module: remove TupleHACK now that dependency loop is resolved
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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b3663f7899
commit
3ea64966f0
5 changed files with 43 additions and 80 deletions
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@ -61,7 +61,7 @@ fn init(
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// Tell sprite_mod to use the texture
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const texture = text_mod.state.texture;
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sprite_mod.send(.init_pipeline, .{ .@"0" = Sprite.PipelineOptions{
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sprite_mod.send(.init_pipeline, .{ Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.text),
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.texture = texture,
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} });
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@ -77,7 +77,7 @@ fn init(
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try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
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sprite_mod.send(.updated, .{ .@"0" = @intFromEnum(Pipeline.text) });
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.text) });
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game.state = .{
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.timer = try mach.Timer.start(),
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@ -192,14 +192,14 @@ fn tick(
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);
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try sprite_mod.set(game.state.player, .transform, player_transform);
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sprite_mod.send(.updated, .{ .@"0" = @intFromEnum(Pipeline.text) });
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.text) });
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// Perform pre-render work
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sprite_mod.send(.pre_render, .{ .@"0" = @intFromEnum(Pipeline.text) });
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sprite_mod.send(.pre_render, .{ @intFromEnum(Pipeline.text) });
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// Render a frame
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engine.send(.begin_pass, .{ .@"0" = gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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sprite_mod.send(.render, .{ .@"0" = @intFromEnum(Pipeline.text) });
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engine.send(.begin_pass, .{ gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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sprite_mod.send(.render, .{ @intFromEnum(Pipeline.text) });
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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@ -70,7 +70,7 @@ fn init(
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s.ft = try ft.Library.init();
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s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
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text_mod.send(.prepare, .{ .@"0" = &[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' } });
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text_mod.send(.prepare, .{ &[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' } });
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}
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fn prepare(
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@ -68,11 +68,11 @@ fn init(
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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sprite_mod.send(.init_pipeline, .{ .@"0" = Sprite.PipelineOptions{
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sprite_mod.send(.init_pipeline, .{ Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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.texture = try loadTexture(engine),
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} });
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sprite_mod.send(.updated, .{ .@"0" = @intFromEnum(Pipeline.default) });
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
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game.state = .{
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.timer = try mach.Timer.start(),
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@ -176,14 +176,14 @@ 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_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
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sprite_mod.send(.updated, .{ .@"0" = @intFromEnum(Pipeline.default) });
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
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// Perform pre-render work
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sprite_mod.send(.pre_render, .{ .@"0" = @intFromEnum(Pipeline.default) });
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sprite_mod.send(.pre_render, .{ @intFromEnum(Pipeline.default) });
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// Render a frame
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engine.send(.begin_pass, .{ .@"0" = gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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sprite_mod.send(.render, .{ .@"0" = @intFromEnum(Pipeline.default) });
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engine.send(.begin_pass, .{ gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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sprite_mod.send(.render, .{ @intFromEnum(Pipeline.default) });
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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@ -108,7 +108,7 @@ fn init(
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try text_mod.set(player, .text, text1);
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try text_mod.set(player, .style, styles);
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text_mod.send(.init_pipeline, .{ .@"0" = Text.PipelineOptions{
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text_mod.send(.init_pipeline, .{ Text.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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} });
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engine.dispatchNoError(); // TODO: no dispatch in user code
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@ -226,14 +226,14 @@ 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 text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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text_mod.send(.updated, .{ .@"0" = @intFromEnum(Pipeline.default) });
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text_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
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// Perform pre-render work
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text_mod.send(.pre_render, .{ .@"0" = @intFromEnum(Pipeline.default) });
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text_mod.send(.pre_render, .{ @intFromEnum(Pipeline.default) });
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// Render a frame
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engine.send(.begin_pass, .{ .@"0" = gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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text_mod.send(.render, .{ .@"0" = @intFromEnum(Pipeline.default) });
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engine.send(.begin_pass, .{ gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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text_mod.send(.render, .{ @intFromEnum(Pipeline.default) });
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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