(
engine: *mach.Engine.Mod,
sprite_mod: *gfx.Sprite.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
game: *Mod,
@ -142,7 +142,7 @@ fn tick(
game.state().direction = direction;
game.state().spawning = spawning;
var player_transform = sprite_mod.get(game.state().player, .transform).?;
var player_transform = sprite.get(game.state().player, .transform).?;
var player_pos = player_transform.translation();
if (!spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
@ -156,10 +156,10 @@ fn tick(
const r = glyphs.state().regions.entries.get(rand_index).value;
const new_entity = try engine.newEntity();
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite_mod.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite_mod.set(new_entity, .pipeline, game.state().pipeline);
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite.set(new_entity, .pipeline, game.state().pipeline);
game.state().sprites += 1;
}
}
@ -189,7 +189,7 @@ fn tick(
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
// TODO: .set() API is substantially slower due to internals
// try sprite_mod.set(id, .transform, transform);
// try sprite.set(id, .transform, transform);
old_transform.* = transform;
}
}
@ -202,8 +202,8 @@ fn tick(
player_transform = Mat4x4.translate(player_pos).mul(
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite_mod.set(game.state().player, .transform, player_transform);
sprite_mod.send(.update, .{});
try sprite.set(game.state().player, .transform, player_transform);
sprite.send(.update, .{});
// Perform pre-render work
sprite_pipeline.send(.pre_render, .{});

View file

@ -52,7 +52,7 @@ pub const global_events = .{
fn init(
engine: *mach.Engine.Mod,
sprite_mod: *gfx.Sprite.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
) !void {
@ -71,11 +71,11 @@ fn init(
// Create our player sprite
const player = try engine.newEntity();
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite_mod.set(player, .size, vec2(32, 32));
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite_mod.set(player, .pipeline, pipeline);
sprite_mod.send(.update, .{});
try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite.set(player, .size, vec2(32, 32));
try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite.set(player, .pipeline, pipeline);
sprite.send(.update, .{});
game.init(.{
.timer = try mach.Timer.start(),
@ -93,7 +93,7 @@ fn init(
fn tick(
engine: *mach.Engine.Mod,
sprite_mod: *gfx.Sprite.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
) !void {
@ -130,7 +130,7 @@ fn tick(
game.state().direction = direction;
game.state().spawning = spawning;
var player_transform = sprite_mod.get(game.state().player, .transform).?;
var player_transform = sprite.get(game.state().player, .transform).?;
var player_pos = player_transform.translation();
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
@ -141,10 +141,10 @@ fn tick(
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
const new_entity = try engine.newEntity();
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
try sprite_mod.set(new_entity, .size, vec2(32, 32));
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite_mod.set(new_entity, .pipeline, game.state().pipeline);
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
try sprite.set(new_entity, .size, vec2(32, 32));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite.set(new_entity, .pipeline, game.state().pipeline);
game.state().sprites += 1;
}
}
@ -171,7 +171,7 @@ fn tick(
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
// TODO: .set() API is substantially slower due to internals
// try sprite_mod.set(id, .transform, transform);
// try sprite.set(id, .transform, transform);
old_transform.* = transform;
}
}
@ -181,8 +181,8 @@ fn tick(
const speed = 200.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try sprite_mod.set(game.state().player, .transform, Mat4x4.translate(player_pos));
sprite_mod.send(.update, .{});
try sprite.set(game.state().player, .transform, Mat4x4.translate(player_pos));
sprite.send(.update, .{});
// Perform pre-render work
sprite_pipeline.send(.pre_render, .{});

View file

@ -69,7 +69,7 @@ const text2: []const []const u8 = &.{"!$?😊"};
fn init(
engine: *mach.Engine.Mod,
text_mod: *Text.Mod,
text: *Text.Mod,
text_style: *gfx.TextStyle.Mod,
game: *Mod,
) !void {
@ -100,8 +100,8 @@ fn init(
// Create some text
const player = try engine.newEntity();
try text_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
try text_mod.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
try text.set(player, .pipeline, @intFromEnum(Pipeline.default));
try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
// TODO: better storage mechanism for this
// TODO: this is a leak
@ -110,10 +110,10 @@ fn init(
styles[0] = style1;
styles[1] = style2;
styles[2] = style3;
try text_mod.set(player, .text, text1);
try text_mod.set(player, .style, styles);
try text.set(player, .text, text1);
try text.set(player, .style, styles);
text_mod.send(.init_pipeline, .{Text.PipelineOptions{
text.send(.init_pipeline, .{Text.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.default),
}});
@ -137,7 +137,7 @@ fn deinit(engine: *mach.Engine.Mod) !void {
fn tick(
engine: *mach.Engine.Mod,
text_mod: *Text.Mod,
text: *Text.Mod,
game: *Mod,
) !void {
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
@ -173,7 +173,7 @@ fn tick(
game.state().direction = direction;
game.state().spawning = spawning;
var player_transform = text_mod.get(game.state().player, .transform).?;
var player_transform = text.get(game.state().player, .transform).?;
var player_pos = player_transform.translation().divScalar(upscale);
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
@ -184,15 +184,15 @@ fn tick(
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
const new_entity = try engine.newEntity();
try text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
try text_mod.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
try text.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
// TODO: better storage mechanism for this
// TODO: this is a leak
const styles = try game.state().allocator.alloc(mach.EntityID, 1);
styles[0] = game.state().style1;
try text_mod.set(new_entity, .text, text2);
try text_mod.set(new_entity, .style, styles);
try text.set(new_entity, .text, text2);
try text.set(new_entity, .style, styles);
game.state().texts += 1;
}
@ -220,7 +220,7 @@ fn tick(
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
// TODO: .set() API is substantially slower due to internals
// try text_mod.set(id, .transform, transform);
// try text.set(id, .transform, transform);
old_transform.* = transform;
}
}
@ -230,15 +230,15 @@ fn tick(
const speed = 200.0 / upscale;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try text_mod.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
text.send(.updated, .{@intFromEnum(Pipeline.default)});
// Perform pre-render work
text_mod.send(.pre_render, .{@intFromEnum(Pipeline.default)});
text.send(.pre_render, .{@intFromEnum(Pipeline.default)});
// Render a frame
engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
text_mod.send(.render, .{@intFromEnum(Pipeline.default)});
text.send(.render, .{@intFromEnum(Pipeline.default)});
engine.send(.end_pass, .{});
engine.send(.frame_done, .{}); // Present the frame